CUDA 13.2 samples update (#432)

- Added Python samples for CUDA Python 1.0 release
- Renamed top-level `Samples` directory to `cpp` to accommodate Python samples.
This commit is contained in:
Dheemanth
2026-05-13 15:13:18 -07:00
committed by GitHub
parent a4526d5229
commit aeab82ff30
2072 changed files with 15077 additions and 1970 deletions

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{
"configurations": [
{
"name": "Linux",
"includePath": [
"${workspaceFolder}/**",
"${workspaceFolder}/../../../Common"
],
"defines": [],
"compilerPath": "/usr/local/cuda/bin/nvcc",
"cStandard": "gnu17",
"cppStandard": "gnu++14",
"intelliSenseMode": "linux-gcc-x64",
"configurationProvider": "ms-vscode.makefile-tools"
}
],
"version": 4
}

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{
"recommendations": [
"nvidia.nsight-vscode-edition",
"ms-vscode.cpptools",
"ms-vscode.makefile-tools"
]
}

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cmake_minimum_required(VERSION 3.20)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/../../../../cmake/Modules")
project(simpleGLES LANGUAGES C CXX CUDA)
find_package(CUDAToolkit REQUIRED)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
set(CMAKE_CUDA_ARCHITECTURES 87 110)
set(CMAKE_CUDA_FLAGS "${CMAKE_CUDA_FLAGS} -Wno-deprecated-gpu-targets")
if(ENABLE_CUDA_DEBUG)
set(CMAKE_CUDA_FLAGS "${CMAKE_CUDA_FLAGS} -G") # enable cuda-gdb (may significantly affect performance on some targets)
else()
set(CMAKE_CUDA_FLAGS "${CMAKE_CUDA_FLAGS} -lineinfo") # add line information to all builds for debug tools (exclusive to -G option)
endif()
# Include directories and libraries
include_directories(../../../../Common)
find_package(EGL)
find_package(X11)
find_package(OpenGL)
if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
# Source file
if(${OpenGL_FOUND})
if(${EGL_FOUND})
if(${X11_FOUND})
# Add target for simpleGLES
add_executable(simpleGLES simpleGLES.cu)
target_compile_options(simpleGLES PRIVATE $<$<COMPILE_LANGUAGE:CUDA>:--extended-lambda>)
target_compile_features(simpleGLES PRIVATE cxx_std_17 cuda_std_17)
set_target_properties(simpleGLES PROPERTIES CUDA_SEPARABLE_COMPILATION ON)
target_include_directories(simpleGLES PUBLIC
${EGL_INCLUDE_DIR}
${OPENGL_INCLUDE_DIR}
${CUDAToolkit_INCLUDE_DIRS}
)
target_link_libraries(simpleGLES
${EGL_LIBRARY}
${X11_LIBRARIES}
${OPENGL_LIBRARIES}
)
# Copy the .glsl files to the output directory
add_custom_command(TARGET simpleGLES POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/mesh.frag.glsl
${CMAKE_CURRENT_SOURCE_DIR}/mesh.vert.glsl
${CMAKE_CURRENT_BINARY_DIR}
)
else()
message(STATUS "X11 libraries not found - will not build sample 'simpleGLES'")
endif()
else()
message(STATUS "EGL not found - will not build sample 'simpleGLES'")
endif()
else()
message(STATUS "OpenGL not found - will not build sample 'simpleGLES'")
endif()
else()
message(STATUS "Will not build sample simpleGLES - requires Linux OS")
endif()
# Include installation configuration
include(${CMAKE_CURRENT_SOURCE_DIR}/../../../../cmake/InstallSamples.cmake)
setup_samples_install()

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# simpleGLES - Simple OpenGLES
## Description
Demonstrates data exchange between CUDA and OpenGL ES (aka Graphics interop). The program modifies vertex positions with CUDA and uses OpenGL ES to render the geometry.
