cuda-samples/Samples/simpleD3D9Texture/simpleD3D9Texture.cpp

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/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/* This example demonstrates how to use the CUDA Direct3D bindings to
* transfer data between CUDA and DX9 2D, CubeMap, and Volume Textures.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
#define WINDOWS_LEAN_AND_MEAN
#include <windows.h>
#endif
// This header inclues all the necessary D3D10 and CUDA includes
#include <cuda_runtime_api.h>
#include <cuda_d3d9_interop.h>
// includes, project
#include <rendercheck_d3d9.h>
#include <helper_cuda.h>
#include <helper_functions.h> // includes cuda.h and cuda_runtime_api.h
#include <cassert>
#define MAX_EPSILON 10
static char *SDK_name = "simpleD3D9Texture";
bool g_bDone = false;
bool g_bPassed = true;
IDirect3D9Ex *g_pD3D; // Used to create the D3DDevice
unsigned int g_iAdapter;
IDirect3DDevice9Ex *g_pD3DDevice;
D3DDISPLAYMODEEX g_d3ddm;
D3DPRESENT_PARAMETERS g_d3dpp;
bool g_bWindowed = true;
bool g_bDeviceLost = false;
const unsigned int g_WindowWidth = 720;
const unsigned int g_WindowHeight = 720;
int g_iFrameToCompare = 10;
int *pArgc = NULL;
char **pArgv = NULL;
// Data structure for 2D texture shared between DX9 and CUDA
struct {
IDirect3DTexture9 *pTexture;
cudaGraphicsResource *cudaResource;
void *cudaLinearMemory;
size_t pitch;
int width;
int height;
} g_texture_2d;
// Data structure for cube texture shared between DX9 and CUDA
struct {
IDirect3DCubeTexture9 *pTexture;
cudaGraphicsResource *cudaResource;
void *cudaLinearMemory;
size_t pitch;
int size;
} g_texture_cube;
// Data structure for volume textures shared between DX9 and CUDA
struct {
IDirect3DVolumeTexture9 *pTexture;
cudaGraphicsResource *cudaResource;
void *cudaLinearMemory;
size_t pitch;
int width;
int height;
int depth;
} g_texture_vol;
// The CUDA kernel launchers that get called
extern "C" {
bool cuda_texture_2d(void *surface, size_t width, size_t height, size_t pitch,
float t);
bool cuda_texture_cube(void *surface, int width, int height, size_t pitch,
int face, float t);
bool cuda_texture_volume(void *surface, int width, int height, int depth,
size_t pitch, size_t pitchslice, float t);
}
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
HRESULT InitD3D9(HWND hWnd);
HRESULT InitCUDA();
HRESULT InitTextures();
HRESULT ReleaseTextures();
HRESULT RegisterD3D9ResourceWithCUDA();
HRESULT DeviceLostHandler();
void RunKernels();
HRESULT DrawScene();
void Cleanup();
void RunCUDA();
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#define NAME_LEN 512
char device_name[NAME_LEN];
////////////////////////////////////////////////////////////////////////////////
// Program main
////////////////////////////////////////////////////////////////////////////////
int main(int argc, char *argv[]) {
char *ref_file = NULL;
pArgc = &argc;
pArgv = argv;
printf("[%s] - Starting...\n", SDK_name);
// command line options
if (argc > 1) {
// automatied build testing harness
if (checkCmdLineFlag(argc, (const char **)argv, "file"))
getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file);
}
//
// create window
//
// Register the window class
#if 1
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"CUDA/D3D9 Texture InterOP", NULL};
RegisterClassEx(&wc);
int xBorder = ::GetSystemMetrics(SM_CXSIZEFRAME);
int yMenu = ::GetSystemMetrics(SM_CYMENU);
