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Port to CUDA precompile/cache Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/8536>
78 lines
2.4 KiB
Text
78 lines
2.4 KiB
Text
/* GStreamer
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* Copyright (C) 2025 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef __NVCC__
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__device__ inline unsigned char
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scale_to_uchar (float val)
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{
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return (unsigned char) __float2int_rz (val * 255.0);
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}
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extern "C" {
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__global__ void
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GstNvJpegEncConvertMain (cudaTextureObject_t uv_tex, unsigned char * out_u,
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unsigned char * out_v, int width, int height, int stride)
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{
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int x_pos = blockIdx.x * blockDim.x + threadIdx.x;
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int y_pos = blockIdx.y * blockDim.y + threadIdx.y;
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if (x_pos >= width || y_pos >= height)
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return;
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float x = 0;
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float y = 0;
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if (width > 1)
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x = (float) x_pos / (width - 1);
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if (height > 1)
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y = (float) y_pos / (height - 1);
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float2 uv = tex2D<float2> (uv_tex, x, y);
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unsigned int pos = x_pos + (y_pos * stride);
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out_u[pos] = scale_to_uchar (uv.x);
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out_v[pos] = scale_to_uchar (uv.y);
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}
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}
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#else
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static const gchar *GstNvJpegEncConvertMain_str = R"(
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__device__ inline unsigned char
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scale_to_uchar (float val)
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{
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return (unsigned char) __float2int_rz (val * 255.0);
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}
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extern "C" {
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__global__ void
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GstNvJpegEncConvertMain (cudaTextureObject_t uv_tex, unsigned char * out_u,
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unsigned char * out_v, int width, int height, int stride)
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{
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int x_pos = blockIdx.x * blockDim.x + threadIdx.x;
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int y_pos = blockIdx.y * blockDim.y + threadIdx.y;
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if (x_pos >= width || y_pos >= height)
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return;
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float x = 0;
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float y = 0;
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if (width > 1)
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x = (float) x_pos / (width - 1);
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if (height > 1)
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y = (float) y_pos / (height - 1);
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float2 uv = tex2D<float2> (uv_tex, x, y);
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unsigned int pos = x_pos + (y_pos * stride);
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out_u[pos] = scale_to_uchar (uv.x);
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out_v[pos] = scale_to_uchar (uv.y);
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}
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}
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)";
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#endif
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