cuda-samples/Samples/5_Domain_Specific/simpleD3D10RenderTarget/simpleD3D10RenderTarget.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)
#include <windows.h>
#include <mmsystem.h>
// this header inclues all the necessary D3D10 includes
#include <dynlink_d3d10.h>
#include <cuda_runtime_api.h>
#include <cuda_d3d10_interop.h>
// includes, project
#include <rendercheck_d3d10.h>
#include <helper_cuda.h>
#include <helper_functions.h>
int g_iFrameToCompare = 10;
bool g_bDone = false;
bool g_bPassed = true;
int *pArgc = NULL;
char **pArgv = NULL;
#define MAX_EPSILON 10
static char *SDK_name = "simpleD3D10RenderTarget";
//-----------------------------------------------------------------------------
// 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)
ID3D10RasterizerState *g_pRasterState = NULL;
struct Color {
ID3D10Texture2D *pBuffer; // The color buffer
ID3D10RenderTargetView
*pBufferRTV; // The Render target view on the color buffer
ID3D10ShaderResourceView
*pBufferSRV; // The shader resource view on the color buffer
cudaGraphicsResource *cudaResource; // resource of the Buffer on cuda side
int pitch;
cudaArray *pCudaArray; // the data in a cuda view
} g_color;
struct Histogram {
ID3D10Buffer *pBuffer; // Buffer to hold histogram
ID3D10ShaderResourceView *pBufferSRV; // View on the histogram buffer
cudaGraphicsResource *cudaResource; // resource of the Buffer on cuda side
unsigned int *cudaBuffer; // staging buffer to allow cuda to write results
// cudaArray* pCudaArray; // the data in a cuda view
size_t size;
} g_histogram;
ID3D10Effect *g_pDisplayEffect = NULL;
ID3D10EffectTechnique *g_pDisplayTechnique = NULL;
ID3D10EffectScalarVariable *g_pTime = NULL;
static const char g_displayEffectSrc[] =
"float g_Time; \n"
"uint2 g_vGrid = uint2(20,20); \n"
"float4 g_vGridSize = float4(0.05f, 0.05f, 0.046f, 0.046f); \n"
"\n"
"struct Fragment{ \n"
" float4 Pos : SV_POSITION;\n"
" float2 Tex : TEXCOORD0; \n"
" float4 Col : TEXCOORD1; };\n"
"\n"
"Fragment VS( uint instanceId : SV_InstanceID, uint vertexId : SV_VertexID "
")\n"
"{\n"
" Fragment f;\n"
" f.Tex = float2( 1.f*((vertexId == 1) || (vertexId == 3)), 1.f*( "
"vertexId >= 2)); \n"
" \n"
" uint2 cellId = uint2(instanceId % g_vGrid.x, instanceId / "
"g_vGrid.x);\n"
" f.Pos = float4( g_vGridSize.xy*cellId + 0.5f*(g_vGridSize.xy - "
"g_vGridSize.zw) + f.Tex * g_vGridSize.zw, 0, 1);\n"
" f.Pos.xy = (f.Pos.xy*2.f - 1.f);\n"
" \n"
" f.Col = float4( ((g_vGrid.x-1.f) - cellId.x) / (g_vGrid.x-1.f), "
"(cellId.x + (g_vGrid.y-1.f) - cellId.y) / (g_vGrid.x+g_vGrid.y-1.f), "
"cellId.y / (g_vGrid.y-1.f), 1.f);\n"
" f.Col *= float4( 0.5 + 0.5*sin(g_Time), 0.5 + "
"0.5*sin(g_Time)*cos(g_Time), 0.5 + 0.5*cos(g_Time), 1.f);\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";
ID3D10Effect *g_pCompositeEffect = NULL;
ID3D10EffectTechnique *g_pCompositeTechnique = NULL;
ID3D10EffectVectorVariable *g_pvQuadRect = NULL;
ID3D10EffectScalarVariable *g_pUseCase = NULL;
ID3D10EffectShaderResourceVariable *g_pTexture2D = NULL;
ID3D10EffectShaderResourceVariable *g_pHistogram = NULL;
static const char g_compositeEffectSrc[] =
"float4 g_vQuadRect; \n"
"int g_UseCase; \n"
"Texture2D g_Texture2D; \n"
"Buffer<uint> g_Histogram; \n"
"\n"
"SamplerState samLinear{ \n"
" Filter = MIN_MAG_LINEAR_MIP_POINT; \n"