int yBorder = ::GetSystemMetrics(SM_CYSIZEFRAME);
// Create the application's window (padding by window border for uniform BB
// sizes across OSs)
HWND hWnd = CreateWindow(
wc.lpszClassName, "CUDA/D3D9 Texture InterOP", WS_OVERLAPPEDWINDOW, 0, 0,
g_WindowWidth + 2 * xBorder, g_WindowHeight + 2 * yBorder + yMenu, NULL,
NULL, wc.hInstance, NULL);
#else
static WNDCLASSEX wc = {
sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"CudaD3D9Tex", NULL};
RegisterClassEx(&wc);
HWND hWnd = CreateWindow("CudaD3D9Tex", "CUDA D3D9 Texture Interop",
WS_OVERLAPPEDWINDOW, 0, 0, 800, 320,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
#endif
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Initialize Direct3D
if (SUCCEEDED(InitD3D9(hWnd)) && SUCCEEDED(InitCUDA()) &&
SUCCEEDED(InitTextures())) {
if (!g_bDeviceLost) {
RegisterD3D9ResourceWithCUDA();
}
} else {
printf("\n");
printf(" No CUDA-compatible Direct3D9 device available\n");
printf("WAIVED\n");
exit(EXIT_WAIVED);
}
//
// the main loop
//
while (false == g_bDone) {
RunCUDA();
DrawScene();
//
// handle I/O
//
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT) {
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
RunCUDA();
DrawScene();
if (ref_file) {
for (int count = 0; count < g_iFrameToCompare; count++) {
RunCUDA();
DrawScene();
}
const char *cur_image_path = "simpleD3D9Texture.ppm";
// Save a reference of our current test run image
CheckRenderD3D9::BackbufferToPPM(g_pD3DDevice, cur_image_path);
// compare to offical reference image, printing PASS or FAIL.
g_bPassed = CheckRenderD3D9::PPMvsPPM(cur_image_path, ref_file,
argv[0], MAX_EPSILON, 0.15f);
g_bDone = true;
Cleanup();
PostQuitMessage(0);
}
}
}
};
// Unregister windows class
UnregisterClass(wc.lpszClassName, wc.hInstance);
//
// and exit
//
printf("> %s running on %s exiting...\n", SDK_name, device_name);
exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
}
//-----------------------------------------------------------------------------
// Name: InitD3D9()
// Desc: Initializes Direct3D9
//-----------------------------------------------------------------------------
HRESULT InitD3D9(HWND hWnd) {
// Create the D3D object.
if (S_OK != Direct3DCreate9Ex(D3D_SDK_VERSION, &g_pD3D)) {
return E_FAIL;
}
D3DADAPTER_IDENTIFIER9 adapterId;
int device;
bool bDeviceFound = false;
printf("\n");
cudaError cuStatus;
for (g_iAdapter = 0; g_iAdapter < g_pD3D->GetAdapterCount(); g_iAdapter++) {
HRESULT hr = g_pD3D->GetAdapterIdentifier(g_iAdapter, 0, &adapterId);
if (FAILED(hr)) {
continue;
}
cuStatus = cudaD3D9GetDevice(&device, adapterId.DeviceName);
// This prints and resets the cudaError to cudaSuccess
printLastCudaError("cudaD3D9GetDevice failed");
printf("> Display Device #%d: \"%s\" %s Direct3D9\n", g_iAdapter,
adapterId.Description,
(cuStatus == cudaSuccess) ? "supports" : "does not support");
if (cudaSuccess == cuStatus) {
bDeviceFound = true;
STRCPY(device_name, NAME_LEN, adapterId.Description);
break;
}
}
// we check to make sure we have found a cuda-compatible D3D device to work on
if (!bDeviceFound) {
printf("\n");
printf(" No CUDA-compatible Direct3D9 device available\n");
printf("PASSED\n");
// destroy the D3D device
g_pD3D->Release();
exit(EXIT_SUCCESS);
}
// Create the D3D Display Device
RECT rc;
GetClientRect(hWnd, &rc);
D3DDISPLAYMODE d3ddm;
