ae28d55f81
Source: RGB-D -> Dyn-HaMR -> L20 retargeting -> FoundationPose -> reference repair -> SPIDER, documented in docs/PIPELINE_LATEST.md and docs/SETUP_AND_WEIGHTS.md. Adds FoundationPose and nvdiffrast upstream snapshots, requirements/pipeline_venv.txt and the FoundationPose weight manifest/downloader. Assets (Git LFS): weights/ (WiLoR detector, HandFlow denoiser, UniDepth-L), FoundationPose checkpoints, HaMeR checkpoint, Dyn-HaMR HMP model and BMC constraints, L20 URDF/meshes, the 20260915_171525 D405 recording and the two box CADs. MANO models are not redistributed (third_party/hamer/_DATA/data/mano/README.txt). Environments, caches and run outputs excluded. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
559 lines
19 KiB
Plaintext
559 lines
19 KiB
Plaintext
// Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
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//
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// NVIDIA CORPORATION and its licensors retain all intellectual property
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// and proprietary rights in and to this software, related documentation
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// and any modifications thereto. Any use, reproduction, disclosure or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA CORPORATION is strictly prohibited.
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#include "antialias.h"
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//------------------------------------------------------------------------
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// Helpers.
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#define F32_MAX (3.402823466e+38f)
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static __forceinline__ __device__ bool same_sign(float a, float b) { return (__float_as_int(a) ^ __float_as_int(b)) >= 0; }
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static __forceinline__ __device__ bool rational_gt(float n0, float n1, float d0, float d1) { return (n0*d1 > n1*d0) == same_sign(d0, d1); }
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static __forceinline__ __device__ int max_idx3(float n0, float n1, float n2, float d0, float d1, float d2)
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{
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bool g10 = rational_gt(n1, n0, d1, d0);
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bool g20 = rational_gt(n2, n0, d2, d0);
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bool g21 = rational_gt(n2, n1, d2, d1);
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if (g20 && g21) return 2;
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if (g10) return 1;
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return 0;
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}
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//------------------------------------------------------------------------
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// Format of antialiasing work items stored in work buffer. Usually accessed directly as int4.
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struct AAWorkItem
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{
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enum
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{
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EDGE_MASK = 3, // Edge index in lowest bits.
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FLAG_DOWN_BIT = 2, // Down instead of right.
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FLAG_TRI1_BIT = 3, // Edge is from other pixel's triangle.
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};
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int px, py; // Pixel x, y.
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unsigned int pz_flags; // High 16 bits = pixel z, low 16 bits = edge index and flags.
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float alpha; // Antialiasing alpha value. Zero if no AA.
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};
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//------------------------------------------------------------------------
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// Hash functions. Adapted from public-domain code at http://www.burtleburtle.net/bob/hash/doobs.html
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#define JENKINS_MAGIC (0x9e3779b9u)
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static __device__ __forceinline__ void jenkins_mix(unsigned int& a, unsigned int& b, unsigned int& c)
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{
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a -= b; a -= c; a ^= (c>>13);
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b -= c; b -= a; b ^= (a<<8);
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c -= a; c -= b; c ^= (b>>13);
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a -= b; a -= c; a ^= (c>>12);
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b -= c; b -= a; b ^= (a<<16);
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c -= a; c -= b; c ^= (b>>5);
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a -= b; a -= c; a ^= (c>>3);
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b -= c; b -= a; b ^= (a<<10);
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c -= a; c -= b; c ^= (b>>15);
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}
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// Helper class for hash index iteration. Implements simple odd-skip linear probing with a key-dependent skip.
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class HashIndex
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{
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public:
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__device__ __forceinline__ HashIndex(const AntialiasKernelParams& p, uint64_t key)
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{
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m_mask = (p.allocTriangles << AA_LOG_HASH_ELEMENTS_PER_TRIANGLE(p.allocTriangles)) - 1; // This should work until triangle count exceeds 1073741824.