"};\n"
"\n"
"struct Fragment{ \n"
" float4 Pos : SV_POSITION;\n"
" float3 Tex : TEXCOORD0; \n"
" float2 uv : TEXCOORD1; };\n"
"\n"
"Fragment VS( uint vertexId : SV_VertexID )\n"
"{\n"
" Fragment f;\n"
" f.Tex = float3( 1.f*((vertexId == 1) || (vertexId == 3)), 1.f*( "
"vertexId >= 2), 0.f); \n"
" \n"
" f.Pos = float4( g_vQuadRect.xy + f.Tex * g_vQuadRect.zw, 0, 1);\n"
" \n"
" f.uv = float2( f.Tex.x*255.f, f.Tex.y*50000.f ); \n"
" return f;\n"
"}\n"
"\n"
"float4 PS( Fragment f ) : SV_Target\n"
"{\n"
" if (g_UseCase == 0) \n"
" return g_Texture2D.Sample( samLinear, f.Tex.xy ); \n"
" else if (g_UseCase == 1) { \n"
" uint index = f.uv.x; \n"
" float value = g_Histogram.Load( index ); \n"
" //float value = index * 1000; \n"
" float red = ( value >= f.uv.y ? (0.5f * f.uv.y / value) + 0.5f : "
"0.f ); \n"
" return float4(red, 0, 0, 1); \n"
" } else return float4(f.Tex, 1);\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";
// 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; \
}
const unsigned int g_WindowWidth = 800;
const unsigned int g_WindowHeight = 800;
const unsigned int g_HistogramSize = 256;
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void runTest(int argc, char **argv, char *ref_file);
void runCuda();
HRESULT InitD3D(HWND hWnd);
VOID Cleanup();
VOID Render();
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// CUDA/D3D10 kernels
extern "C" void checkCudaError();
extern "C" void createHistogramTex(unsigned int *histogram, unsigned int width,
unsigned int height, cudaArray *colorArray);
#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);
printLastCudaError("cudaD3D10GetDevice failed"); // This prints and resets
// the cudaError to
// cudaSuccess
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", SDK_name);
if (!findCUDADevice()) // Search for CUDA GPU
{
printf("> CUDA Device NOT found on \"%s\".. Exiting.\n", device_name);
exit(EXIT_SUCCESS);
}
if (!dynlinkLoadD3D10API()) // Search for D3D API (locate drivers, does not
// mean device is found)
{
printf("> D3D10 API libraries NOT found.. 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);
}
// 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);
}
// run D3D10/CUDA test
runTest(argc, argv, ref_file);
//
// and exit
//
printf("%s running on %s exiting...\n", SDK_name, device_name);
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 SDK",
NULL};
RegisterClassEx(&wc);
// Create the application's window
HWND hWnd = CreateWindow(wc.lpszClassName, "CUDA/D3D10 RenderTarget InterOP",
WS_OVERLAPPEDWINDOW, 100, 100, g_WindowWidth,
g_WindowHeight, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (SUCCEEDED(InitD3D(hWnd))) {
// Initialize interoperability between CUDA and Direct3D
// Register vertex buffer with CUDA
cudaGraphicsD3D10RegisterResource(&g_histogram.cudaResource,
g_histogram.pBuffer,
cudaGraphicsMapFlagsNone);
getLastCudaError("cudaGraphicsD3D10RegisterResource (g_pHistogram) failed");
// Register color buffer with CUDA
cudaGraphicsD3D10RegisterResource(&g_color.cudaResource, g_color.pBuffer,
cudaGraphicsMapFlagsNone);
getLastCudaError(
"cudaGraphicsD3D10RegisterResource (g_color.pBuffer) failed");
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
}
//
// The main loop
//
while (false == g_bDone) {
Render();
//
