Issues Running C# Code with ILGPU for GPU Acceleration

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I am attempting to accelerate my C# code using ILGPU for GPU processing. However, I am encountering the following errors:

Error CS0117: 'Accelerator' does not contain a definition for 'Create'.

Accelerator accelerator = Accelerator.Create(...);

Error CS1729: 'Context' does not contain a constructor that takes 0 arguments.

Context context = new Context();

My goal is to apply an oil painting effect to a bitmap image using ILGPU, and I followed the ILGPU documentation. However, I seem to be missing something or encountering compatibility issues.

Here is a simplified version of my code:

int valu = int.Parse(str[1]);
Bitmap resultImage = new Bitmap(cc);
BitmapData inputImageDa = resultImage.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
BitmapData resultImageData = cc.LockBits(new Rectangle(0, 0, resultImage.Width, resultImage.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
    Parallel.For(0, height, y =>
    {
        byte* inputRow = (byte*)inputImageDa.Scan0 + (y * inputImageDa.Stride);
        byte* resultRow = (byte*)resultImageData.Scan0 + (y * resultImageData.Stride);
        Parallel.For(0, width, x =>
        {
            Color dominantColor = GetDominantColor(inputImageDa, x, y, valu);
            byte* resultPixel = resultRow + x * 4;
            resultPixel[0] = dominantColor.B;
            resultPixel[1] = dominantColor.G;
            resultPixel[2] = dominantColor.R;
            resultPixel[3] = 255;
        });
    });
}
cc.UnlockBits(resultImageData);

I would appreciate any guidance or suggestions on how to resolve these issues and successfully run my C# code with ILGPU for GPU acceleration.

Thank you!

Edit:

sorry i forgot to tell that here is the code i tried:

using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Linq;
using ILGPU;
using ILGPU.Runtime;

class Program
{
    static void Main()
    {
        // Replace with your image loading logic
        Bitmap originalImage = new Bitmap("your_image_path.jpg");
        int brushSize = 5; // Adjust the brush size as needed

        Bitmap resultImage = ApplyOilPaintingEffect(originalImage, brushSize);

        // Save or display the result image
        resultImage.Save("result_image.jpg");
    }

    static Bitmap ApplyOilPaintingEffect(Bitmap originalImage, int brushSize)
    {
        int width = originalImage.Width;
        int height = originalImage.Height;

        // Convert Bitmap to ILGPU memory buffer
        using (var context = new Context())
        {
            using (var accelerator = new Accelerator(context, AcceleratorType.Cuda)) // Adjust the AcceleratorType as needed
            {
                var inputBuffer = originalImage.ToBuffer2D(context, accelerator);
                var resultBuffer = accelerator.Allocate<Argb32>(width, height);

                // Process pixels on GPU
                using (var kernel = accelerator.LoadAutoGroupedStreamKernel<int, ArrayView<Argb32>, Index2>())
                {
                    kernel.DefaultNumIterations = inputBuffer.Length;

                    kernel.Body = (index, inputPixels, outputIndex) =>
                    {
                        var value = inputPixels[index];
                        var hist = new int[256 * 3];

                        // Collect histogram in the local neighborhood
                        for (int i = -brushSize; i <= brushSize; i++)
                        {
                            for (int j = -brushSize; j <= brushSize; j++)
                            {
                                int x = outputIndex.X + i;
                                int y = outputIndex.Y + j;

                                if (x >= 0 && x < width && y >= 0 && y < height)
                                {
                                    var neighborPixel = inputPixels[x, y];
                                    hist[neighborPixel.R]++;
                                    hist[256 + neighborPixel.G]++;
                                    hist[512 + neighborPixel.B]++;
                                }
                            }
                        }

                        // Find the dominant color
                        int maxIndex = hist.ToList().IndexOf(hist.Max());
                        int channel = maxIndex % 256;
                        int color = maxIndex / 256;

                        outputIndex = index / width;

                        // Set the dominant color to the output pixel
                        outputIndex.X = index - outputIndex.X * width;
                        var dominantColor = new Argb32((color == 0) ? channel : 0, (color == 1) ? channel : 0, (color == 2) ? channel : 0, 255);
                        inputPixels[index] = dominantColor;
                    };

                    kernel(inputBuffer.Length, inputBuffer, resultBuffer);
                }

                // Convert ILGPU memory buffer back to Bitmap
                Bitmap resultImage = resultBuffer.ToBitmap2D(context, accelerator);

                return resultImage;
            }
        }
    }
}
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