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m_idx = (uint32_t)(key & 0xffffffffu);
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m_skip = (uint32_t)(key >> 32);
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uint32_t dummy = JENKINS_MAGIC;
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jenkins_mix(m_idx, m_skip, dummy);
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m_idx &= m_mask;
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m_skip &= m_mask;
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m_skip |= 1;
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}
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__device__ __forceinline__ int get(void) const { return m_idx; }
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__device__ __forceinline__ void next(void) { m_idx = (m_idx + m_skip) & m_mask; }
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private:
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uint32_t m_idx, m_skip, m_mask;
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};
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static __device__ __forceinline__ void hash_insert(const AntialiasKernelParams& p, uint64_t key, int v)
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{
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HashIndex idx(p, key);
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while(1)
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{
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uint64_t prev = atomicCAS((unsigned long long*)&p.evHash[idx.get()], 0, (unsigned long long)key);
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if (prev == 0 || prev == key)
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break;
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idx.next();
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}
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int* q = (int*)&p.evHash[idx.get()];
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int a = atomicCAS(q+2, 0, v);
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if (a != 0 && a != v)
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atomicCAS(q+3, 0, v);
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}
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static __device__ __forceinline__ int2 hash_find(const AntialiasKernelParams& p, uint64_t key)
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{
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HashIndex idx(p, key);
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while(1)
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{
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uint4 entry = p.evHash[idx.get()];
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uint64_t k = ((uint64_t)entry.x) | (((uint64_t)entry.y) << 32);
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if (k == key || k == 0)
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return make_int2((int)entry.z, (int)entry.w);
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idx.next();
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}
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}
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static __device__ __forceinline__ void evhash_insert_vertex(const AntialiasKernelParams& p, int va, int vb, int vn)
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{
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if (va == vb)
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return;
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uint64_t v0 = (uint32_t)min(va, vb) + 1; // canonical vertex order
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uint64_t v1 = (uint32_t)max(va, vb) + 1;
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uint64_t vk = v0 | (v1 << 32); // hash key
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hash_insert(p, vk, vn + 1);
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}
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static __forceinline__ __device__ int evhash_find_vertex(const AntialiasKernelParams& p, int va, int vb, int vr)
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{
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if (va == vb)
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return -1;
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uint64_t v0 = (uint32_t)min(va, vb) + 1; // canonical vertex order
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uint64_t v1 = (uint32_t)max(va, vb) + 1;
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uint64_t vk = v0 | (v1 << 32); // hash key
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int2 vn = hash_find(p, vk) - 1;
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if (vn.x == vr) return vn.y;
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if (vn.y == vr) return vn.x;
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return -1;
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}
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//------------------------------------------------------------------------
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// Mesh analysis kernel.
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__global__ void AntialiasFwdMeshKernel(const AntialiasKernelParams p)
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{
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int idx = threadIdx.x + blockIdx.x * blockDim.x;
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if (idx >= p.numTriangles)
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return;
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int v0 = p.tri[idx * 3 + 0];
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int v1 = p.tri[idx * 3 + 1];
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int v2 = p.tri[idx * 3 + 2];
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if (v0 < 0 || v0 >= p.numVertices ||
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v1 < 0 || v1 >= p.numVertices ||
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v2 < 0 || v2 >= p.numVertices)
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return;
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if (v0 == v1 || v1 == v2 || v2 == v0)
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return;
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evhash_insert_vertex(p, v1, v2, v0);
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evhash_insert_vertex(p, v2, v0, v1);
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evhash_insert_vertex(p, v0, v1, v2);
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}
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//------------------------------------------------------------------------
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// Discontinuity finder kernel.
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__global__ void AntialiasFwdDiscontinuityKernel(const AntialiasKernelParams p)
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{
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// Calculate pixel position.
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int px = blockIdx.x * AA_DISCONTINUITY_KERNEL_BLOCK_WIDTH + threadIdx.x;
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int py = blockIdx.y * AA_DISCONTINUITY_KERNEL_BLOCK_HEIGHT + threadIdx.y;
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int pz = blockIdx.z;
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if (px >= p.width || py >= p.height || pz >= p.n)
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return;
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// Pointer to our TriIdx and fetch.
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int pidx0 = ((px + p.width * (py + p.height * pz)) << 2) + 3;
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float tri0 = p.rasterOut[pidx0]; // These can stay as float, as we only compare them against each other.
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// Look right, clamp at edge.
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int pidx1 = pidx0;
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if (px < p.width - 1)
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pidx1 += 4;
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float tri1 = p.rasterOut[pidx1];
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// Look down, clamp at edge.