## Key Concepts
Graphics Interop, Vertex Buffers, 3D Graphics
## Supported SM Architectures
[SM 5.0 ](https://developer.nvidia.com/cuda-gpus) [SM 5.2 ](https://developer.nvidia.com/cuda-gpus) [SM 5.3 ](https://developer.nvidia.com/cuda-gpus) [SM 6.0 ](https://developer.nvidia.com/cuda-gpus) [SM 6.1 ](https://developer.nvidia.com/cuda-gpus) [SM 7.0 ](https://developer.nvidia.com/cuda-gpus) [SM 7.2 ](https://developer.nvidia.com/cuda-gpus) [SM 7.5 ](https://developer.nvidia.com/cuda-gpus) [SM 8.0 ](https://developer.nvidia.com/cuda-gpus) [SM 8.6 ](https://developer.nvidia.com/cuda-gpus) [SM 8.7 ](https://developer.nvidia.com/cuda-gpus) [SM 8.9 ](https://developer.nvidia.com/cuda-gpus) [SM 9.0 ](https://developer.nvidia.com/cuda-gpus)
## Supported OSes
Linux
## Supported CPU Architecture
armv7l
## CUDA APIs involved
### [CUDA Runtime API](http://docs.nvidia.com/cuda/cuda-runtime-api/index.html)
cudaGraphicsUnmapResources, cudaMemcpy, cudaFree, cudaGraphicsResourceGetMappedPointer, cudaGraphicsMapResources, cudaDeviceSynchronize, cudaGraphicsUnregisterResource, cudaMalloc, cudaGraphicsGLRegisterBuffer
## Dependencies needed to build/run
[X11](../../../README.md#x11), [OpenGL ES](../../../README.md#opengl-es)
## Prerequisites
Download and install the [CUDA Toolkit](https://developer.nvidia.com/cuda-downloads) for your corresponding platform.
Make sure the dependencies mentioned in [Dependencies]() section above are installed.
## References (for more details)

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/* Copyright (c) 2022, 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.
*/
Display *display;
int screen;
Window win = 0;
#include <GLES3/gl31.h>
// #include <GLES3/gl3ext.h> // not (yet) needed
#include <EGL/egl.h>
#include <EGL/eglext.h>
#define GET_GLERROR(ret) \
{ \
GLenum err = glGetError(); \
if (err != GL_NO_ERROR) { \
fprintf(stderr, "[%s line %d] OpenGL Error: 0x%x\n", __FILE__, __LINE__, err); \
fflush(stderr); \
\
switch (err) { \
case GL_INVALID_ENUM: \
printf("GL_INVALID_ENUM\n"); \
break; \
case GL_INVALID_VALUE: \
printf("GL_INVALID_VALUE\n"); \
break; \
case GL_INVALID_OPERATION: \
printf("GL_INVALID_OPERATION\n"); \
break; \
case GL_OUT_OF_MEMORY: \
printf("GL_OUT_OF_MEMORY\n"); \
break; \
case GL_INVALID_FRAMEBUFFER_OPERATION: \
printf("GL_INVALID_FRAMEBUFFER_OPERATION\n"); \
break; \
default: \
printf("UKNOWN OPENGL ERROR CODE 0x%x\n", err); \
}; \
} \
}
EGLDisplay eglDisplay = EGL_NO_DISPLAY;
EGLSurface eglSurface = EGL_NO_SURFACE;
EGLContext eglContext = EGL_NO_CONTEXT;
#if 0 // needed for optional API call retrieval (= if libGLESv2.so wouldn't be \
// linked explicitly) - tedious! consider GLEW.
