Port fix from 2.0 to trunk. Problem discovered thanks to Jern-Kuan.
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0eb7c3eb71
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@ -84,7 +84,7 @@ inline __device__ __host__ void operator /=(float3 & b, float f)
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inline __device__ __host__ bool operator ==(float3 a, float3 b)
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{
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return a.x == b.x && a.y == b.y && a.z == b.z;
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return a.x == b.x && a.y == b.y && a.z == b.z;
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}
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@ -136,12 +136,12 @@ inline __device__ __host__ void operator /=(float2 & b, float f)
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{
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float inv = 1.0f / f;
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b.x *= inv;
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b.y *= inv;
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b.y *= inv;
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}
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inline __device__ __host__ bool operator ==(float2 a, float2 b)
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{
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return a.x == b.x && a.y == b.y;
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return a.x == b.x && a.y == b.y;
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}
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@ -194,210 +194,234 @@ inline __device__ __host__ float lengthSquared(float3 a)
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}
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// Use power method to find the first eigenvector.
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// http://www.miislita.com/information-retrieval-tutorial/matrix-tutorial-3-eigenvalues-eigenvectors.html
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inline __device__ __host__ float3 firstEigenVector( float matrix[6] )
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{
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// 8 iterations seems to be more than enough.
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// 8 iterations seems to be more than enough.
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float3 v = make_float3(1.0f, 1.0f, 1.0f);
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for(int i = 0; i < 8; i++) {
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float x = v.x * matrix[0] + v.y * matrix[1] + v.z * matrix[2];
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float y = v.x * matrix[1] + v.y * matrix[3] + v.z * matrix[4];
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float z = v.x * matrix[2] + v.y * matrix[4] + v.z * matrix[5];
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float m = max(max(x, y), z);
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float iv = 1.0f / m;
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if (m == 0.0f) iv = 0.0f;
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v = make_float3(x*iv, y*iv, z*iv);
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}
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float3 row0 = make_float3(matrix[0], matrix[1], matrix[2]);
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float3 row1 = make_float3(matrix[1], matrix[3], matrix[4]);
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float3 row2 = make_float3(matrix[2], matrix[4], matrix[5]);
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return v;
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float r0 = dot(row0, row0);
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float r1 = dot(row1, row1);
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float r2 = dot(row2, row2);
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float3 v;
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if (r0 > r1 && r0 > r2) v = row0;
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else if (r1 > r2) v = row1;
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else v = row2;
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//float3 v = make_float3(1.0f, 1.0f, 1.0f);
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for(int i = 0; i < 8; i++) {
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float x = v.x * matrix[0] + v.y * matrix[1] + v.z * matrix[2];
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float y = v.x * matrix[1] + v.y * matrix[3] + v.z * matrix[4];
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float z = v.x * matrix[2] + v.y * matrix[4] + v.z * matrix[5];
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float m = max(max(x, y), z);
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float iv = 1.0f / m;
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if (m == 0.0f) iv = 0.0f;
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v = make_float3(x*iv, y*iv, z*iv);
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}
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return v;
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}
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inline __device__ bool singleColor(const float3 * colors)
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{
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#if __DEVICE_EMULATION__
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bool sameColor = false;
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for (int i = 0; i < 16; i++)
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{
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sameColor &= (colors[i] == colors[0]);
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}
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return sameColor;
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bool sameColor = false;
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for (int i = 0; i < 16; i++)
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{
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sameColor &= (colors[i] == colors[0]);
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}
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return sameColor;
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#else
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__shared__ int sameColor[16];
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const int idx = threadIdx.x;
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sameColor[idx] = (colors[idx] == colors[0]);
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sameColor[idx] &= sameColor[idx^8];
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sameColor[idx] &= sameColor[idx^4];
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sameColor[idx] &= sameColor[idx^2];
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sameColor[idx] &= sameColor[idx^1];
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return sameColor[0];
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__shared__ int sameColor[16];
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const int idx = threadIdx.x;
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sameColor[idx] = (colors[idx] == colors[0]);
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sameColor[idx] &= sameColor[idx^8];
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sameColor[idx] &= sameColor[idx^4];
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sameColor[idx] &= sameColor[idx^2];
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sameColor[idx] &= sameColor[idx^1];
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return sameColor[0];
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#endif
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}
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inline __device__ void colorSums(const float3 * colors, float3 * sums)
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{
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#if __DEVICE_EMULATION__
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float3 color_sum = make_float3(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < 16; i++)
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{
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color_sum += colors[i];
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}
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float3 color_sum = make_float3(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < 16; i++)
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{
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color_sum += colors[i];
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}
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for (int i = 0; i < 16; i++)
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{
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sums[i] = color_sum;
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}
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for (int i = 0; i < 16; i++)
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{
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sums[i] = color_sum;
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}
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#else
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const int idx = threadIdx.x;
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const int idx = threadIdx.x;
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sums[idx] = colors[idx];
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sums[idx] += sums[idx^8];
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sums[idx] += sums[idx^4];
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sums[idx] += sums[idx^2];
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sums[idx] += sums[idx^1];
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sums[idx] = colors[idx];
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sums[idx] += sums[idx^8];
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sums[idx] += sums[idx^4];
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sums[idx] += sums[idx^2];
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sums[idx] += sums[idx^1];
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#endif
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}
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inline __device__ float3 bestFitLine(const float3 * colors, float3 color_sum, float3 colorMetric)
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{
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// Compute covariance matrix of the given colors.