g_pD3D->GetAdapterDisplayMode(g_iAdapter, &d3ddm);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.BackBufferCount = 1;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
// d3dpp.BackBufferWidth = g_bQAReadback?g_WindowWidth:(rc.right - rc.left);
// d3dpp.BackBufferHeight = g_bQAReadback?g_WindowHeight:(rc.bottom - rc.top);
d3dpp.BackBufferWidth = g_WindowWidth;
d3dpp.BackBufferHeight = g_WindowHeight;
d3dpp.BackBufferFormat = d3ddm.Format;
if (FAILED(g_pD3D->CreateDeviceEx(g_iAdapter, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp,
NULL, &g_pD3DDevice))) {
return E_FAIL;
}
// We clear the back buffer
g_pD3DDevice->BeginScene();
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0, 1.0f, 0);
g_pD3DDevice->EndScene();
return S_OK;
}
HRESULT InitCUDA() {
printf("InitCUDA() g_pD3DDevice = %p\n", g_pD3DDevice);
// Now we need to bind a CUDA context to the DX9 device
// This is the CUDA 2.0 DX9 interface (required for Windows XP and Vista)
cudaD3D9SetDirect3DDevice(g_pD3DDevice);
getLastCudaError("cudaD3D9SetDirect3DDevice failed");
return S_OK;
}
HRESULT RegisterD3D9ResourceWithCUDA() {
// 2D
// register the Direct3D resources that we'll use
// we'll read to and write from g_texture_2d, so don't set any special map
// flags for it
cudaGraphicsD3D9RegisterResource(&g_texture_2d.cudaResource,
g_texture_2d.pTexture,
cudaGraphicsRegisterFlagsNone);
getLastCudaError("cudaGraphicsD3D9RegisterResource (g_texture_2d) failed");
// cuda cannot write into the texture directly : the texture is seen as a
// cudaArray and can only be mapped as a texture
// Create a buffer so that cuda can write into it
// pixel fmt is DXGI_FORMAT_R32G32B32A32_FLOAT
cudaMallocPitch(&g_texture_2d.cudaLinearMemory, &g_texture_2d.pitch,
g_texture_2d.width * sizeof(float) * 4, g_texture_2d.height);
getLastCudaError("cudaMallocPitch (g_texture_2d) failed");
cudaMemset(g_texture_2d.cudaLinearMemory, 1,
g_texture_2d.pitch * g_texture_2d.height);
// CUBE
cudaGraphicsD3D9RegisterResource(&g_texture_cube.cudaResource,
g_texture_cube.pTexture,
cudaGraphicsRegisterFlagsNone);
getLastCudaError("cudaGraphicsD3D9RegisterResource (g_texture_cube) failed");
// create the buffer. pixel fmt is DXGI_FORMAT_R8G8B8A8_SNORM
cudaMallocPitch(&g_texture_cube.cudaLinearMemory, &g_texture_cube.pitch,
g_texture_cube.size * 4, g_texture_cube.size);
getLastCudaError("cudaMallocPitch (g_texture_cube) failed");
cudaMemset(g_texture_cube.cudaLinearMemory, 1,
g_texture_cube.pitch * g_texture_cube.size);
getLastCudaError("cudaMemset (g_texture_cube) failed");
// 3D
cudaGraphicsD3D9RegisterResource(&g_texture_vol.cudaResource,
g_texture_vol.pTexture,
cudaGraphicsRegisterFlagsNone);
getLastCudaError("cudaGraphicsD3D9RegisterResource (g_texture_vol) failed");
// create the buffer. pixel fmt is DXGI_FORMAT_R8G8B8A8_SNORM
// cudaMallocPitch(&g_texture_vol.cudaLinearMemory, &g_texture_vol.pitch,
// g_texture_vol.width * 4, g_texture_vol.height * g_texture_vol.depth);
cudaMalloc(
&g_texture_vol.cudaLinearMemory,
g_texture_vol.width * 4 * g_texture_vol.height * g_texture_vol.depth);
g_texture_vol.pitch = g_texture_vol.width * 4;
getLastCudaError("cudaMallocPitch (g_texture_vol) failed");
cudaMemset(g_texture_vol.cudaLinearMemory, 1,
g_texture_vol.pitch * g_texture_vol.height * g_texture_vol.depth);
getLastCudaError("cudaMemset (g_texture_vol) failed");
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitTextures()
