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Update 12.9 changes from 'master' into 'cuda_a_dev'
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93cafa8fe9
@ -343,7 +343,7 @@ These third-party dependencies are required by some CUDA samples. If available,
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FreeImage is an open source imaging library. FreeImage can usually be installed on Linux using your distribution's package manager system. FreeImage can also be downloaded from the FreeImage website.
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FreeImage is an open source imaging library. FreeImage can usually be installed on Linux using your distribution's package manager system. FreeImage can also be downloaded from the FreeImage website.
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To set up FreeImage on a Windows system, extract the FreeImage DLL distribution into the folder `../../../Common/FreeImage/Dist/x64` such that it contains the .h and .lib files. Copy the .dll file to the Release/ Debug/ execution folder or pass the FreeImage folder when cmake configuring with the `-DFREEIMAGE_INCLUDE_DIR` and `-DFREEIMAGE_LIBRARY` options.
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To set up FreeImage on a Windows system, extract the FreeImage DLL distribution into the folder `./Common/FreeImage/Dist/x64` such that it contains the .h and .lib files. Copy the .dll file to the Release/ Debug/ execution folder or pass the FreeImage folder when cmake configuring with the `-DFreeImage_INCLUDE_DIR` and `-DFreeImage_LIBRARY` options.
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#### Message Passing Interface
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#### Message Passing Interface
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@ -52,6 +52,9 @@ The MIT License (MIT)
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#pragma once
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#pragma once
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#include <d3d12.h>
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#include <dxgi1_6.h>
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#include "DXSampleHelper.h"
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#include "DXSampleHelper.h"
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#include "Win32Application.h"
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#include "Win32Application.h"
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@ -52,7 +52,13 @@ The MIT License (MIT)
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#pragma once
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#pragma once
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// includes for Windows
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#include <d3d12.h> // DirectX 12 header
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#include <stdexcept>
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#include <stdexcept>
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#include <windows.h> // Windows Platform SDK - must come first
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#include <wrl.h> // For basic WRL support
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#include <wrl/client.h> // For ComPtr
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#include <wrl/wrappers/corewrappers.h> // For Wrappers::FileHandle
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// Note that while ComPtr is used to manage the lifetime of resources on the
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// Note that while ComPtr is used to manage the lifetime of resources on the
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// CPU, it has no understanding of the lifetime of resources on the GPU. Apps
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// CPU, it has no understanding of the lifetime of resources on the GPU. Apps
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// must account for the GPU lifetime of resources to avoid destroying objects
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// must account for the GPU lifetime of resources to avoid destroying objects
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@ -27,8 +27,15 @@
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#pragma once
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#pragma once
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#include <DirectXMath.h>
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#include <d3d12.h>
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#include <d3dcompiler.h>
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#include <dxgi1_6.h>
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#include <wrl.h>
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#include "DX12CudaSample.h"
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#include "DX12CudaSample.h"
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#include "ShaderStructs.h"
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#include "ShaderStructs.h"
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#include "d3dx12.h"
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using namespace DirectX;
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using namespace DirectX;
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