cuda-samples/Samples/5_Domain_Specific/simpleD3D10/simpleD3D10.cpp

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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
2021-10-21 19:04:49 +08:00
*
* 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 fill
* a vertex buffer with CUDA and use Direct3D to render the data.
* Host code.
*/
#pragma warning(disable : 4312)
// Windows System include files
#include <windows.h>
#include <mmsystem.h>
// This header includes all the necessary D3D10 and CUDA includes
#include <dynlink_d3d10.h>
#include <cuda_runtime_api.h>
#include <cuda_d3d10_interop.h>
// includes, project
#include <rendercheck_d3d10.h>
#include <helper_functions.h> // Helper functions for other non-cuda utilities
#include <helper_cuda.h> // CUDA Helper Functions for initialization
#define MAX_EPSILON 10
static char *sSDKSample = "simpleD3D10";
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
IDXGIAdapter *g_pCudaCapableAdapter = NULL; // Adapter to use
ID3D10Device *g_pd3dDevice = NULL; // Our rendering device
IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window
ID3D10RenderTargetView *g_pSwapChainRTV =
NULL; // The Render target view on the swap chain ( used for clear)
ID3D10InputLayout *g_pInputLayout = NULL;
ID3D10Effect *g_pSimpleEffect = NULL;
ID3D10EffectTechnique *g_pSimpleTechnique = NULL;
ID3D10EffectMatrixVariable *g_pmWorld = NULL;
ID3D10EffectMatrixVariable *g_pmView = NULL;
ID3D10EffectMatrixVariable *g_pmProjection = NULL;
static const char g_simpleEffectSrc[] =
"matrix g_mWorld;\n"
"matrix g_mView;\n"
"matrix g_mProjection;\n"
"\n"
"struct Fragment{ \n"
" float4 Pos : SV_POSITION;\n"
" float4 Col : TEXCOORD0; };\n"
"\n"
"Fragment VS( float4 Pos : POSITION, float4 Col : COLOR )\n"
"{\n"
" Fragment f;\n"
" f.Pos = mul(Pos, g_mWorld);\n"
" f.Pos = mul(f.Pos, g_mView);\n"
" f.Pos = mul(f.Pos, g_mProjection);\n"
" f.Col = Col;\n"
" return f;\n"
"}\n"
"\n"
"float4 PS( Fragment f ) : SV_Target\n"
"{\n"
" return f.Col;\n"
"}\n"
"\n"
"technique10 Render\n"
"{\n"
" pass P0\n"
" {\n"
" SetVertexShader( CompileShader( vs_4_0, VS() ) );\n"
" SetGeometryShader( NULL );\n"
" SetPixelShader( CompileShader( ps_4_0, PS() ) );\n"
" }\n"
"}\n"
"\n";
ID3D10Buffer *g_pVB = NULL; // Buffer to hold vertices
struct cudaGraphicsResource *cuda_VB_resource; // handles D3D10-CUDA exchange
// testing/tracing function used pervasively in tests. if the condition is
// unsatisfied then spew and fail the function immediately (doing no cleanup)
#define AssertOrQuit(x) \
if (!(x)) { \
fprintf(stdout, "Assert unsatisfied in %s at %s:%d\n", __FUNCTION__, \
__FILE__, __LINE__); \
return 1; \
}
// A structure for our custom vertex type
struct CUSTOMVERTEX {
FLOAT x, y, z; // The untransformed, 3D position for the vertex
DWORD color; // The vertex color
};
const unsigned int g_WindowWidth = 1024;
const unsigned int g_WindowHeight = 1024;
const unsigned int g_MeshWidth = 512;
const unsigned int g_MeshHeight = 512;
const unsigned int g_NumVertices = g_MeshWidth * g_MeshHeight;
bool g_bPassed = true;
int g_iFrameToCompare = 10;
int *pArgc = NULL;
char **pArgv = NULL;
float anim;
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void runTest(int argc, char **argv, char *ref_file);
void runCuda();
bool SaveResult(int argc, char **argv);
HRESULT InitD3D(HWND hWnd);
HRESULT InitGeometry();
VOID Cleanup();
VOID SetupMatrices();
VOID Render();
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// CUDA/D3D10 kernel
extern "C" void simpleD3DKernel(float4 *pos, unsigned int width,
unsigned int height, float time);
#define NAME_LEN 512
bool findCUDADevice() {
int nGraphicsGPU = 0;
int deviceCount = 0;
bool bFoundGraphics = false;
char devname[NAME_LEN];
// This function call returns 0 if there are no CUDA capable devices.