// Desc: Initializes Direct3D Textures (allocation and initialization)
//-----------------------------------------------------------------------------
HRESULT InitTextures() {
//
// create the D3D resources we'll be using
//
// 2D texture
g_texture_2d.width = 256;
g_texture_2d.height = 256;
if (FAILED(g_pD3DDevice->CreateTexture(
g_texture_2d.width, g_texture_2d.height, 1, 0, D3DFMT_A32B32G32R32F,
D3DPOOL_DEFAULT, &g_texture_2d.pTexture, NULL))) {
return E_FAIL;
}
// cube texture
g_texture_cube.size = 64;
if (FAILED(g_pD3DDevice->CreateCubeTexture(g_texture_cube.size, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT,
&g_texture_cube.pTexture, NULL))) {
return E_FAIL;
}
// 3D texture
g_texture_vol.width = 64;
g_texture_vol.height = 64;
g_texture_vol.depth = 32;
if (FAILED(g_pD3DDevice->CreateVolumeTexture(
g_texture_vol.width, g_texture_vol.height, g_texture_vol.depth, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_texture_vol.pTexture, NULL))) {
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ReleaseTextures()
// Desc: Release Direct3D Textures (free-ing)
//-----------------------------------------------------------------------------
HRESULT ReleaseTextures() {
// unregister the Cuda resources
cudaGraphicsUnregisterResource(g_texture_2d.cudaResource);
getLastCudaError("cudaGraphicsUnregisterResource (g_texture_2d) failed");
cudaFree(g_texture_2d.cudaLinearMemory);
getLastCudaError("cudaFree (g_texture_2d) failed");
cudaGraphicsUnregisterResource(g_texture_cube.cudaResource);
getLastCudaError("cudaGraphicsUnregisterResource (g_texture_cube) failed");
cudaFree(g_texture_cube.cudaLinearMemory);
getLastCudaError("cudaFree (g_texture_2d) failed");
cudaGraphicsUnregisterResource(g_texture_vol.cudaResource);
getLastCudaError("cudaGraphicsUnregisterResource (g_texture_vol) failed");
cudaFree(g_texture_vol.cudaLinearMemory);
getLastCudaError("cudaFree (g_texture_vol) failed");
//
// clean up Direct3D
//
{
// release the resources we created
g_texture_2d.pTexture->Release();
g_texture_cube.pTexture->Release();
g_texture_vol.pTexture->Release();
}
return S_OK;
}
////////////////////////////////////////////////////////////////////////////////
//! Run the Cuda part of the computation
////////////////////////////////////////////////////////////////////////////////
void RunKernels() {
static float t = 0.0f;
// populate the 2d texture
{
cudaArray *cuArray;
cudaGraphicsSubResourceGetMappedArray(&cuArray, g_texture_2d.cudaResource,
0, 0);
getLastCudaError(
"cudaGraphicsSubResourceGetMappedArray (cuda_texture_2d) failed");
// kick off the kernel and send the staging buffer cudaLinearMemory as an
// argument to allow the kernel to write to it
cuda_texture_2d(g_texture_2d.cudaLinearMemory, g_texture_2d.width,
g_texture_2d.height, g_texture_2d.pitch, t);
getLastCudaError("cuda_texture_2d failed");
// then we want to copy cudaLinearMemory to the D3D texture, via its mapped
// form : cudaArray
cudaMemcpy2DToArray(
cuArray, // dst array
0, 0, // offset
g_texture_2d.cudaLinearMemory, g_texture_2d.pitch, // src
g_texture_2d.width * 4 * sizeof(float), g_texture_2d.height, // extent
cudaMemcpyDeviceToDevice); // kind
getLastCudaError("cudaMemcpy2DToArray failed");
}
// populate the volume texture
{
size_t pitchSlice = g_texture_vol.pitch * g_texture_vol.height;
cudaArray *cuArray;