typedef GLenum (* glGetErrorTYPE) (void);
glGetErrorTYPE my_glGetError;
typedef GL_APICALL const GLubyte (*GL_APIENTRY glGetStringTYPE) (GLenum name);
glGetStringTYPE my_glGetString;
typedef GL_APICALL void (*GL_APIENTRY glClearTYPE) (GLbitfield mask);
glClearTYPE my_glClear;
typedef GL_APICALL void (*GL_APIENTRY glGetProgramivTYPE) (GLuint program, GLenum pname, GLint *params);
glGetProgramivTYPE my_glGetProgramiv;
#endif
int graphics_setup_window(int xpos, int ypos, int width, int height, const char *windowname)
{
#ifdef USE_GL
// OpenGL 4.3 Core Profile creation through EGL - would be even available on
// desktop, but CUDA interop doesn't yet work for OpenGL context established
// through EGL
EGLint configAttrs[] = {EGL_RED_SIZE,
1,
EGL_GREEN_SIZE,
1,
EGL_BLUE_SIZE,
1,
// EGL_DEPTH_SIZE, 16,
EGL_SAMPLE_BUFFERS,
0,
EGL_SAMPLES,
0,
EGL_CONFORMANT,
EGL_OPENGL_BIT,
// EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
// EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR, 1,
EGL_NONE};
EGLint contextAttrs[] = {// EGL_CONTEXT_MAJOR_VERSION_KHR, 4,
// EGL_CONTEXT_MINOR_VERSION_KHR, 3,
EGL_NONE};
#else // OpenGL ES 3.1
EGLint configAttrs[] = {EGL_RED_SIZE,
1,
EGL_GREEN_SIZE,
1,
EGL_BLUE_SIZE,
1,
EGL_DEPTH_SIZE,
16,
EGL_SAMPLE_BUFFERS,
0,
EGL_SAMPLES,
0,
// EGL_CONFORMANT, EGL_OPENGL_BIT,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT, // 3_BIT_KHR,
EGL_NONE};
EGLint contextAttrs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
#endif
EGLint windowAttrs[] = {EGL_NONE};
EGLConfig *configList = NULL;
EGLint configCount;
display = XOpenDisplay(NULL);
if (!display)
error_exit("Error opening X display.\n");
screen = DefaultScreen(display);
eglDisplay = eglGetDisplay(display);
if (eglDisplay == EGL_NO_DISPLAY)
error_exit("EGL failed to obtain display\n");
if (!eglInitialize(eglDisplay, 0, 0))
error_exit("EGL failed to initialize\n");
if (!eglChooseConfig(eglDisplay, configAttrs, NULL, 0, &configCount) || !configCount)
error_exit("EGL failed to return any matching configurations\n");
configList = (EGLConfig *)malloc(configCount * sizeof(EGLConfig));
if (!eglChooseConfig(eglDisplay, configAttrs, configList, configCount, &configCount) || !configCount)
error_exit("EGL failed to populate configuration list\n");
win = XCreateSimpleWindow(display,
RootWindow(display, screen),
xpos,
ypos,
width,
height,
0,
BlackPixel(display, screen),
WhitePixel(display, screen));
XStoreName(display, win, windowname);
XSelectInput(display,
win,
ExposureMask | ButtonPressMask | KeyPressMask | StructureNotifyMask | ButtonReleaseMask
| KeyReleaseMask | EnterWindowMask | LeaveWindowMask | PointerMotionMask | Button1MotionMask
| Button2MotionMask | VisibilityChangeMask | ColormapChangeMask);
XMapWindow(display, win);
eglSurface = eglCreateWindowSurface(eglDisplay, configList[0], (EGLNativeWindowType)win, windowAttrs);
if (!eglSurface)
error_exit("EGL couldn't create window\n");
#ifdef USE_GL
eglBindAPI(EGL_OPENGL_API);
#else
eglBindAPI(EGL_OPENGL_ES_API);
#endif
eglContext = eglCreateContext(eglDisplay, configList[0], NULL, contextAttrs);
if (!eglContext)
error_exit("EGL couldn't create context\n");
if (!eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext))
error_exit("EGL couldn't make context/surface current\n");
EGLint Context_RendererType;
eglQueryContext(eglDisplay, eglContext, EGL_CONTEXT_CLIENT_TYPE, &Context_RendererType);
switch (Context_RendererType) {
case EGL_OPENGL_API:
printf("Using OpenGL API\n");
break;
case EGL_OPENGL_ES_API:
printf("Using OpenGL ES API");
break;
case EGL_OPENVG_API:
error_exit("Context Query Returned OpenVG. This is Unsupported\n");
default:
error_exit("Unknown Context Type. %04X\n", Context_RendererType);
