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// Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
//
// NVIDIA CORPORATION and its licensors retain all intellectual property
// and proprietary rights in and to this software, related documentation
// and any modifications thereto. Any use, reproduction, disclosure or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA CORPORATION is strictly prohibited.
#include <cuda_runtime.h>
//------------------------------------------------------------------------
// Block and grid size calculators for kernel launches.
dim3 getLaunchBlockSize(int maxWidth, int maxHeight, int width, int height)
{
int maxThreads = maxWidth * maxHeight;
if (maxThreads <= 1 || (width * height) <= 1)
return dim3(1, 1, 1); // Degenerate.
// Start from max size.
int bw = maxWidth;
int bh = maxHeight;
// Optimizations for weirdly sized buffers.
if (width < bw)
{
// Decrease block width to smallest power of two that covers the buffer width.
while ((bw >> 1) >= width)
bw >>= 1;
// Maximize height.
bh = maxThreads / bw;
if (bh > height)
bh = height;
}
else if (height < bh)
{
// Halve height and double width until fits completely inside buffer vertically.
while (bh > height)
{
bh >>= 1;
if (bw < width)
bw <<= 1;
}
}
// Done.
return dim3(bw, bh, 1);
}
dim3 getLaunchGridSize(dim3 blockSize, int width, int height, int depth)
{
dim3 gridSize;
gridSize.x = (width - 1) / blockSize.x + 1;
gridSize.y = (height - 1) / blockSize.y + 1;
gridSize.z = (depth - 1) / blockSize.z + 1;
return gridSize;
}
//------------------------------------------------------------------------
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