// 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 {
Render();
if (ref_file) {
for (int count = 0; count < g_iFrameToCompare; count++) {
Render();
}
const char *cur_image_path = "simpleD3D10RenderTarget.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);
g_bDone = true;
Cleanup();
PostQuitMessage(0);
} else {
g_bPassed = true;
}
}
}
}
// Release D3D Library (after message loop)
dynlinkUnloadD3D10API();
// Unregister windows class
UnregisterClass(wc.lpszClassName, wc.hInstance);
}
////////////////////////////////////////////////////////////////////////////////
//! Run the Cuda part of the computation
////////////////////////////////////////////////////////////////////////////////
void runCuda() {
cudaStream_t stream = 0;
const int nbResources = 2;
cudaGraphicsResource *ppResources[nbResources] = {
g_histogram.cudaResource, g_color.cudaResource,
};
// Map resources for Cuda
checkCudaErrors(cudaGraphicsMapResources(nbResources, ppResources, stream));
getLastCudaError("cudaGraphicsMapResources(2) failed");
// Get pointers
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
(void **)&g_histogram.cudaBuffer, &g_histogram.size,
g_histogram.cudaResource));
getLastCudaError(
"cudaGraphicsResourceGetMappedPointer (g_color.pBuffer) failed");
cudaGraphicsSubResourceGetMappedArray(&g_color.pCudaArray,
g_color.cudaResource, 0, 0);
getLastCudaError(
"cudaGraphicsSubResourceGetMappedArray (g_color.pBuffer) failed");
// Execute kernel
createHistogramTex(g_histogram.cudaBuffer, g_WindowWidth, g_WindowHeight,
g_color.pCudaArray);
checkCudaError();
//
// unmap the resources
//
checkCudaErrors(cudaGraphicsUnmapResources(nbResources, ppResources, stream));
getLastCudaError("cudaGraphicsUnmapResources(2) failed");
}
//-----------------------------------------------------------------------------
// 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_CREATE_DEVICE_DEBUG,
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();
// Create a color buffer, corresponding render target view and shader resource
// view
D3D10_TEXTURE2D_DESC tex2Ddesc;
ZeroMemory(&tex2Ddesc, sizeof(D3D10_TEXTURE2D_DESC));
tex2Ddesc.Width = g_WindowWidth;
tex2Ddesc.Height = g_WindowHeight;
tex2Ddesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
tex2Ddesc.MipLevels = 1;
tex2Ddesc.ArraySize = 1;
tex2Ddesc.SampleDesc.Count = 1;
tex2Ddesc.Usage = D3D10_USAGE_DEFAULT;
tex2Ddesc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
hr = g_pd3dDevice->CreateTexture2D(&tex2Ddesc, NULL, &g_color.pBuffer);
AssertOrQuit(SUCCEEDED(hr));
hr = g_pd3dDevice->CreateShaderResourceView(g_color.pBuffer, NULL,
&g_color.pBufferSRV);
AssertOrQuit(SUCCEEDED(hr));
hr = g_pd3dDevice->CreateRenderTargetView(g_color.pBuffer, NULL,
&g_color.pBufferRTV);
AssertOrQuit(SUCCEEDED(hr));
// Create a buffer which will contain the resulting histogram and the SRV to
// plug it
D3D10_BUFFER_DESC bufferDesc;
bufferDesc.Usage = D3D10_USAGE_DEFAULT;
// NOTE: allocation of more than what is needed to display in the shader
// but this 64 factor is required for CUDA to work with this buffer (see
// BLOCK_N in .cu code...)
bufferDesc.ByteWidth =
sizeof(unsigned int) * g_HistogramSize * 64 /*BLOCK_N*/;
bufferDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
// useless values... we could remove this...
