效果图如下:
初学CUDA,做个记录,希望和大家多多交流。
使用纹理内存步骤如下:
1、声明纹理内存,如:
texture<uchar4,cudaTextureType2D,cudaReadModeNormalizedFloat> tex;
2、设置纹理通道格式等,并以此申请内存
cudaChannelFormatDesc channelDesc=cudaCreateChannelDesc<uchar4>();
cudaArray *cuArray;
cudaMallocArray(&cuArray,&channelDesc,width,height);
使用openCV时,width=Mat.cols,height=Mat.rows
3、将内容拷贝至GPU内存中
cudaMemcpyToArray(cuArray,0,0,src.data,size,cudaMemcpyHostToDevice);
4、绑定内存
tex.addressMode[0]=cudaAddressModeWrap;
tex.addressMode[1]=cudaAddressModeWrap;
tex.filterMode = cudaFilterModeLinear;
tex.normalized =false;
cudaBindTextureToArray(tex,cuArray,channelDesc)
5、使用内存
tex2D(tex,x,y);
注意:由于纹理内存使用浮点型4字节,对于opencv读取RGB三通道,应使用cvtColor(src, src, CV_BGR2BGRA)转换为RGBA三通道格式。
#include "cuda.h"
#include "cuda_runtime.h"
#include "opencv2/core/core.hpp"
#include "opencv2/highgui/highgui.hpp"
#include "opencv2/opencv.hpp"
#include "stdio.h"
using namespace std;
using namespace cv;
texture<uchar4,cudaTextureType2D,cudaReadModeNormalizedFloat> tex;
//cudaReadModeNormalizedFloat 为了让tex2D读取,格式可转换。
__global__ void smooth_kernel(char *img,int width,int heigth,int channels)
{
unsigned int x = blockIdx.x*blockDim.x + threadIdx.x;
unsigned int y = blockIdx.y*blockDim.y + threadIdx.y;
unsigned int offset = x + y*blockDim.x+gridDim.x;
//若使用归一化
float u = x/(float)width;
float v = y/(float)heigth;
//如果使用cudaReadModeElementType,则读取uchar4不能转为float
float4 pixel = tex2D(tex,x,y);
float4 left = tex2D(tex,x-1,y);
float4 right = tex2D(tex,x+1,y);
float4 top = tex2D(tex,x,y-1);
float4 botton = tex2D(tex,x,y+1);
img[(y*width+x)*channels+0] = (left.x+right.x+top.x+botton.x)/4*255;
img[(y*width+x)*channels+1] = (left.y+right.y+top.y+botton.y)/4*255;
img[(y*width+x)*channels+2] = (left.z+right.z+top.z+botton.z)/4*255;
img[(y*width+x)*channels+3] = 0;
}
#define IMAGE_DIR "/home/dzqiu/Documents/zuyan.jpeg"
int main(int argc,char **argv)
{
Mat src = imread(IMAGE_DIR,IMREAD_COLOR);
//注意:纹理内存绑定限制每行应该为256字节,也有非256字节掉对齐方法
// 这里为了方便,我们将图片resize位256*256大小
resize(src, src, Size(256, 256));
//为了使用float的纹理,将RGB三字节的格式改为BGRA四字节掉存储方式
cvtColor(src, src, CV_BGR2BGRA);
int rows=src.rows;
int cols=src.cols;
int channels=src.channels();
int width=cols,height=rows,size=rows*cols*channels;
cudaChannelFormatDesc channelDesc=cudaCreateChannelDesc<uchar4>();
cudaArray *cuArray;
cudaMallocArray(&cuArray,&channelDesc,width,height);
cudaMemcpyToArray(cuArray,0,0,src.data,size,cudaMemcpyHostToDevice);
tex.addressMode[0]=cudaAddressModeWrap; //暂未弄明白
tex.addressMode[1]=cudaAddressModeWrap;
tex.filterMode = cudaFilterModeLinear; //暂未弄明白
tex.normalized =false; //不使用归一化
cudaBindTextureToArray(tex,cuArray,channelDesc);
Mat out=Mat::zeros(width, height, CV_8UC4);
char *dev_out=NULL;
cudaMalloc((void**)&dev_out, size);
dim3 dimBlock(16, 16);
dim3 dimGrid((width + dimBlock.x - 1) / dimBlock.x, (height + dimBlock.y - 1) / dimBlock.y);
smooth_kernel<<<dimGrid,dimBlock,0>>>(dev_out,width,height,channels);
cudaMemcpy(out.data,dev_out,size,cudaMemcpyDeviceToHost);
imshow("orignal",src);
imshow("smooth_image",out);
waitKey(0);
cudaFree(dev_out);
cudaFree(cuArray);
cudaUnbindTexture(tex);
return 0;
}
源码下载: GitHub
参考博客:
CUDA二维纹理内存+OpenCV图像滤波 牧野
cuda纹理内存的使用 一棹烟波