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////////////////////////////////////////////////////////////////////////////////
// NLM kernel
////////////////////////////////////////////////////////////////////////////////
__global__ void NLM(TColor *dst, int imageW, int imageH, float Noise, float lerpC, cudaTextureObject_t texImage)
{
    const int ix = blockDim.x * blockIdx.x + threadIdx.x;
    const int iy = blockDim.y * blockIdx.y + threadIdx.y;
    // Add half of a texel to always address exact texel centers
    const float x = (float)ix + 0.5f;
    const float y = (float)iy + 0.5f;

    if (ix < imageW && iy < imageH) {
        // Normalized counter for the NLM weight threshold
        float fCount = 0;
        // Total sum of pixel weights
        float sumWeights = 0;
        // Result accumulator
        float3 clr = {0, 0, 0};

        // Cycle through NLM window, surrounding (x, y) texel
        for (float i = -NLM_WINDOW_RADIUS; i <= NLM_WINDOW_RADIUS; i++)
            for (float j = -NLM_WINDOW_RADIUS; j <= NLM_WINDOW_RADIUS; j++) {
                // Find color distance from (x, y) to (x + j, y + i)
                float weightIJ = 0;

                for (float n = -NLM_BLOCK_RADIUS; n <= NLM_BLOCK_RADIUS; n++)
                    for (float m = -NLM_BLOCK_RADIUS; m <= NLM_BLOCK_RADIUS; m++)
                        weightIJ += vecLen(tex2D<float4>(texImage, x + j + m, y + i + n),
                                           tex2D<float4>(texImage, x + m, y + n));

                // Derive final weight from color and geometric distance
                weightIJ = __expf(-(weightIJ * Noise + (i * i + j * j) * INV_NLM_WINDOW_AREA));

                // Accumulate (x + j, y + i) texel color with computed weight
                float4 clrIJ = tex2D<float4>(texImage, x + j, y + i);
                clr.x += clrIJ.x * weightIJ;
                clr.y += clrIJ.y * weightIJ;
                clr.z += clrIJ.z * weightIJ;

                // Sum of weights for color normalization to [0..1] range
                sumWeights += weightIJ;

                // Update weight counter, if NLM weight for current window texel
                // exceeds the weight threshold
                fCount += (weightIJ > NLM_WEIGHT_THRESHOLD) ? INV_NLM_WINDOW_AREA : 0;
            }

        // Normalize result color by sum of weights
        sumWeights = 1.0f / sumWeights;
        clr.x *= sumWeights;
        clr.y *= sumWeights;
        clr.z *= sumWeights;

        // Choose LERP quotient basing on how many texels
        // within the NLM window exceeded the weight threshold
        float lerpQ = (fCount > NLM_LERP_THRESHOLD) ? lerpC : 1.0f - lerpC;

        // Write final result to global memory
        float4 clr00          = tex2D<float4>(texImage, x, y);
        clr.x                 = lerpf(clr.x, clr00.x, lerpQ);
        clr.y                 = lerpf(clr.y, clr00.y, lerpQ);
        clr.z                 = lerpf(clr.z, clr00.z, lerpQ);
        dst[imageW * iy + ix] = make_color(clr.x, clr.y, clr.z, 0);
    }
}

extern "C" void cuda_NLM(TColor *d_dst, int imageW, int imageH, float Noise, float lerpC, cudaTextureObject_t texImage)
{
    dim3 threads(BLOCKDIM_X, BLOCKDIM_Y);
    dim3 grid(iDivUp(imageW, BLOCKDIM_X), iDivUp(imageH, BLOCKDIM_Y));

    NLM<<<grid, threads>>>(d_dst, imageW, imageH, Noise, lerpC, texImage);
}

////////////////////////////////////////////////////////////////////////////////
// Stripped NLM kernel, only highlighting areas with different LERP directions
////////////////////////////////////////////////////////////////////////////////
__global__ void
NLMdiag(TColor *dst, unsigned int imageW, unsigned int imageH, float Noise, float lerpC, cudaTextureObject_t texImage)
{
    const int ix = blockDim.x * blockIdx.x + threadIdx.x;
    const int iy = blockDim.y * blockIdx.y + threadIdx.y;
    // Add half of a texel to always address exact texel centers
    const float x = (float)ix + 0.5f;
    const float y = (float)iy + 0.5f;

    if (ix < imageW && iy < imageH) {
        // Normalized counter for the weight threshold
        float fCount = 0;

        // Cycle through NLM window, surrounding (x, y) texel
        for (float i = -NLM_WINDOW_RADIUS; i <= NLM_WINDOW_RADIUS; i++)
            for (float j = -NLM_WINDOW_RADIUS; j <= NLM_WINDOW_RADIUS; j++) {
                // Find color distance between (x, y) and (x + j, y + i)
                float weightIJ = 0;

                for (float n = -NLM_BLOCK_RADIUS; n <= NLM_BLOCK_RADIUS; n++)
                    for (float m = -NLM_BLOCK_RADIUS; m <= NLM_BLOCK_RADIUS; m++)
                        weightIJ += vecLen(tex2D<float4>(texImage, x + j + m, y + i + n),
                                           tex2D<float4>(texImage, x + m, y + n));

                // Derive final weight from color and geometric distance
                weightIJ = __expf(-(weightIJ * Noise + (i * i + j * j) * INV_NLM_WINDOW_AREA));

                // Increase the weight threshold counter
                fCount += (weightIJ > NLM_WEIGHT_THRESHOLD) ? INV_NLM_WINDOW_AREA : 0;
            }

        // Choose LERP quotient basing on how many texels
        // within the NLM window exceeded the LERP threshold
        float lerpQ = (fCount > NLM_LERP_THRESHOLD) ? 1.0f : 0;

        // Write final result to global memory
        dst[imageW * iy + ix] = make_color(lerpQ, 0, (1.0f - lerpQ), 0);
    };
}

extern "C" void
cuda_NLMdiag(TColor *d_dst, int imageW, int imageH, float Noise, float lerpC, cudaTextureObject_t texImage)
{
    dim3 threads(BLOCKDIM_X, BLOCKDIM_Y);
    dim3 grid(iDivUp(imageW, BLOCKDIM_X), iDivUp(imageH, BLOCKDIM_Y));

    NLMdiag<<<grid, threads>>>(d_dst, imageW, imageH, Noise, lerpC, texImage);
}