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int pidx2 = pidx0;
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if (py < p.height - 1)
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pidx2 += p.width << 2;
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float tri2 = p.rasterOut[pidx2];
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// Determine amount of work.
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int count = 0;
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if (tri1 != tri0) count = 1;
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if (tri2 != tri0) count += 1;
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if (!count)
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return; // Exit warp.
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// Coalesce work counter update to once per CTA.
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__shared__ int s_temp;
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s_temp = 0;
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__syncthreads();
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int idx = atomicAdd(&s_temp, count);
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__syncthreads();
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if (idx == 0)
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{
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int base = atomicAdd(&p.workBuffer[0].x, s_temp);
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s_temp = base + 1; // don't clobber the counters in first slot.
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}
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__syncthreads();
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idx += s_temp;
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// Write to memory.
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if (tri1 != tri0) p.workBuffer[idx++] = make_int4(px, py, (pz << 16), 0);
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if (tri2 != tri0) p.workBuffer[idx] = make_int4(px, py, (pz << 16) + (1 << AAWorkItem::FLAG_DOWN_BIT), 0);
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}
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//------------------------------------------------------------------------
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// Forward analysis kernel.
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__global__ void AntialiasFwdAnalysisKernel(const AntialiasKernelParams p)
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{
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__shared__ int s_base;
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int workCount = p.workBuffer[0].x;
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for(;;)
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{
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// Persistent threads work fetcher.
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__syncthreads();
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if (threadIdx.x == 0)
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s_base = atomicAdd(&p.workBuffer[0].y, AA_ANALYSIS_KERNEL_THREADS_PER_BLOCK);
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__syncthreads();
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int thread_idx = s_base + threadIdx.x;
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if (thread_idx >= workCount)
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return;
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int4* pItem = p.workBuffer + thread_idx + 1;
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int4 item = *pItem;
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int px = item.x;
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int py = item.y;
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int pz = (int)(((unsigned int)item.z) >> 16);
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int d = (item.z >> AAWorkItem::FLAG_DOWN_BIT) & 1;
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int pixel0 = px + p.width * (py + p.height * pz);
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int pixel1 = pixel0 + (d ? p.width : 1);
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float2 zt0 = ((float2*)p.rasterOut)[(pixel0 << 1) + 1];
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float2 zt1 = ((float2*)p.rasterOut)[(pixel1 << 1) + 1];
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int tri0 = float_to_triidx(zt0.y) - 1;
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int tri1 = float_to_triidx(zt1.y) - 1;
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// Select triangle based on background / depth.
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int tri = (tri0 >= 0) ? tri0 : tri1;
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if (tri0 >= 0 && tri1 >= 0)
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tri = (zt0.x < zt1.x) ? tri0 : tri1;
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if (tri == tri1)
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{
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// Calculate with respect to neighbor pixel if chose that triangle.
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px += 1 - d;
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py += d;
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}
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// Bail out if triangle index is corrupt.
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if (tri < 0 || tri >= p.numTriangles)
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continue;
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// Fetch vertex indices.
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int vi0 = p.tri[tri * 3 + 0];
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int vi1 = p.tri[tri * 3 + 1];
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int vi2 = p.tri[tri * 3 + 2];
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// Bail out if vertex indices are corrupt.
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if (vi0 < 0 || vi0 >= p.numVertices ||
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vi1 < 0 || vi1 >= p.numVertices ||
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vi2 < 0 || vi2 >= p.numVertices)
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continue;
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// Fetch opposite vertex indices. Use vertex itself (always silhouette) if no opposite vertex exists.
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int op0 = evhash_find_vertex(p, vi2, vi1, vi0);
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int op1 = evhash_find_vertex(p, vi0, vi2, vi1);
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int op2 = evhash_find_vertex(p, vi1, vi0, vi2);
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// Instance mode: Adjust vertex indices based on minibatch index.
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if (p.instance_mode)
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{
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int vbase = pz * p.numVertices;
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vi0 += vbase;
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vi1 += vbase;
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vi2 += vbase;
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if (op0 >= 0) op0 += vbase;
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if (op1 >= 0) op1 += vbase;
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if (op2 >= 0) op2 += vbase;
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}
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// Fetch vertex positions.
