gstreamer/subprojects/gst-plugins-bad/sys/nvcodec/kernel/gstnvjpegenc.cu

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/* GStreamer
* Copyright (C) 2025 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef __NVCC__
__device__ inline unsigned char
scale_to_uchar (float val)
{
return (unsigned char) __float2int_rz (val * 255.0);
}
extern "C" {
__global__ void
GstNvJpegEncConvertMain (cudaTextureObject_t uv_tex, unsigned char * out_u,
unsigned char * out_v, int width, int height, int stride)
{
int x_pos = blockIdx.x * blockDim.x + threadIdx.x;
int y_pos = blockIdx.y * blockDim.y + threadIdx.y;
if (x_pos >= width || y_pos >= height)
return;
float x = 0;
float y = 0;
if (width > 1)
x = (float) x_pos / (width - 1);
if (height > 1)
y = (float) y_pos / (height - 1);
float2 uv = tex2D<float2> (uv_tex, x, y);
unsigned int pos = x_pos + (y_pos * stride);
out_u[pos] = scale_to_uchar (uv.x);
out_v[pos] = scale_to_uchar (uv.y);
}
}
#else
static const gchar *GstNvJpegEncConvertMain_str = R"(
__device__ inline unsigned char
scale_to_uchar (float val)
{
return (unsigned char) __float2int_rz (val * 255.0);
}
extern "C" {
__global__ void
GstNvJpegEncConvertMain (cudaTextureObject_t uv_tex, unsigned char * out_u,
unsigned char * out_v, int width, int height, int stride)
{
int x_pos = blockIdx.x * blockDim.x + threadIdx.x;
int y_pos = blockIdx.y * blockDim.y + threadIdx.y;
if (x_pos >= width || y_pos >= height)
return;
float x = 0;
float y = 0;
if (width > 1)
x = (float) x_pos / (width - 1);
if (height > 1)
y = (float) y_pos / (height - 1);
float2 uv = tex2D<float2> (uv_tex, x, y);
unsigned int pos = x_pos + (y_pos * stride);
out_u[pos] = scale_to_uchar (uv.x);
out_v[pos] = scale_to_uchar (uv.y);
}
}
)";
#endif