}
#if 0 // obtain API function pointers _manually_ (see function pointer \
// declarations above)
my_glGetError = (glGetErrorTYPE) eglGetProcAddress("glGetError");
my_glGetString = (glGetStringTYPE) eglGetProcAddress("glGetString");
my_glGetProgramiv = (glGetProgramivTYPE) eglGetProcAddress("glGetProgramiv");
GL_APICALL void (* my_glGenBuffers) (GLsizei n, GLuint *buffers);
my_glGenBuffers = ((*) (GLsizei n, GLuint *buffers)) eglGetProcAddress("glGenBuffers");
GL_APICALL void (* my_glGetShaderInfoLog) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
my_glGetShaderInfoLog = ((*) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)) eglGetProcAddress("glGetShaderInfoLog");
GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
#endif
return 1;
}
void graphics_set_windowtitle(const char *windowname) { XStoreName(display, win, windowname); }
void graphics_swap_buffers() { eglSwapBuffers(eglDisplay, eglSurface); }
void graphics_close_window()
{
if (eglDisplay != EGL_NO_DISPLAY) {
eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (eglContext != EGL_NO_CONTEXT)
eglDestroyContext(eglDisplay, eglContext);
if (eglSurface != EGL_NO_SURFACE)
eglDestroySurface(eglDisplay, eglSurface);
eglTerminate(eglDisplay);
}
if (win)
XDestroyWindow(display, win);
XCloseDisplay(display);
}

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/* Copyright (c) 2022, 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.
*/
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

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/* Copyright (c) 2022, 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.
*/
attribute vec4 position;
void main()
{
gl_Position = position;
}

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/* Copyright (c) 2022, 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 C bindings to OpenGL ES to
dynamically modify a vertex buffer using a CUDA C kernel.
The steps are:
1. Create an empty vertex buffer object (VBO)
2. Register the VBO with CUDA C
3. Map the VBO for writing from CUDA C
4. Run CUDA C kernel to modify the vertex positions
5. Unmap the VBO
6. Render the results using OpenGL ES
Host code
*/
// includes, system
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <math.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
void error_exit(const char *format, ...)
{
va_list args;
va_start(args, format);
vfprintf(stderr, format, args);
va_end(args);
exit(1);
}
#include "graphics_interface.c"
#ifdef _WIN32
#define WINDOWS_LEAN_AND_MEAN
#define NOMINMAX
#include <windows.h>
#endif
// includes, cuda
#include <cuda_gl_interop.h>
#include <cuda_runtime.h>
// Utilities and timing functions
#include <helper_functions.h> // includes cuda.h and cuda_runtime_api.h
// CUDA helper functions
#include <helper_cuda.h> // helper functions for CUDA error check
// #include <helper_cuda_gl.h> // helper functions for CUDA/GL interop
#include <vector_types.h>
#define MAX_EPSILON_ERROR 0.0f
#define THRESHOLD 0.0f
#define REFRESH_DELAY 1 // ms
#define GUI_IDLE 0x100
#define GUI_ROTATE 0x101
#define GUI_TRANSLATE 0x102
int gui_mode;
////////////////////////////////////////////////////////////////////////////////
// constants
const unsigned int window_width = 512;
const unsigned int window_height = 512;
const unsigned int mesh_width = 256;
const unsigned int mesh_height = 256;
// OpenGL ES variables and interop with CUDA C
GLuint mesh_vao, mesh_vbo;
struct cudaGraphicsResource *cuda_vbo_resource;
void *d_vbo_buffer = NULL;
float g_fAnim = 0.0;
// UI / mouse controls
int mouse_old_x, mouse_old_y;
int mouse_buttons = 0;
float rotate_x = 0.0, rotate_y = 0.0;
float translate_z = -3.0;
StopWatchInterface *timer = NULL;
