/* * Copyright 1993-2018 NVIDIA Corporation. All rights reserved. * * Please refer to the NVIDIA end user license agreement (EULA) associated * with this source code for terms and conditions that govern your use of * this software. Any use, reproduction, disclosure, or distribution of * this software and related documentation outside the terms of the EULA * is strictly prohibited. * */ #pragma once #include "DX12CudaSample.h" #include "ShaderStructs.h" using namespace DirectX; // 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 must account // for the GPU lifetime of resources to avoid destroying objects that may still be // referenced by the GPU. // An example of this can be found in the class method: OnDestroy(). using Microsoft::WRL::ComPtr; static const char *shaderstr = " struct PSInput \n" \ " { \n" \ " float4 position : SV_POSITION; \n" \ " float4 color : COLOR; \n" \ " } \n" \ " PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n" \ " { \n" \ " PSInput result;\n" \ " result.position = float4(position, 1.0f);\n" \ " result.color = color;\n" \ " return result; \n" \ " } \n" \ " float4 PSMain(PSInput input) : SV_TARGET \n" \ " { \n" \ " return input.color;\n" \ " } \n"; class DX12CudaInterop : public DX12CudaSample { public: DX12CudaInterop(UINT width, UINT height, std::string name); virtual void OnInit(); virtual void OnRender(); virtual void OnDestroy(); private: // In this sample we overload the meaning of FrameCount to mean both the maximum // number of frames that will be queued to the GPU at a time, as well as the number // of back buffers in the DXGI swap chain. For the majority of applications, this // is convenient and works well. However, there will be certain cases where an // application may want to queue up more frames than there are back buffers // available. // It should be noted that excessive buffering of frames dependent on user input // may result in noticeable latency in your app. static const UINT FrameCount = 2; std::string shadersSrc = shaderstr; #if 0 " struct PSInput \n" \ " { \n" \ " float4 position : SV_POSITION; \n" \ " float4 color : COLOR; \n" \ " } \n" \ " PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n" \ " { \n" \ " PSInput result;\n" \ " result.position = float4(position, 1.0f);\n" \ " result.color = color;\n" \ " return result; \n" \ " } \n" \ " float4 PSMain(PSInput input) : SV_TARGET \n" \ " { \n" \ " return input.color;\n" \ " } \n"; #endif // Vertex Buffer dimension size_t vertBufHeight, vertBufWidth; // Pipeline objects. D3D12_VIEWPORT m_viewport; CD3DX12_RECT m_scissorRect; ComPtr m_swapChain; ComPtr m_device; ComPtr m_renderTargets[FrameCount]; ComPtr m_commandAllocators[FrameCount]; ComPtr m_commandQueue; ComPtr m_rootSignature; ComPtr m_rtvHeap; ComPtr m_pipelineState; ComPtr m_commandList; UINT m_rtvDescriptorSize; // App resources. ComPtr m_vertexBuffer; D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView; // Synchronization objects. UINT m_frameIndex; HANDLE m_fenceEvent; ComPtr m_fence; UINT64 m_fenceValues[FrameCount]; // CUDA objects cudaExternalMemoryHandleType m_externalMemoryHandleType; cudaExternalMemory_t m_externalMemory; cudaExternalSemaphore_t m_externalSemaphore; cudaStream_t m_streamToRun; LUID m_dx12deviceluid; UINT m_cudaDeviceID; UINT m_nodeMask; float m_AnimTime; void *m_cudaDevVertptr = NULL; void LoadPipeline(); void InitCuda(); void LoadAssets(); void PopulateCommandList(); void MoveToNextFrame(); void WaitForGpu(); };