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float4 p0 = ((float4*)p.pos)[vi0];
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float4 p1 = ((float4*)p.pos)[vi1];
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float4 p2 = ((float4*)p.pos)[vi2];
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float4 o0 = (op0 < 0) ? p0 : ((float4*)p.pos)[op0];
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float4 o1 = (op1 < 0) ? p1 : ((float4*)p.pos)[op1];
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float4 o2 = (op2 < 0) ? p2 : ((float4*)p.pos)[op2];
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// Project vertices to pixel space.
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float w0 = 1.f / p0.w;
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float w1 = 1.f / p1.w;
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float w2 = 1.f / p2.w;
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float ow0 = 1.f / o0.w;
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float ow1 = 1.f / o1.w;
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float ow2 = 1.f / o2.w;
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float fx = (float)px + .5f - p.xh;
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float fy = (float)py + .5f - p.yh;
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float x0 = p0.x * w0 * p.xh - fx;
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float y0 = p0.y * w0 * p.yh - fy;
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float x1 = p1.x * w1 * p.xh - fx;
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float y1 = p1.y * w1 * p.yh - fy;
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float x2 = p2.x * w2 * p.xh - fx;
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float y2 = p2.y * w2 * p.yh - fy;
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float ox0 = o0.x * ow0 * p.xh - fx;
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float oy0 = o0.y * ow0 * p.yh - fy;
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float ox1 = o1.x * ow1 * p.xh - fx;
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float oy1 = o1.y * ow1 * p.yh - fy;
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float ox2 = o2.x * ow2 * p.xh - fx;
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float oy2 = o2.y * ow2 * p.yh - fy;
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// Signs to kill non-silhouette edges.
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float bb = (x1-x0)*(y2-y0) - (x2-x0)*(y1-y0); // Triangle itself.
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float a0 = (x1-ox0)*(y2-oy0) - (x2-ox0)*(y1-oy0); // Wings.
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float a1 = (x2-ox1)*(y0-oy1) - (x0-ox1)*(y2-oy1);
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float a2 = (x0-ox2)*(y1-oy2) - (x1-ox2)*(y0-oy2);
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// If no matching signs anywhere, skip the rest.
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if (same_sign(a0, bb) || same_sign(a1, bb) || same_sign(a2, bb))
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{
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// XY flip for horizontal edges.
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if (d)
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{
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swap(x0, y0);
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swap(x1, y1);
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swap(x2, y2);
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}
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float dx0 = x2 - x1;
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float dx1 = x0 - x2;
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float dx2 = x1 - x0;
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float dy0 = y2 - y1;
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float dy1 = y0 - y2;
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float dy2 = y1 - y0;
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// Check if an edge crosses between us and the neighbor pixel.
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float dc = -F32_MAX;
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float ds = (tri == tri0) ? 1.f : -1.f;
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float d0 = ds * (x1*dy0 - y1*dx0);
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float d1 = ds * (x2*dy1 - y2*dx1);
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float d2 = ds * (x0*dy2 - y0*dx2);
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if (same_sign(y1, y2)) d0 = -F32_MAX, dy0 = 1.f;
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if (same_sign(y2, y0)) d1 = -F32_MAX, dy1 = 1.f;
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if (same_sign(y0, y1)) d2 = -F32_MAX, dy2 = 1.f;
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int di = max_idx3(d0, d1, d2, dy0, dy1, dy2);
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if (di == 0 && same_sign(a0, bb) && fabsf(dy0) >= fabsf(dx0)) dc = d0 / dy0;
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if (di == 1 && same_sign(a1, bb) && fabsf(dy1) >= fabsf(dx1)) dc = d1 / dy1;
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if (di == 2 && same_sign(a2, bb) && fabsf(dy2) >= fabsf(dx2)) dc = d2 / dy2;
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float eps = .0625f; // Expect no more than 1/16 pixel inaccuracy.
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// Adjust output image if a suitable edge was found.
