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/* * Copyright (c) 2022, NVIDIA CORPORATION. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "segmentation_visualizer.hpp" #include <cuda_gl_interop.h> #include <cuda_runtime.h> #include <iostream> #include <string> #include <utility> #include <vector> #include "gxf/multimedia/video.hpp" #include "gxf/std/tensor.hpp" #define CUDA_TRY(stmt) \ ({ \ cudaError_t _holoscan_cuda_err = stmt; \ if (cudaSuccess != _holoscan_cuda_err) { \ GXF_LOG_ERROR("CUDA Runtime call %s in line %d of file %s failed with '%s' (%d).\n", #stmt, \ __LINE__, __FILE__, cudaGetErrorString(_holoscan_cuda_err), \ _holoscan_cuda_err); \ } \ _holoscan_cuda_err; \ }) #define CUDA_TRY_OR_RETURN_FAILURE(stmt) \ ({ \ cudaError_t _holoscan_cuda_err = stmt; \ if (cudaSuccess != _holoscan_cuda_err) { \ GXF_LOG_ERROR("CUDA Runtime call %s in line %d of file %s failed with '%s' (%d).\n", #stmt, \ __LINE__, __FILE__, cudaGetErrorString(_holoscan_cuda_err), \ _holoscan_cuda_err); \ return GXF_FAILURE; \ } \ }) namespace nvidia { namespace holoscan { namespace segmentation_visualizer { static const float kVertices[8] = {1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f}; static void glfwPrintErrorCallback(int error, const char* msg) { std::cerr << " [" << error << "] " << msg << "\n"; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react // accordingly // ---------------------------------------------------------------------------------------------- static void glfwProcessInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } // whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- static void glfwFramebufferSizeCallback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } static gxf::Expected<std::string> readFile(const std::string& path) { std::ifstream istream(path); if (istream.fail()) { GXF_LOG_WARNING("Failed to find file: '%s'", path.c_str()); return gxf::Unexpected{GXF_FAILURE}; } std::stringstream sstream; sstream << istream.rdbuf(); return sstream.str(); } gxf_result_t Visualizer::start() { window_ = nullptr; glfwSetErrorCallback(glfwPrintErrorCallback); // Create window // ------------- // initialize and configure if (!glfwInit()) { GXF_LOG_ERROR("Failed to initialize GLFW"); glfwTerminate(); return GXF_FAILURE; } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window_ = glfwCreateWindow(image_width_, image_height_, "GXF Segmentation Visualizer", nullptr, nullptr); if (window_ == nullptr) { GXF_LOG_ERROR("Failed to create GLFW window"); glfwTerminate(); return GXF_FAILURE; } glfwMakeContextCurrent(window_); glfwSetFramebufferSizeCallback(window_, glfwFramebufferSizeCallback); // Load all OpenGL function pointers GLADloadproc gl_loader = reinterpret_cast<GLADloadproc>(glfwGetProcAddress); if (!gladLoadGLLoader(gl_loader)) { GXF_LOG_ERROR("Failed to initialize GLAD"); return GXF_FAILURE; } // Create shaders // -------------- // Compile the vertex shader GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); // Attach the shader source code to the shader object and compile the shader: gxf::Expected<std::string> maybe_vertex_shader_source = readFile("gxf_extensions/segmentation_visualizer/glsl/segmentation_mask.vert"); if (!maybe_vertex_shader_source) { GXF_LOG_ERROR("Could not open vertex shader source!"); return GXF_FAILURE; } const char* vertex_shader_sources[] = {maybe_vertex_shader_source->c_str()}; glShaderSource(vertex_shader, 1, vertex_shader_sources, nullptr); glCompileShader(vertex_shader); int success = -1; glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); if (!success) { char info_log[512] = {0}; glGetShaderInfoLog(vertex_shader, sizeof(info_log), nullptr, info_log); GXF_LOG_ERROR("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n%s", info_log); return GXF_FAILURE; } // Compile fragment shader gxf::Expected<std::string> maybe_fragment_shader_source = readFile("gxf_extensions/segmentation_visualizer/glsl/segmentation_mask.frag"); if (!maybe_fragment_shader_source) { GXF_LOG_ERROR("Could not open fragment shader source!"); return GXF_FAILURE; } GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); const char* fragment_shader_sources[] = {maybe_fragment_shader_source->c_str()}; glShaderSource(fragment_shader, 1, fragment_shader_sources, nullptr); glCompileShader(fragment_shader); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success); if (!success) { char info_log[512] = {0}; glGetShaderInfoLog(fragment_shader, sizeof(info_log), nullptr, info_log); GXF_LOG_ERROR("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n%s", info_log); return GXF_FAILURE; } // Create shader