/* 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 to * transfer data between CUDA and DX9 2D, CubeMap, and Volume Textures. */ #pragma warning(disable : 4312) #include #include // This header inclues all the necessary D3D11 and CUDA includes #include #include #include #include // includes, project #include #include #include // includes cuda.h and cuda_runtime_api.h #define MAX_EPSILON 10 static char *SDK_name = "simpleD3D11Texture"; //----------------------------------------------------------------------------- // Global variables //----------------------------------------------------------------------------- IDXGIAdapter *g_pCudaCapableAdapter = NULL; // Adapter to use ID3D11Device *g_pd3dDevice = NULL; // Our rendering device ID3D11DeviceContext *g_pd3dDeviceContext = NULL; IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window ID3D11RenderTargetView *g_pSwapChainRTV = NULL; // The Render target view on the swap chain ( used for clear) ID3D11RasterizerState *g_pRasterState = NULL; ID3D11InputLayout *g_pInputLayout = NULL; #ifdef USEEFFECT #pragma message( \ ">>>> NOTE : Using Effect library (see DXSDK Utility folder for sources)") #pragma message( \ ">>>> WARNING : Currently only libs for vc9 are provided with the sample. See DXSDK for more...") #pragma message( \ ">>>> WARNING : The effect is currently failing... some strange internal error in Effect lib") ID3DX11Effect *g_pSimpleEffect = NULL; ID3DX11EffectTechnique *g_pSimpleTechnique = NULL; ID3DX11EffectVectorVariable *g_pvQuadRect = NULL; ID3DX11EffectScalarVariable *g_pUseCase = NULL; ID3DX11EffectShaderResourceVariable *g_pTexture2D = NULL; ID3DX11EffectShaderResourceVariable *g_pTexture3D = NULL; ID3DX11EffectShaderResourceVariable *g_pTextureCube = NULL; static const char g_simpleEffectSrc[] = "float4 g_vQuadRect; \n" "int g_UseCase; \n" "Texture2D g_Texture2D; \n" "Texture3D g_Texture3D; \n" "TextureCube g_TextureCube; \n" "\n" "SamplerState samLinear{ \n" " Filter = MIN_MAG_LINEAR_MIP_POINT; \n" "};\n" "\n" "struct Fragment{ \n" " float4 Pos : SV_POSITION;\n" " float3 Tex : TEXCOORD0; };\n" "\n" "Fragment VS( uint vertexId : SV_VertexID )\n" "{\n" " Fragment f;\n" " f.Tex = float3( 0.f, 0.f, 0.f); \n" " if (vertexId == 1) f.Tex.x = 1.f; \n" " else if (vertexId == 2) f.Tex.y = 1.f; \n" " else if (vertexId == 3) f.Tex.xy = float2(1.f, 1.f); \n" " \n" " f.Pos = float4( g_vQuadRect.xy + f.Tex * g_vQuadRect.zw, 0, 1);\n" " \n" " if (g_UseCase == 1) { \n" " if (vertexId == 1) f.Tex.z = 0.5f; \n" " else if (vertexId == 2) f.Tex.z = 0.5f; \n" " else if (vertexId == 3) f.Tex.z = 1.f; \n" " } \n" " else if (g_UseCase >= 2) { \n" " f.Tex.xy = f.Tex.xy * 2.f - 1.f; \n" " } \n" " return f;\n" "}\n" "\n" "float4 PS( Fragment f ) : SV_Target\n" "{\n" " if (g_UseCase == 0) return g_Texture2D.Sample( samLinear, f.Tex.xy ); " "\n" " else if (g_UseCase == 1) return g_Texture3D.Sample( samLinear, f.Tex " "); \n" " else if (g_UseCase == 2) return g_TextureCube.Sample( samLinear, " "float3(f.Tex.xy, 1.0) ); \n" " else if (g_UseCase == 3) return g_TextureCube.Sample( samLinear, " "float3(f.Tex.xy, -1.0) ); \n" " else if (g_UseCase == 4) return g_TextureCube.Sample( samLinear, " "float3(1.0, f.Tex.xy) ); \n" " else if (g_UseCase == 5) return g_TextureCube.Sample( samLinear, " "float3(-1.0, f.Tex.xy) ); \n" " else if (g_UseCase == 6) return g_TextureCube.Sample( samLinear, " "float3(f.Tex.x, 1.0, f.Tex.y) ); \n" " else if (g_UseCase == 7) return g_TextureCube.Sample( samLinear, " "float3(f.Tex.x, -1.0, f.Tex.y) ); \n" " else return float4(f.Tex, 1);\n" "}\n" "\n" "technique11 Render\n" "{\n" " pass P0\n" " {\n" " SetVertexShader( CompileShader( vs_5_0, VS() ) );\n" " SetGeometryShader( NULL );\n" " SetPixelShader( CompileShader( ps_5_0, PS() ) );\n" " }\n" "}\n" "\n"; #else // // Vertex and Pixel shaders here : VS() & PS() // static const char g_simpleShaders[] = "cbuffer cbuf \n" "{ \n" " float4 g_vQuadRect; \n" " int g_UseCase; \n" "} \n" "Texture2D