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if (dc > -eps && dc < 1.f + eps)
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{
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dc = fminf(fmaxf(dc, 0.f), 1.f);
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float alpha = ds * (.5f - dc);
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const float* pColor0 = p.color + pixel0 * p.channels;
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const float* pColor1 = p.color + pixel1 * p.channels;
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float* pOutput = p.output + (alpha > 0.f ? pixel0 : pixel1) * p.channels;
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for (int i=0; i < p.channels; i++)
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atomicAdd(&pOutput[i], alpha * (pColor1[i] - pColor0[i]));
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// Rewrite the work item's flags and alpha. Keep original px, py.
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unsigned int flags = pz << 16;
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flags |= di;
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flags |= d << AAWorkItem::FLAG_DOWN_BIT;
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flags |= (__float_as_uint(ds) >> 31) << AAWorkItem::FLAG_TRI1_BIT;
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((int2*)pItem)[1] = make_int2(flags, __float_as_int(alpha));
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}
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}
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}
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}
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//------------------------------------------------------------------------
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// Gradient kernel.
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__global__ void AntialiasGradKernel(const AntialiasKernelParams p)
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{
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// Temporary space for coalesced atomics.
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CA_DECLARE_TEMP(AA_GRAD_KERNEL_THREADS_PER_BLOCK);
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__shared__ int s_base; // Work counter communication across entire CTA.
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int workCount = p.workBuffer[0].x;
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for(;;)
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{
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// Persistent threads work fetcher.
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__syncthreads();
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if (threadIdx.x == 0)
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s_base = atomicAdd(&p.workBuffer[0].y, AA_GRAD_KERNEL_THREADS_PER_BLOCK);
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__syncthreads();
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int thread_idx = s_base + threadIdx.x;
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if (thread_idx >= workCount)
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return;
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// Read work item filled out by forward kernel.
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int4 item = p.workBuffer[thread_idx + 1];
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unsigned int amask = __ballot_sync(0xffffffffu, item.w);
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if (item.w == 0)
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continue; // No effect.
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// Unpack work item and replicate setup from forward analysis kernel.
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int px = item.x;
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int py = item.y;
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int pz = (int)(((unsigned int)item.z) >> 16);
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int d = (item.z >> AAWorkItem::FLAG_DOWN_BIT) & 1;
|
|
float alpha = __int_as_float(item.w);
|
|
int tri1 = (item.z >> AAWorkItem::FLAG_TRI1_BIT) & 1;
|
|
int di = item.z & AAWorkItem::EDGE_MASK;
|
|
float ds = __int_as_float(__float_as_int(1.0) | (tri1 << 31));
|
|
int pixel0 = px + p.width * (py + p.height * pz);
|
|
int pixel1 = pixel0 + (d ? p.width : 1);
|
|
int tri = float_to_triidx(p.rasterOut[((tri1 ? pixel1 : pixel0) << 2) + 3]) - 1;
|
|
if (tri1)
|
|
{
|
|
px += 1 - d;
|
|
py += d;
|
|
}
|
|
|
|
// Bail out if triangle index is corrupt.
|
|
bool triFail = (tri < 0 || tri >= p.numTriangles);
|
|
amask = __ballot_sync(amask, !triFail);
|
|
if (triFail)
|
|
continue;
|
|
|
|
// Outgoing color gradients.
|
|
float* pGrad0 = p.gradColor + pixel0 * p.channels;
|
|
float* pGrad1 = p.gradColor + pixel1 * p.channels;
|
|
|
|
// Incoming color gradients.
|
|
const float* pDy = p.dy + (alpha > 0.f ? pixel0 : pixel1) * p.channels;
|
|
|
|
// Position gradient weight based on colors and incoming gradients.
|
|
float dd = 0.f;
|
|
const float* pColor0 = p.color + pixel0 * p.channels;
|
|
const float* pColor1 = p.color + pixel1 * p.channels;
|
|
|
|
// Loop over channels and accumulate.
|
|
for (int i=0; i < p.channels; i++)
|
|
{
|
|
float dy = pDy[i];
|
|
if (dy != 0.f)
|
|
{
|
|
// Update position gradient weight.
|
|
dd += dy * (pColor1[i] - pColor0[i]);
|
|
|
|
// Update color gradients. No coalescing because all have different targets.
|
|
float v = alpha * dy;
|
|
atomicAdd(&pGrad0[i], -v);
|
|
atomicAdd(&pGrad1[i], v);
|
|
}
|
|
}
|
|
|
|
// If position weight is zero, skip the rest.