program object to link multiple shaders // ----------------------------------------------------- GLuint shader_program = glCreateProgram(); // Attach the previously compiled shaders to the program object and then link them glAttachShader(shader_program, vertex_shader); glAttachShader(shader_program, fragment_shader); glLinkProgram(shader_program); glGetProgramiv(shader_program, GL_LINK_STATUS, &success); if (!success) { char info_log[512] = {0}; glGetProgramInfoLog(shader_program, 512, nullptr, info_log); GXF_LOG_ERROR("ERROR::SHADER::PROGRAM::LINK_FAILED\n%s", info_log); return GXF_FAILURE; } // Activate the program. Every shader and rendering call after the activation will now use this // program object (and thus the shaders) glUseProgram(shader_program); // This is the maximum number of lookup colors used in our GLSL shader. It should be consistent // with glsl/segmentation_mask.frag static const uint32_t MAX_LUT_COLORS = 64; const auto& class_color_lut = class_color_lut_.get(); if (class_color_lut.size() >= MAX_LUT_COLORS) { GXF_LOG_ERROR("Too many colors in the class_color_lut %d > %d", class_color_lut.size(), MAX_LUT_COLORS); return GXF_FAILURE; } glUniform1ui(0, class_color_lut.size()); for (size_t i = 0; i < class_color_lut.size(); ++i) { if (class_color_lut[i].size() != 4) { GXF_LOG_ERROR("Not enough color components in class_color_lut[%d].size() %d != 4", i, class_color_lut[i].size()); return GXF_FAILURE; } glUniform4fv(1 + i, 1, class_color_lut[i].data()); } // Delete the shader objects once we've linked them into the program object glDeleteShader(vertex_shader); glDeleteShader(fragment_shader); // Setup the vertex array. GLuint vao, vbo; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(kVertices), kVertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); // load and create a texture glGenTextures(2, textures_); cuda_resources_.resize(2, nullptr); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures_[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Set alignment requirement to 1 so that the tensor with any width can work. glPixelStorei(GL_UNPACK_ALIGNMENT, 1); const size_t bytes_per_pixel = 4; image_buffer_.resize(image_width_ * image_height_ * bytes_per_pixel, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image_width_, image_height_, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_buffer_.data()); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures_[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); class_index_buffer_.resize(class_index_width_ * class_index_height_, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, class_index_width_, class_index_height_, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, class_index_buffer_.data()); CUDA_TRY_OR_RETURN_FAILURE(cudaGraphicsGLRegisterImage( &cuda_resources_[0], textures_[0], GL_TEXTURE_2D, cudaGraphicsMapFlagsWriteDiscard)); CUDA_TRY_OR_RETURN_FAILURE(cudaGraphicsGLRegisterImage( &cuda_resources_[1], textures_[1], GL_TEXTURE_2D, cudaGraphicsMapFlagsWriteDiscard)); window_close_scheduling_term_->enable_tick(); return GXF_SUCCESS; } gxf_result_t Visualizer::unregisterCudaResources() { // Unregister all cuda resources and empty the vector. bool success = true; for (cudaGraphicsResource* resource : cuda_resources_) { if (resource == nullptr) { continue; } auto result = CUDA_TRY(cudaGraphicsUnregisterResource(resource)); if (result != cudaSuccess) { success = false; } } cuda_resources_.clear(); return success ? GXF_SUCCESS : GXF_FAILURE; } gxf_result_t Visualizer::stop() { gxf_result_t cuda_result = unregisterCudaResources(); // Terminate GLFW regardless of cuda result. if (window_ != nullptr) { glfwDestroyWindow(window_); window_ = nullptr; } glfwTerminate(); return cuda_result; } gxf_result_t Visualizer::tick() { glfwProcessInput(window_); if (glfwWindowShouldClose(window_)) { window_close_scheduling_term_->disable_tick(); return GXF_SUCCESS; } // Grabs latest messages from all receivers const auto image_message = image_in_->receive(); if (!image_message || image_message.value().is_null()) { return GXF_CONTRACT_MESSAGE_NOT_AVAILABLE; } // Get tensor attached to the message gxf::Expected<gxf::Handle<gxf::Tensor>> image_tensor = image_message.value().get<gxf::Tensor>(); if (!image_tensor) { GXF_LOG_ERROR("Could not get input tensor data from message"); return GXF_FAILURE; } if (image_tensor.value()->storage_type() != gxf::MemoryStorageType::kDevice) { GXF_LOG_ERROR("Expecting image tensor to be allocated on the device"); return GXF_MEMORY_INVALID_STORAGE_MODE; } gxf::Expected<const uint8_t*> image_tensor_data = image_tensor.value()->data<uint8_t>(); if (!image_tensor_data) { GXF_LOG_ERROR("Could not get image tensor data"); return GXF_FAILURE; } const gxf::Shape image_shape = image_tensor.value()->shape(); const int32_t image_height = image_shape.dimension(0); const int32_t image_width = image_shape.dimension(1); if (image_height != image_height_ || image_width != image_width_) { GXF_LOG_ERROR("Received Tensor has a different shape (%d, %d). Expected (%d, %d)", image_height, image_width, image_height_.get(), image_width_.get()); return GXF_FAILURE; } const auto class_index_message = class_index_in_->receive(); if (!class_index_message || class_index_message.value().is_null()) { return GXF_CONTRACT_MESSAGE_NOT_AVAILABLE; } // Get tensor attached to the message gxf::Expected<gxf::Handle<gxf::Tensor>> class_index_tensor = class_index_message.value().get<gxf::Tensor>(); if (!class_index_tensor) { GXF_LOG_ERROR("Could not get input class index data from message"); return GXF_FAILURE; } if (class_index_tensor.value()->storage_type() != gxf::MemoryStorageType::kDevice) { return GXF_MEMORY_INVALID_STORAGE_MODE; } gxf::Expected<const uint8_t*> class_index_tensor_data = class_index_tensor.value()->data<uint8_t>(); if (!class_index_tensor_data) { GXF_LOG_ERROR("Could not get input tensor data"); return GXF_FAILURE; } const gxf::Shape class_index_shape = class_index_tensor.value()->shape(); const int32_t class_index_height = class_index_shape.dimension(0); const int32_t class_index_width = class_index_shape.dimension(1); if (class_index_width != class_index_width_ || class_index_height != class_index_height_) { GXF_LOG_ERROR("Received Tensor has a different shape (%d, %d). Expected (%d, %d)", class_index_height, class_index_width, class_index_height_.get(), class_index_width_.get()); return GXF_FAILURE; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures_[0]); CUDA_TRY_OR_RETURN_FAILURE(cudaGraphicsMapResources(1, &cuda_resources_[0], 0)); cudaArray* image_opengl_cuda_ptr = nullptr; CUDA_TRY_OR_RETURN_FAILURE( cudaGraphicsSubResourceGetMappedArray(&image_opengl_cuda_ptr, cuda_resources_[0], 0, 0)); const size_t image_bytes_per_pixel = 4; const size_t image_pitch_width = image_width * image_bytes_per_pixel; CUDA_TRY_OR_RETURN_FAILURE( cudaMemcpy2DToArray(image_opengl_cuda_ptr, 0, 0, image_tensor_data.value(), image_pitch_width, image_pitch_width, image_height, cudaMemcpyDeviceToDevice)); CUDA_TRY_OR_RETURN_FAILURE(cudaGraphicsUnmapResources(1, &cuda_resources_[0], 0)); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures_[1]); CUDA_TRY_OR_RETURN_FAILURE(cudaGraphicsMapResources(1, &cuda_resources_[1], 0)); cudaArray* class_index_opengl_cuda_ptr = nullptr; CUDA_TRY_OR_RETURN_FAILURE(cudaGraphicsSubResourceGetMappedArray(&class_index_opengl_cuda_ptr, cuda_resources_[1], 0, 0)); const size_t class_index_bytes_per_pixel = 1; const size_t class_index_pitch_width = class_index_width * class_index_bytes_per_pixel; CUDA_TRY_OR_RETURN_FAILURE(cudaMemcpy2DToArray( class_index_opengl_cuda_ptr, 0, 0, class_index_tensor_data.value(), class_index_pitch_width, class_index_pitch_width, class_index_height, cudaMemcpyDeviceToDevice)); CUDA_TRY_OR_RETURN_FAILURE(cudaGraphicsUnmapResources(1, &cuda_resources_[1], 0)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window_); glfwPollEvents(); return GXF_SUCCESS; } gxf_result_t Visualizer::registerInterface(gxf::Registrar* registrar) { gxf::Expected<void> result; result &= registrar->parameter(image_in_, "image_in", "Input", "Tensor input"); result &= registrar->parameter(image_width_, "image_width", "ImageWidth", "Width of the input image.", 1920); result &= registrar->parameter(image_height_, "image_height", "ImageHeight", "Height of the input image.", 1080); result &= registrar->parameter(class_index_in_, "class_index_in", "Input", "Tensor input"); result &= registrar->parameter(class_index_width_, "class_index_width", "ClassIndexWidth", "Width of the segmentation class index tensor.", 1920); result &= registrar->parameter(class_index_height_, "class_index_height", "ClassIndexHeight", "Height of the segmentation class index tensor.", 1080); result &= registrar->parameter(class_color_lut_, "class_color_lut", "ClassColorLUT", "Overlay Image Segmentation Class Colormap"); result &= registrar->parameter( window_close_scheduling_term_, "window_close_scheduling_term", "WindowCloseSchedulingTerm", "BooleanSchedulingTerm to stop the codelet from ticking after all messages are published."); return gxf::ToResultCode(result); } } // namespace segmentation_visualizer } // namespace holoscan } // namespace nvidia

© Copyright 2022, NVIDIA. Last updated on Jun 28, 2023.