cudaGraphicsSubResourceGetMappedArray(&cuArray, g_texture_vol.cudaResource,
0, 0);
getLastCudaError(
"cudaGraphicsSubResourceGetMappedArray (cuda_texture_3d) failed");
// kick off the kernel and send the staging buffer cudaLinearMemory as an
// argument to allow the kernel to write to it
cuda_texture_volume(g_texture_vol.cudaLinearMemory, g_texture_vol.width,
g_texture_vol.height, g_texture_vol.depth,
g_texture_vol.pitch, pitchSlice, t);
getLastCudaError("cuda_texture_3d failed");
// then we want to copy cudaLinearMemory to the D3D texture, via its mapped
// form : cudaArray
struct cudaMemcpy3DParms memcpyParams = {0};
memcpyParams.dstArray = cuArray;
memcpyParams.srcPtr.ptr = g_texture_vol.cudaLinearMemory;
memcpyParams.srcPtr.pitch = g_texture_vol.pitch;
memcpyParams.srcPtr.xsize = g_texture_vol.width;
memcpyParams.srcPtr.ysize = g_texture_vol.height;
memcpyParams.extent.width = g_texture_vol.width;
memcpyParams.extent.height = g_texture_vol.height;
memcpyParams.extent.depth = g_texture_vol.depth;
memcpyParams.kind = cudaMemcpyDeviceToDevice;
cudaMemcpy3D(&memcpyParams);
getLastCudaError("cudaMemcpy3D failed");
}
// populate the faces of the cube map
for (int face = 0; face < 6; ++face) {
cudaArray *cuArray;
cudaGraphicsSubResourceGetMappedArray(&cuArray, g_texture_cube.cudaResource,
face, 0);
getLastCudaError(
"cudaGraphicsSubResourceGetMappedArray (cuda_texture_cube) failed");
// kick off the kernel and send the staging buffer cudaLinearMemory as an
// argument to allow the kernel to write to it
cuda_texture_cube(g_texture_cube.cudaLinearMemory, g_texture_cube.size,
g_texture_cube.size, g_texture_cube.pitch, face, t);
getLastCudaError("cuda_texture_cube failed");
// then we want to copy cudaLinearMemory to the D3D texture, via its mapped
// form : cudaArray
cudaMemcpy2DToArray(cuArray, // dst array
0, 0, // offset
g_texture_cube.cudaLinearMemory,
g_texture_cube.pitch, // src
g_texture_cube.size * 4, g_texture_cube.size, // extent
cudaMemcpyDeviceToDevice); // kind
getLastCudaError("cudaMemcpy2DToArray failed");
}
t += 0.1f;
}
/*{
static float t = 0.0f;
// populate the 2d texture
{
void* pData;
size_t pitch;
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPointer(&pData,
g_texture_2d.pTexture, 0, 0) );
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPitch(&pitch, NULL,
g_texture_2d.pTexture, 0, 0) );
cuda_texture_2d(pData, g_texture_2d.width, g_texture_2d.height, pitch,
t);
}
// populate the faces of the cube map
for (int face = 0; face < 6; ++face)
{
void* pData;
size_t pitch;
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPointer(&pData,
g_texture_cube.pTexture, face, 0) );
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPitch(&pitch, NULL,
g_texture_cube.pTexture, face, 0) );
cuda_texture_cube(pData, g_texture_cube.size, g_texture_cube.size,
pitch, face, t);
}
// populate the volume texture
{
void* pData;
size_t pitch;
size_t pitchSlice;
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPointer(&pData,
g_texture_vol.pTexture, 0, 0) );
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPitch(&pitch,
&pitchSlice, g_texture_vol.pTexture, 0, 0) );
cuda_texture_volume(pData, g_texture_vol.width, g_texture_vol.height,
g_texture_vol.depth, pitch, pitchSlice);
}
t += 0.1f;
}*/
////////////////////////////////////////////////////////////////////////////////
//! RestoreContextResources