cudaError_t error_id = cudaGetDeviceCount(&deviceCount);
if (error_id != cudaSuccess) {
printf("cudaGetDeviceCount returned %d\n-> %s\n", (int)error_id,
cudaGetErrorString(error_id));
exit(EXIT_FAILURE);
}
if (deviceCount == 0) {
printf("> There are no device(s) supporting CUDA\n");
return false;
} else {
printf("> Found %d CUDA Capable Device(s)\n", deviceCount);
}
// Get CUDA device properties
cudaDeviceProp deviceProp;
for (int dev = 0; dev < deviceCount; ++dev) {
cudaGetDeviceProperties(&deviceProp, dev);
STRCPY(devname, NAME_LEN, deviceProp.name);
printf("> GPU %d: %s\n", dev, devname);
}
return true;
}
bool findDXDevice(char *dev_name) {
HRESULT hr = S_OK;
cudaError cuStatus;
// Iterate through the candidate adapters
IDXGIFactory *pFactory;
hr = sFnPtr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)(&pFactory));
if (!SUCCEEDED(hr)) {
printf("> No DXGI Factory created.\n");
return false;
}
UINT adapter = 0;
for (; !g_pCudaCapableAdapter; ++adapter) {
// Get a candidate DXGI adapter
IDXGIAdapter *pAdapter = NULL;
hr = pFactory->EnumAdapters(adapter, &pAdapter);
if (FAILED(hr)) {
break; // no compatible adapters found
}
// Query to see if there exists a corresponding compute device
int cuDevice;
cuStatus = cudaD3D10GetDevice(&cuDevice, pAdapter);
// This prints and resets the cudaError to cudaSuccess
printLastCudaError("cudaD3D10GetDevice failed");
if (cudaSuccess == cuStatus) {
// If so, mark it as the one against which to create our d3d10 device
g_pCudaCapableAdapter = pAdapter;
g_pCudaCapableAdapter->AddRef();
}
pAdapter->Release();
}
printf("> Found %d D3D10 Adapater(s).\n", (int)adapter);
pFactory->Release();
if (!g_pCudaCapableAdapter) {
printf("> Found 0 D3D10 Adapater(s) /w Compute capability.\n");
return false;
}
DXGI_ADAPTER_DESC adapterDesc;
g_pCudaCapableAdapter->GetDesc(&adapterDesc);
wcstombs(dev_name, adapterDesc.Description, 128);
printf("> Found 1 D3D10 Adapater(s) /w Compute capability.\n");
printf("> %s\n", dev_name);
return true;
}
////////////////////////////////////////////////////////////////////////////////
// Program main
////////////////////////////////////////////////////////////////////////////////
int main(int argc, char **argv) {
char device_name[256];
char *ref_file = NULL;
pArgc = &argc;
pArgv = argv;
printf("> %s starting...\n", sSDKSample);
if (!findCUDADevice()) { // Search for CUDA GPU
printf("> CUDA Device NOT found on \"%s\".. Exiting.\n", device_name);
exit(EXIT_SUCCESS);
}
// Search for D3D API (locate drivers, does not mean device is found)
if (!dynlinkLoadD3D10API()) {
printf("> D3D10 API libraries NOT found on.. Exiting.\n");
dynlinkUnloadD3D10API();
exit(EXIT_SUCCESS);
}
if (!findDXDevice(device_name)) { // Search for D3D Hardware Device
printf("> D3D10 Graphics Device NOT found.. Exiting.\n");
dynlinkUnloadD3D10API();
exit(EXIT_SUCCESS);
}
if (argc > 1) {
if (checkCmdLineFlag(argc, (const char **)argv, "file")) {
getCmdLineArgumentString(argc, (const char **)argv, "file",
(char **)&ref_file);
}
}
runTest(argc, argv, ref_file);
//
// and exit
//
printf("%s running on %s exiting...\n", sSDKSample, device_name);
printf("%s sample finished returned: %s\n", sSDKSample,
(g_bPassed ? "OK" : "ERROR!"));
exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
}
////////////////////////////////////////////////////////////////////////////////
//! Run a simple test for CUDA
////////////////////////////////////////////////////////////////////////////////
void runTest(int argc, char **argv, char *ref_file) {
// Register the window class
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"CUDA/D3D10 simpleD3D10", NULL};
RegisterClassEx(&wc);
// Create the application's window
int xBorder = ::GetSystemMetrics(SM_CXSIZEFRAME);
int yMenu = ::GetSystemMetrics(SM_CYMENU);
int yBorder = ::GetSystemMetrics(SM_CYSIZEFRAME);
HWND hWnd = CreateWindow(
wc.lpszClassName, "CUDA/D3D10 simpleD3D10", WS_OVERLAPPEDWINDOW, 0, 0,
g_WindowWidth + 2 * xBorder, g_WindowHeight + 2 * yBorder + yMenu, NULL,
NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (SUCCEEDED(InitD3D(hWnd))) {
// Create the scene geometry
if (SUCCEEDED(InitGeometry())) {
// Initialize interoperability between CUDA and Direct3D
// Register vertex buffer with CUDA
// DEPRECATED: cudaD3D10RegisterResource(g_pVB,
// cudaD3D10RegisterFlagsNone);
cudaGraphicsD3D10RegisterResource(&cuda_VB_resource, g_pVB,
cudaD3D10RegisterFlagsNone);
getLastCudaError("cudaGraphicsD3D10RegisterResource (g_pVB) failed");
// Initialize vertex buffer with CUDA
runCuda();
// Save result
SaveResult(argc, argv);
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Enter the message loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT) {
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
Render();
if (ref_file != NULL) {
for (int count = 0; count < g_iFrameToCompare; count++) {
Render();
}
const char *cur_image_path = "simpleD3D10.ppm";
// Save a reference of our current test run image
CheckRenderD3D10::ActiveRenderTargetToPPM(g_pd3dDevice,
cur_image_path);
// compare to offical reference image, printing PASS or FAIL.