|
|
bool noGrad = (dd == 0.f);
|
|
amask = __ballot_sync(amask, !noGrad);
|
|
if (noGrad)
|
|
continue;
|
|
|
|
// Fetch vertex indices of the active edge and their positions.
|
|
int i1 = (di < 2) ? (di + 1) : 0;
|
|
int i2 = (i1 < 2) ? (i1 + 1) : 0;
|
|
int vi1 = p.tri[3 * tri + i1];
|
|
int vi2 = p.tri[3 * tri + i2];
|
|
|
|
// Bail out if vertex indices are corrupt.
|
|
bool vtxFail = (vi1 < 0 || vi1 >= p.numVertices || vi2 < 0 || vi2 >= p.numVertices);
|
|
amask = __ballot_sync(amask, !vtxFail);
|
|
if (vtxFail)
|
|
continue;
|
|
|
|
// Instance mode: Adjust vertex indices based on minibatch index.
|
|
if (p.instance_mode)
|
|
{
|
|
vi1 += pz * p.numVertices;
|
|
vi2 += pz * p.numVertices;
|
|
}
|
|
|
|
// Fetch vertex positions.
|
|
float4 p1 = ((float4*)p.pos)[vi1];
|
|
float4 p2 = ((float4*)p.pos)[vi2];
|
|
|
|
// Project vertices to pixel space.
|
|
float pxh = p.xh;
|
|
float pyh = p.yh;
|
|
float fx = (float)px + .5f - pxh;
|
|
float fy = (float)py + .5f - pyh;
|
|
|
|
// XY flip for horizontal edges.
|
|
if (d)
|
|
{
|
|
swap(p1.x, p1.y);
|
|
swap(p2.x, p2.y);
|
|
swap(pxh, pyh);
|
|
swap(fx, fy);
|
|
}
|
|
|
|
// Gradient calculation setup.
|
|
float w1 = 1.f / p1.w;
|
|
float w2 = 1.f / p2.w;
|
|
float x1 = p1.x * w1 * pxh - fx;
|
|
float y1 = p1.y * w1 * pyh - fy;
|
|
float x2 = p2.x * w2 * pxh - fx;
|
|
float y2 = p2.y * w2 * pyh - fy;
|
|
float dx = x2 - x1;
|
|
float dy = y2 - y1;
|
|
float db = x1*dy - y1*dx;
|
|
|
|
// Compute inverse delta-y with epsilon.
|
|
float ep = copysignf(1e-3f, dy); // ~1/1000 pixel.
|
|
float iy = 1.f / (dy + ep);
|
|
|
|
// Compute position gradients.
|
|
float dby = db * iy;
|
|
float iw1 = -w1 * iy * dd;
|
|
float iw2 = w2 * iy * dd;
|
|
float gp1x = iw1 * pxh * y2;
|
|
float gp2x = iw2 * pxh * y1;
|
|
float gp1y = iw1 * pyh * (dby - x2);
|
|
float gp2y = iw2 * pyh * (dby - x1);
|
|
float gp1w = -(p1.x * gp1x + p1.y * gp1y) * w1;
|
|
float gp2w = -(p2.x * gp2x + p2.y * gp2y) * w2;
|
|
|
|
// XY flip the gradients.
|
|
if (d)
|
|
{
|
|
swap(gp1x, gp1y);
|
|
swap(gp2x, gp2y);
|
|
}
|
|
|
|
// Kill position gradients if alpha was saturated.
|
|
if (fabsf(alpha) >= 0.5f)
|
|
{
|
|
gp1x = gp1y = gp1w = 0.f;
|
|
gp2x = gp2y = gp2w = 0.f;
|
|
}
|
|
|
|
// Initialize coalesced atomics. Match both triangle ID and edge index.
|
|
// Also note that some threads may be inactive.
|
|
CA_SET_GROUP_MASK(tri ^ (di << 30), amask);
|
|
|
|
// Accumulate gradients.
|
|
caAtomicAdd3_xyw(p.gradPos + 4 * vi1, gp1x, gp1y, gp1w);
|
|
caAtomicAdd3_xyw(p.gradPos + 4 * vi2, gp2x, gp2y, gp2w);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|