// - this function restores all of the CUDA/D3D resources and contexts
////////////////////////////////////////////////////////////////////////////////
HRESULT RestoreContextResources() {
// Reinitialize D3D9 resources, CUDA resources/contexts
InitCUDA();
InitTextures();
RegisterD3D9ResourceWithCUDA();
return S_OK;
}
////////////////////////////////////////////////////////////////////////////////
//! DeviceLostHandler
// - this function handles reseting and initialization of the D3D device
// in the event this Device gets Lost
////////////////////////////////////////////////////////////////////////////////
HRESULT DeviceLostHandler() {
HRESULT hr = S_OK;
fprintf(stderr, "-> Starting DeviceLostHandler() \n");
// test the cooperative level to see if it's okay
// to render
if (FAILED(hr = g_pD3DDevice->TestCooperativeLevel())) {
fprintf(stderr,
"TestCooperativeLevel = %08x failed, will attempt to reset\n", hr);
// if the device was truly lost, (i.e., a fullscreen device just lost
// focus), wait
// until we g_et it back
if (hr == D3DERR_DEVICELOST) {
fprintf(stderr,
"TestCooperativeLevel = %08x DeviceLost, will retry next call\n",
hr);
return S_OK;
}
// eventually, we will g_et this return value,
// indicating that we can now reset the device
if (hr == D3DERR_DEVICENOTRESET) {
fprintf(stderr,
"TestCooperativeLevel = %08x will try to RESET the device\n", hr);
// if we are windowed, read the desktop mode and use the same format for
// the back buffer; this effectively turns off color conversion
if (g_bWindowed) {
g_pD3D->GetAdapterDisplayModeEx(g_iAdapter, &g_d3ddm, NULL);
g_d3dpp.BackBufferFormat = g_d3ddm.Format;
}
// now try to reset the device
if (FAILED(hr = g_pD3DDevice->Reset(&g_d3dpp))) {
fprintf(stderr, "TestCooperativeLevel = %08x RESET device FAILED\n",
hr);
return hr;
} else {
fprintf(stderr, "TestCooperativeLevel = %08x RESET device SUCCESS!\n",
hr);
// This is a common function we use to restore all hardware
// resources/state
RestoreContextResources();
fprintf(stderr, "TestCooperativeLevel = %08x INIT device SUCCESS!\n",
hr);
// we have acquired the device
g_bDeviceLost = false;
}
}
}
return hr;
}
////////////////////////////////////////////////////////////////////////////////
//! Draw the final result on the screen
////////////////////////////////////////////////////////////////////////////////
HRESULT DrawScene() {
HRESULT hr = S_OK;
if (g_bDeviceLost) {
if (FAILED(hr = DeviceLostHandler())) {
fprintf(stderr, "DeviceLostHandler FAILED returned %08x\n", hr);
return hr;
}
}
if (!g_bDeviceLost) {
//
// we will use this index and vertex data throughout
//
unsigned int IB[6] = {
0, 1, 2, 0, 2, 3,
};
struct VertexStruct {
float position[3];
float texture[3];
};
//
// initialize the scene
//
D3DVIEWPORT9 viewport_window = {0, 0, 672, 192, 0, 1};
g_pD3DDevice->SetViewport(&viewport_window);
g_pD3DDevice->BeginScene();
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0, 1.0f, 0);
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pD3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
//
// draw the 2d texture
//
VertexStruct VB[4] = {
{ {-1,-1,0,}, {0,0,0,}, },
{ { 1,-1,0,}, {1,0,0,}, },
{ { 1, 1,0,}, {1,1,0,}, },
{ {-1, 1,0,}, {0,1,0,}, },
};
D3DVIEWPORT9 viewport = {32, 32, 256, 256, 0, 1};
g_pD3DDevice->SetViewport(&viewport);
g_pD3DDevice->SetTexture(0, g_texture_2d.pTexture);
