Update 12.9 changes from 'master' into 'cuda_a_dev'

This commit is contained in:
Rob Armstrong 2025-04-21 09:22:29 -07:00
commit 93cafa8fe9
4 changed files with 17 additions and 1 deletions

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@ -343,7 +343,7 @@ These third-party dependencies are required by some CUDA samples. If available,
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. 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.
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. 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.
#### Message Passing Interface #### Message Passing Interface

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@ -52,6 +52,9 @@ The MIT License (MIT)
#pragma once #pragma once
#include <d3d12.h>
#include <dxgi1_6.h>
#include "DXSampleHelper.h" #include "DXSampleHelper.h"
#include "Win32Application.h" #include "Win32Application.h"

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@ -52,7 +52,13 @@ The MIT License (MIT)
#pragma once #pragma once
// includes for Windows
#include <d3d12.h> // DirectX 12 header
#include <stdexcept> #include <stdexcept>
#include <windows.h> // Windows Platform SDK - must come first
#include <wrl.h> // For basic WRL support
#include <wrl/client.h> // For ComPtr
#include <wrl/wrappers/corewrappers.h> // For Wrappers::FileHandle
// Note that while ComPtr is used to manage the lifetime of resources on the // Note that while ComPtr is used to manage the lifetime of resources on the
// CPU, it has no understanding of the lifetime of resources on the GPU. Apps // CPU, it has no understanding of the lifetime of resources on the GPU. Apps
// must account for the GPU lifetime of resources to avoid destroying objects // must account for the GPU lifetime of resources to avoid destroying objects

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@ -27,8 +27,15 @@
#pragma once #pragma once
#include <DirectXMath.h>
#include <d3d12.h>
#include <d3dcompiler.h>
#include <dxgi1_6.h>
#include <wrl.h>
#include "DX12CudaSample.h" #include "DX12CudaSample.h"
#include "ShaderStructs.h" #include "ShaderStructs.h"
#include "d3dx12.h"
using namespace DirectX; using namespace DirectX;