g_bPassed = CheckRenderD3D10::PPMvsPPM(cur_image_path, ref_file,
argv[0], MAX_EPSILON, 0.15f);
Cleanup();
PostQuitMessage(0);
}
}
}
}
}
// Release D3D Library (after message loop)
dynlinkUnloadD3D10API();
UnregisterClass(wc.lpszClassName, wc.hInstance);
}
////////////////////////////////////////////////////////////////////////////////
//! Run the Cuda part of the computation
////////////////////////////////////////////////////////////////////////////////
void runCuda() {
// Map vertex buffer to Cuda
float4 *d_ptr;
// CUDA Map call to the Vertex Buffer and return a pointer
// DEPRECATED: cudaD3D10MapResources(1, (ID3D10Resource **)&g_pVB);
checkCudaErrors(cudaGraphicsMapResources(1, &cuda_VB_resource, 0));
getLastCudaError("cudaGraphicsMapResources failed");
// DEPRECATED: cudaD3D10ResourceGetMappedPointer( (void **)&dptr, g_pVB, 0);
size_t num_bytes;
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
(void **)&d_ptr, &num_bytes, cuda_VB_resource));
getLastCudaError("cudaGraphicsResourceGetMappedPointer failed");
// Execute kernel
simpleD3DKernel(d_ptr, g_MeshWidth, g_MeshHeight, anim);
// CUDA Map Unmap vertex buffer
// DEPRECATED: cudaD3D10UnmapResources(1, (ID3D10Resource **)&g_pVB);
checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_VB_resource, 0));
getLastCudaError("cudaGraphicsUnmapResource failed");
}
////////////////////////////////////////////////////////////////////////////////
//! Check if the result is correct or write data to file for external
//! regression testing
////////////////////////////////////////////////////////////////////////////////
bool SaveResult(int argc, char **argv) {
// Map vertex buffer
float *data;
if (FAILED(g_pVB->Map(D3D10_MAP_READ, 0,
(void **)&data))) // Lock(0, 0, (void**)&data, 0)))
return false;
// Unmap
g_pVB->Unmap();
// Save result
if (checkCmdLineFlag(argc, (const char **)argv, "regression")) {
// write file for regression test
sdkWriteFile<float>("./data/regression.dat", data, sizeof(CUSTOMVERTEX),
0.0f, false);
}
return true;
}
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D(HWND hWnd) {
// Set up the structure used to create the device and swapchain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = g_WindowWidth;
sd.BufferDesc.Height = g_WindowHeight;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
// Create device and swapchain
HRESULT hr = sFnPtr_D3D10CreateDeviceAndSwapChain(
g_pCudaCapableAdapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0,
D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
AssertOrQuit(SUCCEEDED(hr));
g_pCudaCapableAdapter->Release();
// Create a render target view of the swapchain
ID3D10Texture2D *pBuffer;
hr =
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID *)&pBuffer);
AssertOrQuit(SUCCEEDED(hr));
hr = g_pd3dDevice->CreateRenderTargetView(pBuffer, NULL, &g_pSwapChainRTV);
AssertOrQuit(SUCCEEDED(hr));
pBuffer->Release();
g_pd3dDevice->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
// Setup the viewport
D3D10_VIEWPORT vp;
vp.Width = g_WindowWidth;
vp.Height = g_WindowHeight;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDevice->RSSetViewports(1, &vp);
// Setup the effect
{
ID3D10Blob *pCompiledEffect;
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_simpleEffectSrc,
sizeof(g_simpleEffectSrc), NULL,
NULL, // pDefines
NULL, // pIncludes
0, // HLSL flags
0, // FXFlags
&pCompiledEffect, NULL);
AssertOrQuit(SUCCEEDED(hr));
hr = sFnPtr_D3D10CreateEffectFromMemory(
pCompiledEffect->GetBufferPointer(), pCompiledEffect->GetBufferSize(),
0, // FXFlags
g_pd3dDevice, NULL, &g_pSimpleEffect);