g_Texture2D; \n" "Texture3D g_Texture3D; \n" "TextureCube g_TextureCube; \n" "\n" "SamplerState samLinear{ \n" " Filter = MIN_MAG_LINEAR_MIP_POINT; \n" "};\n" "\n" "struct Fragment{ \n" " float4 Pos : SV_POSITION;\n" " float3 Tex : TEXCOORD0; };\n" "\n" "Fragment VS( uint vertexId : SV_VertexID )\n" "{\n" " Fragment f;\n" " f.Tex = float3( 0.f, 0.f, 0.f); \n" " if (vertexId == 1) f.Tex.x = 1.f; \n" " else if (vertexId == 2) f.Tex.y = 1.f; \n" " else if (vertexId == 3) f.Tex.xy = float2(1.f, 1.f); \n" " \n" " f.Pos = float4( g_vQuadRect.xy + f.Tex * g_vQuadRect.zw, 0, 1);\n" " \n" " if (g_UseCase == 1) { \n" " if (vertexId == 1) f.Tex.z = 0.5f; \n" " else if (vertexId == 2) f.Tex.z = 0.5f; \n" " else if (vertexId == 3) f.Tex.z = 1.f; \n" " } \n" " else if (g_UseCase >= 2) { \n" " f.Tex.xy = f.Tex.xy * 2.f - 1.f; \n" " } \n" " return f;\n" "}\n" "\n" "float4 PS( Fragment f ) : SV_Target\n" "{\n" " if (g_UseCase == 0) return g_Texture2D.Sample( samLinear, f.Tex.xy ); " "\n" " else if (g_UseCase == 1) return g_Texture3D.Sample( samLinear, f.Tex " "); \n" " else if (g_UseCase == 2) return g_TextureCube.Sample( samLinear, " "float3(f.Tex.xy, 1.0) ); \n" " else if (g_UseCase == 3) return g_TextureCube.Sample( samLinear, " "float3(f.Tex.xy, -1.0) ); \n" " else if (g_UseCase == 4) return g_TextureCube.Sample( samLinear, " "float3(1.0, f.Tex.xy) ); \n" " else if (g_UseCase == 5) return g_TextureCube.Sample( samLinear, " "float3(-1.0, f.Tex.xy) ); \n" " else if (g_UseCase == 6) return g_TextureCube.Sample( samLinear, " "float3(f.Tex.x, 1.0, f.Tex.y) ); \n" " else if (g_UseCase == 7) return g_TextureCube.Sample( samLinear, " "float3(f.Tex.x, -1.0, f.Tex.y) ); \n" " else return float4(f.Tex, 1);\n" "}\n" "\n"; struct ConstantBuffer { float vQuadRect[4]; int UseCase; }; ID3D11VertexShader *g_pVertexShader; ID3D11PixelShader *g_pPixelShader; ID3D11Buffer *g_pConstantBuffer; ID3D11SamplerState *g_pSamplerState; #endif // testing/tracing function used pervasively in tests. if the condition is // unsatisfied // then spew and fail the function immediately (doing no cleanup) #define AssertOrQuit(x) \ if (!(x)) { \ fprintf(stdout, "Assert unsatisfied in %s at %s:%d\n", __FUNCTION__, \ __FILE__, __LINE__); \ return 1; \ } bool g_bDone = false; bool g_bPassed = true; int *pArgc = NULL; char **pArgv = NULL; const unsigned int g_WindowWidth = 720; const unsigned int g_WindowHeight = 720; int g_iFrameToCompare = 10; // Data structure for 2D texture shared between DX10 and CUDA struct { ID3D11Texture2D *pTexture; ID3D11ShaderResourceView *pSRView; cudaGraphicsResource *cudaResource; void *cudaLinearMemory; size_t pitch; int width; int height; #ifndef USEEFFECT int offsetInShader; #endif } g_texture_2d; // Data structure for volume textures shared between DX10 and CUDA struct { ID3D11Texture3D *pTexture; ID3D11ShaderResourceView *pSRView; cudaGraphicsResource *cudaResource; void *cudaLinearMemory; size_t pitch; int width; int height; int depth; #ifndef USEEFFECT int offsetInShader; #endif } g_texture_3d; // Data structure for cube texture shared between DX10 and CUDA struct { ID3D11Texture2D *pTexture; ID3D11ShaderResourceView *pSRView; cudaGraphicsResource *cudaResource; void *cudaLinearMemory; size_t pitch; int size; #ifndef USEEFFECT int offsetInShader; #endif } g_texture_cube; // The CUDA kernel launchers that get called extern "C" { bool cuda_texture_2d(void *surface, size_t width, size_t height, size_t pitch, float t); bool cuda_texture_3d(void *surface, int width, int height, int depth, size_t pitch, size_t pitchslice, float t); bool cuda_texture_cube(void *surface, int width, int height, size_t pitch, int face, float t); } //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- HRESULT InitD3D(HWND hWnd); HRESULT InitTextures(); void RunKernels(); bool DrawScene(); void Cleanup(); void Render(); LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #define NAME_LEN 512 bool findCUDADevice() { int nGraphicsGPU = 0; int deviceCount = 