unsigned int values[256 * 64];
for (int i = 0; i < 256 * 64; i++) {
values[i] = i;
}
D3D10_SUBRESOURCE_DATA data;
data.pSysMem = values;
data.SysMemPitch = 0;
data.SysMemSlicePitch = 0;
hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &data, &g_histogram.pBuffer);
AssertOrQuit(SUCCEEDED(hr));
D3D10_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc;
bufferSRVDesc.Format = DXGI_FORMAT_R32_UINT;
bufferSRVDesc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
bufferSRVDesc.Buffer.ElementOffset = 0;
bufferSRVDesc.Buffer.ElementWidth =
g_HistogramSize; // 4*sizeof(unsigned int);
hr = g_pd3dDevice->CreateShaderResourceView(
g_histogram.pBuffer, &bufferSRVDesc, &g_histogram.pBufferSRV);
AssertOrQuit(SUCCEEDED(hr));
// Create the equivalent as a cuda staging buffer that we'll use to write from
// Cuda. Then we'll copy it to the texture
// cudaMalloc(g_histogram.cudaBuffer, sizeof(float) * g_HistogramSize;
// getLastCudaError("cudaMallocPitch (g_histogram) failed");
// 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 *pErrors = NULL;
ID3D10Blob *pCompiledEffect;
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_displayEffectSrc,
sizeof(g_displayEffectSrc), NULL,
NULL, // pDefines
NULL, // pIncludes
0, // HLSL flags
0, // FXFlags
&pCompiledEffect, &pErrors);
if (pErrors) {
LPVOID l_pError = NULL;
l_pError = pErrors->GetBufferPointer(); // then cast to a char* to see it
// in the locals window
fprintf(stdout, "Compilation error: \n %s", (char *)l_pError);
}
AssertOrQuit(SUCCEEDED(hr));
hr = sFnPtr_D3D10CreateEffectFromMemory(
pCompiledEffect->GetBufferPointer(), pCompiledEffect->GetBufferSize(),
0, // FXFlags
g_pd3dDevice, NULL, &g_pDisplayEffect);
pCompiledEffect->Release();
g_pDisplayTechnique = g_pDisplayEffect->GetTechniqueByName("Render");
g_pTime = g_pDisplayEffect->GetVariableByName("g_Time")->AsScalar();
}
// Setup the effect
{
ID3D10Blob *pCompiledEffect;
ID3D10Blob *pErrors = NULL;
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_compositeEffectSrc,
sizeof(g_compositeEffectSrc), NULL,
NULL, // pDefines
NULL, // pIncludes
0, // HLSL flags
0, // FXFlags
&pCompiledEffect, &pErrors);
if (pErrors) {
LPVOID l_pError = NULL;
l_pError = pErrors->GetBufferPointer(); // then cast to a char* to see it
// in the locals window
fprintf(stdout, "Compilation error: \n %s", (char *)l_pError);
}
AssertOrQuit(SUCCEEDED(hr));
hr = sFnPtr_D3D10CreateEffectFromMemory(
pCompiledEffect->GetBufferPointer(), pCompiledEffect->GetBufferSize(),
0, // FXFlags
g_pd3dDevice, NULL, &g_pCompositeEffect);
pCompiledEffect->Release();
g_pCompositeTechnique = g_pCompositeEffect->GetTechniqueByName("Render");
g_pvQuadRect =
g_pCompositeEffect->GetVariableByName("g_vQuadRect")->AsVector();
g_pUseCase = g_pCompositeEffect->GetVariableByName("g_UseCase")->AsScalar();
g_pTexture2D = g_pCompositeEffect->GetVariableByName("g_Texture2D")
->AsShaderResource();
g_pTexture2D->SetResource(g_color.pBufferSRV);
g_pHistogram = g_pCompositeEffect->GetVariableByName("g_Histogram")
->AsShaderResource();
g_pHistogram->SetResource(g_histogram.pBufferSRV);
}
D3D10_RASTERIZER_DESC rasterizerState;
rasterizerState.FillMode = D3D10_FILL_SOLID;
rasterizerState.CullMode = D3D10_CULL_FRONT;
rasterizerState.FrontCounterClockwise = false;
rasterizerState.DepthBias = false;