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// Compute covariance matrix of the given colors.
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#if __DEVICE_EMULATION__
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float covariance[6] = {0, 0, 0, 0, 0, 0};
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for (int i = 0; i < 16; i++)
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{
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float3 a = (colors[i] - color_sum * (1.0f / 16.0f)) * colorMetric;
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covariance[0] += a.x * a.x;
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covariance[1] += a.x * a.y;
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covariance[2] += a.x * a.z;
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covariance[3] += a.y * a.y;
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covariance[4] += a.y * a.z;
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covariance[5] += a.z * a.z;
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}
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float covariance[6] = {0, 0, 0, 0, 0, 0};
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for (int i = 0; i < 16; i++)
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{
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float3 a = (colors[i] - color_sum * (1.0f / 16.0f)) * colorMetric;
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covariance[0] += a.x * a.x;
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covariance[1] += a.x * a.y;
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covariance[2] += a.x * a.z;
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covariance[3] += a.y * a.y;
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covariance[4] += a.y * a.z;
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covariance[5] += a.z * a.z;
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}
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#else
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const int idx = threadIdx.x;
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const int idx = threadIdx.x;
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float3 diff = (colors[idx] - color_sum * (1.0f / 16.0f)) * colorMetric;
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float3 diff = (colors[idx] - color_sum * (1.0f / 16.0f)) * colorMetric;
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// @@ Eliminate two-way bank conflicts here.
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// @@ It seems that doing that and unrolling the reduction doesn't help...
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__shared__ float covariance[16*6];
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// @@ Eliminate two-way bank conflicts here.
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// @@ It seems that doing that and unrolling the reduction doesn't help...
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__shared__ float covariance[16*6];
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covariance[6 * idx + 0] = diff.x * diff.x; // 0, 6, 12, 2, 8, 14, 4, 10, 0
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covariance[6 * idx + 1] = diff.x * diff.y;
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covariance[6 * idx + 2] = diff.x * diff.z;
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covariance[6 * idx + 3] = diff.y * diff.y;
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covariance[6 * idx + 4] = diff.y * diff.z;
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covariance[6 * idx + 5] = diff.z * diff.z;
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covariance[6 * idx + 0] = diff.x * diff.x; // 0, 6, 12, 2, 8, 14, 4, 10, 0
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covariance[6 * idx + 1] = diff.x * diff.y;
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covariance[6 * idx + 2] = diff.x * diff.z;
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covariance[6 * idx + 3] = diff.y * diff.y;
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covariance[6 * idx + 4] = diff.y * diff.z;
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covariance[6 * idx + 5] = diff.z * diff.z;
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for(int d = 8; d > 0; d >>= 1)
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{
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if (idx < d)
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{
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covariance[6 * idx + 0] += covariance[6 * (idx+d) + 0];
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covariance[6 * idx + 1] += covariance[6 * (idx+d) + 1];
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covariance[6 * idx + 2] += covariance[6 * (idx+d) + 2];
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covariance[6 * idx + 3] += covariance[6 * (idx+d) + 3];
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covariance[6 * idx + 4] += covariance[6 * (idx+d) + 4];
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covariance[6 * idx + 5] += covariance[6 * (idx+d) + 5];
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}
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}
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for(int d = 8; d > 0; d >>= 1)
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{
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if (idx < d)
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{
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covariance[6 * idx + 0] += covariance[6 * (idx+d) + 0];
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covariance[6 * idx + 1] += covariance[6 * (idx+d) + 1];
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covariance[6 * idx + 2] += covariance[6 * (idx+d) + 2];
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covariance[6 * idx + 3] += covariance[6 * (idx+d) + 3];
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covariance[6 * idx + 4] += covariance[6 * (idx+d) + 4];
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covariance[6 * idx + 5] += covariance[6 * (idx+d) + 5];
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}
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}
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#endif
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// Compute first eigen vector.
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return firstEigenVector(covariance);
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// Compute first eigen vector.
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return firstEigenVector(covariance);
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}
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// @@ For 2D this may not be the most efficient method. It's a quadratic equation, right?
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inline __device__ __host__ float2 firstEigenVector2D( float matrix[3] )
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{
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// @@ 8 iterations is probably more than enough.