pCompiledEffect->Release();
g_pSimpleTechnique = g_pSimpleEffect->GetTechniqueByName("Render");
// g_pmWorldViewProjection =
// g_pSimpleEffect->GetVariableByName("g_mWorldViewProjection")->AsMatrix();
g_pmWorld = g_pSimpleEffect->GetVariableByName("g_mWorld")->AsMatrix();
g_pmView = g_pSimpleEffect->GetVariableByName("g_mView")->AsMatrix();
g_pmProjection =
g_pSimpleEffect->GetVariableByName("g_mProjection")->AsMatrix();
// Define the input layout
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12,
D3D10_INPUT_PER_VERTEX_DATA, 0},
};
UINT numElements = sizeof(layout) / sizeof(layout[0]);
// Create the input layout
D3D10_PASS_DESC PassDesc;
g_pSimpleTechnique->GetPassByIndex(0)->GetDesc(&PassDesc);
hr = g_pd3dDevice->CreateInputLayout(
layout, numElements, PassDesc.pIAInputSignature,
PassDesc.IAInputSignatureSize, &g_pInputLayout);
AssertOrQuit(SUCCEEDED(hr));
// Setup Input Layout, apply effect and draw points
g_pd3dDevice->IASetInputLayout(g_pInputLayout);
g_pSimpleTechnique->GetPassByIndex(0)->Apply(0);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Creates the scene geometry
//-----------------------------------------------------------------------------
HRESULT InitGeometry() {
// Setup buffer desc
D3D10_BUFFER_DESC bufferDesc;
bufferDesc.Usage = D3D10_USAGE_DEFAULT;
bufferDesc.ByteWidth = sizeof(CUSTOMVERTEX) * g_NumVertices;
bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
// Create the buffer, no need for sub resource data struct since everything
// will be defined from cuda
if (FAILED(g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB)))
return E_FAIL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup() {
if (g_pVB != NULL) {
// Unregister vertex buffer
// DEPRECATED: checkCudaErrors(cudaD3D10UnregisterResource(g_pVB));
cudaGraphicsUnregisterResource(cuda_VB_resource);
getLastCudaError("cudaGraphicsUnregisterResource failed");
g_pVB->Release();
}
if (g_pInputLayout != NULL) g_pInputLayout->Release();
if (g_pSimpleEffect != NULL) g_pSimpleEffect->Release();
if (g_pSwapChainRTV != NULL) g_pSwapChainRTV->Release();
if (g_pSwapChain != NULL) g_pSwapChain->Release();
if (g_pd3dDevice != NULL) g_pd3dDevice->Release();
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices() {
XMMATRIX matWorld;
matWorld = XMMatrixIdentity();
XMVECTOR vEyePt = {0.0f, 3.0f, -2.0f};
XMVECTOR vLookatPt = {0.0f, 0.0f, 0.0f};
XMVECTOR vUpVec = {0.0f, 1.0f, 0.0f};
XMMATRIX matView;
matView = XMMatrixLookAtLH(vEyePt, vLookatPt, vUpVec);
XMMATRIX matProj;
matProj = XMMatrixPerspectiveFovLH((float)XM_PI / 4.f, 1.0f, 0.01f, 10.0f);
g_pmWorld->SetMatrix((float *)&matWorld);
g_pmView->SetMatrix((float *)&matView);
g_pmProjection->SetMatrix((float *)&matProj);
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render() {
// Clear the backbuffer to a black color
float ClearColor[4] = {0, 0, 0, 0};
g_pd3dDevice->ClearRenderTargetView(g_pSwapChainRTV, ClearColor);
// Run CUDA to update vertex positions
runCuda();
// Draw frame
{
// Setup the world, view, and projection matrices
SetupMatrices();
// Render the vertex buffer contents
UINT stride = sizeof(CUSTOMVERTEX);
UINT offset = 0;
g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
g_pSimpleTechnique->GetPassByIndex(0)->Apply(0);
g_pd3dDevice->Draw(g_NumVertices, 0);
}
// Present the backbuffer contents to the display
g_pSwapChain->Present(0, 0);
anim += 0.01f;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_DESTROY:
case WM_KEYDOWN:
if (msg != WM_KEYDOWN || wParam == 27) {
Cleanup();
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}