g_pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, IB,
D3DFMT_INDEX32, VB,
sizeof(VertexStruct));
//
// draw the Z-positive side of the cube texture
//
VertexStruct VB_Zpos[4] = {
{ {-1,-1,0,}, {-1,-1, 0.5f,}, },
{ { 1,-1,0,}, { 1,-1, 0.5f,}, },
{ { 1, 1,0,}, { 1, 1, 0.5f,}, },
{ {-1, 1,0,}, {-1, 1, 0.5f,}, },
};
viewport.Y += viewport.Height + 32;
g_pD3DDevice->SetViewport(&viewport);
g_pD3DDevice->SetTexture(0, g_texture_cube.pTexture);
g_pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, IB,
D3DFMT_INDEX32, VB_Zpos,
sizeof(VertexStruct));
//
// draw the Z-negative side of the cube texture
//
VertexStruct VB_Zneg[4] = {
{ {-1,-1,0,}, { 1,-1,-0.5f,}, },
{ { 1,-1,0,}, {-1,-1,-0.5f,}, },
{ { 1, 1,0,}, {-1, 1,-0.5f,}, },
{ {-1, 1,0,}, { 1, 1,-0.5f,}, },
};
viewport.X += viewport.Width + 32;
g_pD3DDevice->SetViewport(&viewport);
g_pD3DDevice->SetTexture(0, g_texture_cube.pTexture);
g_pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, IB,
D3DFMT_INDEX32, VB_Zneg,
sizeof(VertexStruct));
//
// draw a slice the volume texture
//
VertexStruct VB_Zslice[4] = {
{ {-1,-1,0,}, {0,0,0,}, },
{ { 1,-1,0,}, {1,0,0,}, },
{ { 1, 1,0,}, {1,1,1,}, },
{ {-1, 1,0,}, {0,1,1,}, },
};
viewport.Y -= viewport.Height + 32;
g_pD3DDevice->SetViewport(&viewport);
g_pD3DDevice->SetTexture(0, g_texture_vol.pTexture);
g_pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, IB,
D3DFMT_INDEX32, VB_Zslice,
sizeof(VertexStruct));
//
// end the scene
//
g_pD3DDevice->EndScene();
hr = g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
if (hr == D3DERR_DEVICELOST) {
fprintf(stderr, "DrawScene Present = %08x detected D3D DeviceLost\n", hr);
g_bDeviceLost = true;
ReleaseTextures();
}
}
return hr;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
void Cleanup() {
ReleaseTextures();
{
// destroy the D3D device
g_pD3DDevice->Release();
g_pD3D->Release();
}
}
//-----------------------------------------------------------------------------
// Name: RunCUDA()
// Desc: Launches the CUDA kernels to fill in the texture data
//-----------------------------------------------------------------------------
void RunCUDA() {
//
// map the resources we've registered so we can access them in Cuda
// - it is most efficient to map and unmap all resources in a single call,
// and to have the map/unmap calls be the boundary between using the GPU
// for Direct3D and Cuda
//
if (!g_bDeviceLost) {
cudaStream_t stream = 0;
const int nbResources = 3;
cudaGraphicsResource *ppResources[nbResources] = {
g_texture_2d.cudaResource, g_texture_vol.cudaResource,
g_texture_cube.cudaResource,
};
cudaGraphicsMapResources(nbResources, ppResources, stream);
getLastCudaError("cudaGraphicsMapResources(3) failed");
//
// run kernels which will populate the contents of those textures
//
RunKernels();
//
// unmap the resources
//
cudaGraphicsUnmapResources(nbResources, ppResources, stream);
getLastCudaError("cudaGraphicsUnmapResources(3) failed");
}
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
static LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam,
LPARAM lParam) {
switch (msg) {
case WM_KEYDOWN:
if (wParam == VK_ESCAPE) {
g_bDone = true;
Cleanup();
PostQuitMessage(0);
return 0;
}
break;
case WM_DESTROY:
g_bDone = true;
Cleanup();
PostQuitMessage(0);
return 0;
case WM_PAINT:
ValidateRect(hWnd, NULL);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}