// Frame statistics
int frame;
int fpsCount = 0; // FPS count for averaging
int fpsLimit = 1; // FPS limit for sampling
int g_Index = 0;
float avgFPS = 0.0f;
unsigned int frameCount = 0;
unsigned int g_TotalErrors = 0;
// Auto-Verification Code
bool g_bQAReadback = false;
int *pArgc = NULL;
char **pArgv = NULL;
#define MAX(a, b) ((a > b) ? a : b)
////////////////////////////////////////////////////////////////////////////////
// declaration, forward
// CUDA functionality
void runCuda(struct cudaGraphicsResource **vbo_resource);
void runAutoTest(int devID, char **argv, char *ref_file);
void checkResultCuda(int argc, char **argv, const GLuint &vbo);
const char *sSDKsample = "simpleGLES (VBO)";
void computeFPS()
{
frameCount++;
fpsCount++;
if (fpsCount == fpsLimit) {
avgFPS = 1.f / (sdkGetAverageTimerValue(&timer) / 1000.f);
fpsCount = 0;
fpsLimit = (int)MAX(avgFPS, 1.f);
sdkResetTimer(&timer);
}
char fps[256];
sprintf(fps, "Cuda/OpenGL ES Interop (VBO): %3.1f fps (Max 1000 fps)", avgFPS);
graphics_set_windowtitle(fps);
}
///////////////////////////////////////////////////////////////////////////////
//! Simple kernel to modify vertex positions in sine wave pattern
//! @param data data in global memory
///////////////////////////////////////////////////////////////////////////////
__global__ void simple_vbo_kernel(float4 *pos, unsigned int width, unsigned int height, float time)
{
unsigned int x = blockIdx.x * blockDim.x + threadIdx.x;
unsigned int y = blockIdx.y * blockDim.y + threadIdx.y;
// calculate uv coordinates
float u = x / (float)width;
float v = y / (float)height;
u = u * 2.0f - 1.0f;
v = v * 2.0f - 1.0f;
// calculate simple sine wave pattern
float freq = 4.0f;
float w = sinf(u * freq + time) * cosf(v * freq + time) * 0.5f;
// write output vertex
pos[y * width + x] = make_float4(u, w, v, 1.0f);
}
void launch_kernel(float4 *pos, unsigned int mesh_width, unsigned int mesh_height, float time)
{
// execute the kernel
dim3 block(8, 8, 1);
dim3 grid(mesh_width / block.x, mesh_height / block.y, 1);
simple_vbo_kernel<<<grid, block>>>(pos, mesh_width, mesh_height, time);
}
////////////////////////////////////////////////////////////////////////////////
//! Run the Cuda part of the computation
////////////////////////////////////////////////////////////////////////////////
void runCuda(struct cudaGraphicsResource **vbo_resource)
{
// map OpenGL buffer object for writing from CUDA
float4 *dptr;
cudaGraphicsMapResources(1, vbo_resource, 0);
size_t num_bytes;
cudaGraphicsResourceGetMappedPointer((void **)&dptr, &num_bytes, *vbo_resource);
// printf("Sample CUDA mapped VBO: May access %ld bytes\n", num_bytes);
// execute the kernel
// dim3 block(8, 8, 1);
// dim3 grid(mesh_width / block.x, mesh_height / block.y, 1);
// kernel<<< grid, block>>>(dptr, mesh_width, mesh_height, g_fAnim);
launch_kernel(dptr, mesh_width, mesh_height, g_fAnim);
// unmap buffer object
cudaGraphicsUnmapResources(1, vbo_resource, 0);
}
#ifdef _WIN32
#ifndef FOPEN
#define FOPEN(fHandle, filename, mode) fopen_s(&fHandle, filename, mode)
#endif
#else
#ifndef FOPEN
#define FOPEN(fHandle, filename, mode) (fHandle = fopen(filename, mode))
#endif
#endif
void sdkDumpBin2(void *data, unsigned int bytes, const char *filename)
{
printf("sdkDumpBin: <%s>\n", filename);
FILE *fp;
FOPEN(fp, filename, "wb");
fwrite(data, bytes, 1, fp);
fflush(fp);
fclose(fp);
}
////////////////////////////////////////////////////////////////////////////////
//! Run the Cuda part of the computation
////////////////////////////////////////////////////////////////////////////////
void runAutoTest(int devID, char **argv, char *ref_file)
{
char *reference_file = NULL;
