}
template<int FACTOR>
- __global__ void shrink(const uchar* __restrict__ hogluv, const int inPitch,
- uchar* __restrict__ shrank, const int outPitch )
+ __global__ void shrink(const uchar* __restrict__ hogluv, const size_t inPitch,
+ uchar* __restrict__ shrank, const size_t outPitch )
{
const int y = blockIdx.y * blockDim.y + threadIdx.y;
const int x = blockIdx.x * blockDim.x + threadIdx.x;
__v = static_cast<uchar>((V + 140.f) * (255.f / (122.f + 140.f )));
}
- __global__ void bgr2Luv_d(const uchar* rgb, const int rgbPitch, uchar* luvg, const int luvgPitch)
+ __global__ void bgr2Luv_d(const uchar* rgb, const size_t rgbPitch, uchar* luvg, const size_t luvgPitch)
{
const int y = blockIdx.y * blockDim.y + threadIdx.y;
const int x = blockIdx.x * blockDim.x + threadIdx.x;
// ToDo: use textures or uncached load instruction.
__global__ void magToHist(const uchar* __restrict__ mag,
- const float* __restrict__ angle, const int angPitch,
- uchar* __restrict__ hog, const int hogPitch, const int fh)
+ const float* __restrict__ angle, const size_t angPitch,
+ uchar* __restrict__ hog, const size_t hogPitch, const int fh)
{
const int y = blockIdx.y * blockDim.y + threadIdx.y;
const int x = blockIdx.x * blockDim.x + threadIdx.x;