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// @@ 8 iterations is probably more than enough.
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float2 v = make_float2(1.0f, 1.0f);
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for(int i = 0; i < 8; i++) {
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float x = v.x * matrix[0] + v.y * matrix[1];
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float y = v.x * matrix[1] + v.y * matrix[2];
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float m = max(x, y);
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float iv = 1.0f / m;
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if (m == 0.0f) iv = 0.0f;
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v = make_float2(x*iv, y*iv);
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}
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const float3 row0 = make_float2(matrix[0], matrix[1]);
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const float3 row1 = make_float2(matrix[1], matrix[2]);
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return v;
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float r0 = lengthSquared(row0);
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float r1 = lengthSquared(row1);
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float2 v;
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if (r0 > r1) v = row0;
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v = row1;
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//float2 v = make_float2(1.0f, 1.0f);
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for(int i = 0; i < 8; i++) {
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float x = v.x * matrix[0] + v.y * matrix[1];
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float y = v.x * matrix[1] + v.y * matrix[2];
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float m = max(x, y);
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float iv = 1.0f / m;
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if (m == 0.0f) iv = 0.0f;
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v = make_float2(x*iv, y*iv);
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}
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return v;
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}
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inline __device__ void colorSums(const float2 * colors, float2 * sums)
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{
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#if __DEVICE_EMULATION__
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float2 color_sum = make_float2(0.0f, 0.0f);
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for (int i = 0; i < 16; i++)
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{
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color_sum += colors[i];
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}
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float2 color_sum = make_float2(0.0f, 0.0f);
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for (int i = 0; i < 16; i++)
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{
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color_sum += colors[i];
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}
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for (int i = 0; i < 16; i++)
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{
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sums[i] = color_sum;
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}
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for (int i = 0; i < 16; i++)
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{
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sums[i] = color_sum;
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}
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#else
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const int idx = threadIdx.x;
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const int idx = threadIdx.x;
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sums[idx] = colors[idx];
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sums[idx] += sums[idx^8];
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sums[idx] += sums[idx^4];
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sums[idx] += sums[idx^2];
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sums[idx] += sums[idx^1];
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sums[idx] = colors[idx];
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sums[idx] += sums[idx^8];
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sums[idx] += sums[idx^4];
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sums[idx] += sums[idx^2];
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sums[idx] += sums[idx^1];
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#endif
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}
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inline __device__ float2 bestFitLine(const float2 * colors, float2 color_sum)
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{
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// Compute covariance matrix of the given colors.
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// Compute covariance matrix of the given colors.
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#if __DEVICE_EMULATION__
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float covariance[3] = {0, 0, 0};
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for (int i = 0; i < 16; i++)
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{
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float2 a = (colors[i] - color_sum * (1.0f / 16.0f));
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covariance[0] += a.x * a.x;
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covariance[1] += a.x * a.y;
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covariance[2] += a.y * a.y;
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}
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float covariance[3] = {0, 0, 0};
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for (int i = 0; i < 16; i++)
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{
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float2 a = (colors[i] - color_sum * (1.0f / 16.0f));
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covariance[0] += a.x * a.x;
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covariance[1] += a.x * a.y;
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covariance[2] += a.y * a.y;
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}
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#else
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const int idx = threadIdx.x;
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const int idx = threadIdx.x;
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float2 diff = (colors[idx] - color_sum * (1.0f / 16.0f));
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float2 diff = (colors[idx] - color_sum * (1.0f / 16.0f));
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__shared__ float covariance[16*3];
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__shared__ float covariance[16*3];
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covariance[3 * idx + 0] = diff.x * diff.x;
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covariance[3 * idx + 1] = diff.x * diff.y;
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covariance[3 * idx + 2] = diff.y * diff.y;
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covariance[3 * idx + 0] = diff.x * diff.x;
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covariance[3 * idx + 1] = diff.x * diff.y;
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covariance[3 * idx + 2] = diff.y * diff.y;
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for(int d = 8; d > 0; d >>= 1)
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{
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if (idx < d)
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{
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covariance[3 * idx + 0] += covariance[3 * (idx+d) + 0];
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covariance[3 * idx + 1] += covariance[3 * (idx+d) + 1];
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covariance[3 * idx + 2] += covariance[3 * (idx+d) + 2];
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}
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}
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for(int d = 8; d > 0; d >>= 1)
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{
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if (idx < d)
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{
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covariance[3 * idx + 0] += covariance[3 * (idx+d) + 0];
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covariance[3 * idx + 1] += covariance[3 * (idx+d) + 1];
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covariance[3 * idx + 2] += covariance[3 * (idx+d) + 2];
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}
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}
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#endif
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// Compute first eigen vector.
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return firstEigenVector2D(covariance);
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// Compute first eigen vector.
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return firstEigenVector2D(covariance);
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}
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