/* Copyright (c) 2021, 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 Direct3D bindings with the * runtime API. * Device code. */ #ifndef _SIMPLED3D_KERNEL_CU_ #define _SIMPLED3D_KERNEL_CU_ // includes, C string library #include #include #include // includes, cuda #include #include #include /////////////////////////////////////////////////////////////////////////////// //! Simple kernel to modify vertex positions in sine wave pattern //! @param pos pos in global memory /////////////////////////////////////////////////////////////////////////////// __global__ void 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, __int_as_float(0xff00ff00)); } extern "C" void simpleD3DKernel(float4 *pos, unsigned int width, unsigned int height, float time) { cudaError_t error = cudaSuccess; dim3 block(8, 8, 1); dim3 grid(width / block.x, height / block.y, 1); kernel<<>>(pos, width, height, time); error = cudaGetLastError(); if (error != cudaSuccess) { printf("kernel() failed to launch error = %d\n", error); } } #endif // #ifndef _SIMPLED3D_KERNEL_CU_