void *imageData = malloc(mesh_width * mesh_height * sizeof(float));
// execute the kernel
launch_kernel((float4 *)d_vbo_buffer, mesh_width, mesh_height, g_fAnim);
cudaDeviceSynchronize();
getLastCudaError("launch_kernel failed");
cudaMemcpy(imageData, d_vbo_buffer, mesh_width * mesh_height * sizeof(float), cudaMemcpyDeviceToHost);
sdkDumpBin2(imageData, mesh_width * mesh_height * sizeof(float), "simpleGL.bin");
reference_file = sdkFindFilePath(ref_file, argv[0]);
if (reference_file
&& !sdkCompareBin2BinFloat("simpleGL.bin",
reference_file,
mesh_width * mesh_height * sizeof(float),
MAX_EPSILON_ERROR,
THRESHOLD,
pArgv[0])) {
g_TotalErrors++;
}
}
////////////////////////////////////////////////////////////////////////////////
//! Display callback
////////////////////////////////////////////////////////////////////////////////
void display_thisframe(float time_delta)
{
sdkStartTimer(&timer);
// run CUDA kernel to generate vertex positions
runCuda(&cuda_vbo_resource);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// GET_GLERROR(0);
// set view matrix: broken, it doesn't work in OpenGL ES! Must put into shader
// glMatrixMode(GL_MODELVIEW);
// glLoadIdentity();
// glTranslatef(0.0, 0.0, translate_z);
// glRotatef(rotate_x, 1.0, 0.0, 0.0);
// glRotatef(rotate_y, 0.0, 1.0, 0.0);
glDrawArrays(GL_POINTS, 0, mesh_width * mesh_height);
// GET_GLERROR(0);
glFinish();
// GET_GLERROR(0);
g_fAnim += time_delta;
sdkStopTimer(&timer);
computeFPS();
}
////////////////////////////////////////////////////////////////////////////////
//! Check if the result is correct or write data to file for external
//! regression testing
////////////////////////////////////////////////////////////////////////////////
void checkResultCuda(int argc, char **argv, const GLuint &vbo)
{
if (!d_vbo_buffer) {
printf("%s: Mapping result buffer from OpenGL ES\n", __FUNCTION__);
cudaGraphicsUnregisterResource(cuda_vbo_resource);
// map buffer object
glBindBuffer(GL_ARRAY_BUFFER, vbo);
float *data =
(float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, mesh_width * mesh_height * 4 * sizeof(float), GL_READ_ONLY);
// check result
if (checkCmdLineFlag(argc, (const char **)argv, "regression")) {
// write file for regression test
sdkWriteFile<float>("./data/regression.dat", data, mesh_width * mesh_height * 3, 0.0, false);
}
// unmap GL buffer object
if (!glUnmapBuffer(GL_ARRAY_BUFFER)) {
fprintf(stderr, "Unmap buffer failed.\n");
fflush(stderr);
}
checkCudaErrors(cudaGraphicsGLRegisterBuffer(&cuda_vbo_resource, vbo, cudaGraphicsMapFlagsWriteDiscard));
GET_GLERROR(0);
}
}
GLuint mesh_shader = 0;
void readAndCompileShaderFromGLSLFile(GLuint new_shaderprogram, const char *filename, GLenum shaderType)
{
FILE *file = fopen(filename, "rb"); // open shader text file
if (!file)
error_exit("Filename %s does not exist\n", filename);
/* get the size of the file and read it */
fseek(file, 0, SEEK_END);
GLint size = ftell(file);
char *data = (char *)malloc(sizeof(char) * (size + 1));
memset(data, 0, sizeof(char) * (size + 1));
fseek(file, 0, SEEK_SET);
size_t res = fread(data, 1, size, file);
fclose(file);
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, (const GLchar **)&data, &size);
glCompileShader(shader);
GET_GLERROR(0);
GLint compile_success = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_success);
GET_GLERROR(0);
if (compile_success == GL_FALSE) {
printf("Compilation of %s failed!\n Reason:\n", filename);
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
char errorLog[maxLength];
glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
printf("%s", errorLog);
glDeleteShader(shader);
exit(1);
}
glAttachShader(new_shaderprogram, shader);
glDeleteShader(shader); // good to do?