rasterizerState.DepthBiasClamp = 0;
rasterizerState.SlopeScaledDepthBias = 0;
rasterizerState.DepthClipEnable = false;
rasterizerState.ScissorEnable = false;
rasterizerState.MultisampleEnable = false;
rasterizerState.AntialiasedLineEnable = false;
g_pd3dDevice->CreateRasterizerState(&rasterizerState, &g_pRasterState);
g_pd3dDevice->RSSetState(g_pRasterState);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup() {
if (g_histogram.pBuffer != NULL) {
// Unregister vertex buffer
cudaGraphicsUnregisterResource(g_histogram.cudaResource);
getLastCudaError("cudaGraphicsUnregisterResource failed");
g_histogram.pBuffer->Release();
}
if (g_histogram.pBufferSRV != NULL) {
g_histogram.pBufferSRV->Release();
}
if (g_pDisplayEffect != NULL) {
g_pDisplayEffect->Release();
}
if (g_pCompositeEffect != NULL) {
g_pCompositeEffect->Release();
}
if (g_color.pBufferSRV != NULL) {
g_color.pBufferSRV->Release();
}
if (g_color.pBufferRTV != NULL) {
g_color.pBufferRTV->Release();
}
if (g_color.pBuffer != NULL) {
// Unregister vertex buffer
cudaGraphicsUnregisterResource(g_color.cudaResource);
getLastCudaError("cudaD3D10UnregisterResource failed");
g_color.pBuffer->Release();
}
if (g_pRasterState != NULL) {
g_pRasterState->Release();
}
if (g_pSwapChainRTV != NULL) {
g_pSwapChainRTV->Release();
}
if (g_pSwapChain != NULL) {
g_pSwapChain->Release();
}
if (g_pd3dDevice != NULL) {
g_pd3dDevice->Release();
}
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render() {
g_pd3dDevice->RSSetState(g_pRasterState);
// Draw frame
{
static float time = 0.f;
time += 0.001f;
g_pTime->SetFloat(time);
// Clear the Color to a black color
float ClearColor[4] = {0.f, 0.1f, 0.1f, 1.f};
g_pd3dDevice->ClearRenderTargetView(g_color.pBufferRTV, ClearColor);
g_pd3dDevice->OMSetRenderTargets(1, &g_color.pBufferRTV, NULL);
g_pd3dDevice->IASetInputLayout(0);
g_pd3dDevice->IASetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
g_pDisplayTechnique->GetPassByIndex(0)->Apply(0);
g_pd3dDevice->DrawInstanced(4, 400, 0, 0);
}
// Run CUDA to compute the histogram
runCuda();
// draw the 2d texture
{
// Clear the Color to a black color
float ClearColor[4] = {0, 0, 0, 1.f};
g_pd3dDevice->ClearRenderTargetView(g_pSwapChainRTV, ClearColor);
g_pd3dDevice->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
g_pd3dDevice->IASetInputLayout(0);
g_pd3dDevice->IASetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
g_pTexture2D->SetResource(g_color.pBufferSRV);
g_pHistogram->SetResource(g_histogram.pBufferSRV);
g_pUseCase->SetInt(0);
float quadRect1[4] = {-1.0f, -0.8f, 2.0f, 1.8f};
g_pvQuadRect->SetFloatVector((float *)&quadRect1);
g_pCompositeTechnique->GetPassByIndex(0)->Apply(0);
g_pd3dDevice->Draw(4, 0);
g_pUseCase->SetInt(1);
float quadRect2[4] = {-0.8f, -0.99f, 1.6f, 0.19f};
g_pvQuadRect->SetFloatVector((float *)&quadRect2);
g_pCompositeTechnique->GetPassByIndex(0)->Apply(0);
g_pd3dDevice->Draw(4, 0);
g_pTexture2D->SetResource(NULL);
g_pHistogram->SetResource(NULL);
g_pCompositeTechnique->GetPassByIndex(0)->Apply(0);
}
// Present the backbuffer contents to the display
g_pSwapChain->Present(0, 0);
}
//-----------------------------------------------------------------------------
// 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) {
g_bDone = true;
Cleanup();
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}