free(data);
}
GLuint ShaderCreate(const char *vshader_filename, const char *fshader_filename)
{
printf("Loading GLSL shaders %s %s\n", vshader_filename, fshader_filename);
GLuint new_shaderprogram = glCreateProgram();
GET_GLERROR(0);
if (vshader_filename)
readAndCompileShaderFromGLSLFile(new_shaderprogram, vshader_filename, GL_VERTEX_SHADER);
GET_GLERROR(0);
if (fshader_filename)
readAndCompileShaderFromGLSLFile(new_shaderprogram, fshader_filename, GL_FRAGMENT_SHADER);
GET_GLERROR(0);
glLinkProgram(new_shaderprogram);
GET_GLERROR(0);
GLint link_success;
glGetProgramiv(new_shaderprogram, GL_LINK_STATUS, &link_success);
if (link_success == GL_FALSE) {
printf("Linking of %s with %s failed!\n Reason:\n", vshader_filename, fshader_filename);
GLint maxLength = 0;
glGetShaderiv(new_shaderprogram, GL_INFO_LOG_LENGTH, &maxLength);
char errorLog[maxLength];
glGetShaderInfoLog(new_shaderprogram, maxLength, &maxLength, &errorLog[0]);
printf("%s", errorLog);
exit(EXIT_FAILURE);
}
return new_shaderprogram;
}
//===========================================================================
// InitGraphicsState() - initialize OpenGL
//===========================================================================
static void InitGraphicsState(void)
{
char *GL_version = (char *)glGetString(GL_VERSION);
char *GL_vendor = (char *)glGetString(GL_VENDOR);
char *GL_renderer = (char *)glGetString(GL_RENDERER);
printf("Version: %s\n", GL_version);
printf("Vendor: %s\n", GL_vendor);
printf("Renderer: %s\n", GL_renderer);
// RENDERING SETUP (OpenGL ES or OpenGL Core Profile!)
glGenVertexArrays(1, &mesh_vao); // Features' Vertex Array Object allocation
glBindVertexArray(mesh_vao); // bind VAO
// initialize buffer object
glGenBuffers(1, &mesh_vbo);
glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo);
unsigned int size = mesh_width * mesh_height * 4 * sizeof(float);
glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
glVertexAttribPointer((GLuint)0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
checkCudaErrors(cudaGraphicsGLRegisterBuffer(&cuda_vbo_resource, mesh_vbo, cudaGraphicsMapFlagsNone));
// glBindVertexArray(0); // keep above Vertex Array Object bound (it's the
// only one throughout)
// GLSL stuff
char *vertex_shader_path = sdkFindFilePath("mesh.vert.glsl", pArgv[0]);
char *fragment_shader_path = sdkFindFilePath("mesh.frag.glsl", pArgv[0]);
if (vertex_shader_path == NULL || fragment_shader_path == NULL) {
printf("Error finding shader file\n");
exit(EXIT_FAILURE);
}
mesh_shader = ShaderCreate(vertex_shader_path, fragment_shader_path);
GET_GLERROR(0);
free(vertex_shader_path);
free(fragment_shader_path);
glUseProgram(mesh_shader);
}
////////////////////////////////////////////////////////////////////////////////
//! Run a simple test for CUDA
////////////////////////////////////////////////////////////////////////////////
bool runTest(int argc, char **argv, char *ref_file)
{
// Create the CUTIL timer
sdkCreateTimer(&timer);
int devID = 0;
#if defined(__aarch64__) || defined(__arm__)
// find iGPU on the system which is compute capable which will perform
// GLES-CUDA interop
devID = findIntegratedGPU();
#else
// use command-line specified CUDA device, otherwise use device with highest
// Gflops/s
devID = findCudaDevice(argc, (const char **)argv);
#endif
// command line mode only
if (ref_file != NULL) {
// create VBO
checkCudaErrors(cudaMalloc((void **)&d_vbo_buffer, mesh_width * mesh_height * 4 * sizeof(float)));
// run the cuda part
runAutoTest(devID, argv, ref_file);
// check result of Cuda step
checkResultCuda(argc, argv, mesh_vbo);
cudaFree(d_vbo_buffer);
d_vbo_buffer = NULL;
}
else {
// this would use command-line specified CUDA device, note that CUDA
// defaults to highest Gflops/s device
if (checkCmdLineFlag(argc, (const char **)argv, "device"))
error_exit("Device setting not yet implemented!\n");
// create X11 window and set up associated OpenGL ES context
graphics_setup_window(0, 0, window_width, window_height, sSDKsample);
InitGraphicsState(); // set up GLES stuff
glClearColor(0, 0.5, 1, 1); // blue-ish background
glClear(GL_COLOR_BUFFER_BIT);
// printf("WP%d\n", __LINE__);
graphics_swap_buffers();
XEvent event;
KeySym key;
char text[255];
int frame = 0;
while (frame < 100000) {
if (XPending(display)) {
XNextEvent(display, &event);
if (event.type == Expose && event.xexpose.count == 0) {
printf("Redraw requested!\n");
}
if (event.type == KeyPress && XLookupString(&event.xkey, text, 255, &key, 0) == 1) {
if (text[0] == 27)
goto label_stop_x;
printf("You pressed the %c key!\n", text[0]);
}
if (event.type == ButtonPress) {
printf(
"Mouse button %d press at (%d,%d)\n", event.xbutton.button, event.xbutton.x, event.xbutton.y);
if (event.xbutton.button == Button1)
gui_mode = GUI_TRANSLATE;
if (event.xbutton.button == Button3)
gui_mode = GUI_ROTATE;
mouse_old_x = event.xbutton.x;
mouse_old_y = event.xbutton.y;
}
if (event.type == ButtonRelease) {
printf("Mouse button %d released at (%d,%d)\n",
event.xbutton.button,
event.xbutton.x,
event.xbutton.y);
gui_mode = GUI_IDLE;
mouse_old_x = event.xbutton.x;
mouse_old_y = event.xbutton.y;
}
if (event.type == MotionNotify) {
// printf("Mouse motion towards %d %d, GUI mode is 0x%x\n",
// event.xmotion.x, event.xmotion.y, gui_mode);
float dx, dy;
dx = (float)(event.xmotion.x - mouse_old_x);
dy = (float)(event.xmotion.y - mouse_old_y);
if (gui_mode == GUI_ROTATE) {
rotate_x += dy * 0.2f;
rotate_y += dx * 0.2f;
printf("rot x %f y %f\n", rotate_x, rotate_y);
}
if (gui_mode == GUI_TRANSLATE) {
translate_z += dy * 0.01f;
printf("translate z %f\n", translate_z);
}
mouse_old_x = event.xmotion.x;
mouse_old_y = event.xmotion.y;
}
}
display_thisframe(0.010);
usleep(1000); // need not take full CPU and GPU
graphics_swap_buffers();
// printf("frame %d\n",frame++);
}
label_stop_x:
// NOTE: Before destroying OpenGL ES context, must unregister all shared
// resources from CUDA !
cudaGraphicsUnregisterResource(cuda_vbo_resource);
graphics_close_window(); // close window and destroy OpenGL ES context
sdkDeleteTimer(&timer);
}
return true;
}
////////////////////////////////////////////////////////////////////////////////
// Program main
////////////////////////////////////////////////////////////////////////////////
int main(int argc, char **argv)
{
char *ref_file = NULL;
pArgc = &argc;
pArgv = argv;
#if defined(__linux__)
setenv("DISPLAY", ":0", 0);
#endif
printf("%s starting...\n", sSDKsample);
if (argc > 1) {
if (checkCmdLineFlag(argc, (const char **)argv, "file")) {
// In this mode, we run without OpenGL and see if VBO is generated
// correctly
getCmdLineArgumentString(argc, (const char **)argv, "file", (char **)&ref_file);
}
}
printf("\n");
runTest(argc, argv, ref_file);
printf("%s completed, returned %s\n", sSDKsample, (g_TotalErrors == 0) ? "OK" : "ERROR!");
exit(g_TotalErrors == 0 ? EXIT_SUCCESS : EXIT_FAILURE);
}