0; bool bFoundGraphics = false; char devname[NAME_LEN]; // This function call returns 0 if there are no CUDA capable devices. cudaError_t error_id = cudaGetDeviceCount(&deviceCount); if (error_id != cudaSuccess) { printf("cudaGetDeviceCount returned %d\n-> %s\n", (int)error_id, cudaGetErrorString(error_id)); exit(EXIT_FAILURE); } if (deviceCount == 0) { printf("> There are no device(s) supporting CUDA\n"); return false; } else { printf("> Found %d CUDA Capable Device(s)\n", deviceCount); } // Get CUDA device properties cudaDeviceProp deviceProp; for (int dev = 0; dev < deviceCount; ++dev) { cudaGetDeviceProperties(&deviceProp, dev); STRCPY(devname, NAME_LEN, deviceProp.name); printf("> GPU %d: %s\n", dev, devname); } return true; } bool findDXDevice(char *dev_name) { HRESULT hr = S_OK; cudaError cuStatus; // Iterate through the candidate adapters IDXGIFactory *pFactory; hr = sFnPtr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)(&pFactory)); if (!SUCCEEDED(hr)) { printf("> No DXGI Factory created.\n"); return false; } UINT adapter = 0; for (; !g_pCudaCapableAdapter; ++adapter) { // Get a candidate DXGI adapter IDXGIAdapter *pAdapter = NULL; hr = pFactory->EnumAdapters(adapter, &pAdapter); if (FAILED(hr)) { break; // no compatible adapters found } // Query to see if there exists a corresponding compute device int cuDevice; cuStatus = cudaD3D11GetDevice(&cuDevice, pAdapter); printLastCudaError("cudaD3D11GetDevice failed"); // This prints and resets // the cudaError to // cudaSuccess if (cudaSuccess == cuStatus) { // If so, mark it as the one against which to create our d3d10 device g_pCudaCapableAdapter = pAdapter; g_pCudaCapableAdapter->AddRef(); } pAdapter->Release(); } printf("> Found %d D3D11 Adapater(s).\n", (int)adapter); pFactory->Release(); if (!g_pCudaCapableAdapter) { printf("> Found 0 D3D11 Adapater(s) /w Compute capability.\n"); return false; } DXGI_ADAPTER_DESC adapterDesc; g_pCudaCapableAdapter->GetDesc(&adapterDesc); wcstombs(dev_name, adapterDesc.Description, 128); printf("> Found 1 D3D11 Adapater(s) /w Compute capability.\n"); printf("> %s\n", dev_name); return true; } //////////////////////////////////////////////////////////////////////////////// // Program main //////////////////////////////////////////////////////////////////////////////// int main(int argc, char *argv[]) { char device_name[256]; char *ref_file = NULL; pArgc = &argc; pArgv = argv; printf("[%s] - Starting...\n", SDK_name); if (!findCUDADevice()) // Search for CUDA GPU { printf("> CUDA Device NOT found on \"%s\".. Exiting.\n", device_name); exit(EXIT_SUCCESS); } if (!dynlinkLoadD3D11API()) // Search for D3D API (locate drivers, does not // mean device is found) { printf("> D3D11 API libraries NOT found on.. Exiting.\n"); dynlinkUnloadD3D11API(); exit(EXIT_SUCCESS); } if (!findDXDevice(device_name)) // Search for D3D Hardware Device { printf("> D3D11 Graphics Device NOT found.. Exiting.\n"); dynlinkUnloadD3D11API(); exit(EXIT_SUCCESS); } // command line options if (argc > 1) { // automatied build testing harness if (checkCmdLineFlag(argc, (const char **)argv, "file")) getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file); } // // create window // // Register the window class #if 1 WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "CUDA SDK", NULL}; RegisterClassEx(&wc); // Create the application's window int xBorder = ::GetSystemMetrics(SM_CXSIZEFRAME); int yMenu = ::GetSystemMetrics(SM_CYMENU); int yBorder = ::GetSystemMetrics(SM_CYSIZEFRAME); HWND hWnd = CreateWindow( wc.lpszClassName, "CUDA/D3D11 Texture InterOP", WS_OVERLAPPEDWINDOW, 0, 0, g_WindowWidth + 2 * xBorder, g_WindowHeight + 2 * yBorder + yMenu, NULL, NULL, wc.hInstance, NULL); #else static WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "CudaD3D9Tex", NULL}; RegisterClassEx(&wc); HWND hWnd = CreateWindow("CudaD3D9Tex", "CUDA D3D9 Texture Interop", WS_OVERLAPPEDWINDOW, 0, 0, 800, 320, GetDesktopWindow(), NULL, wc.hInstance, NULL); #endif ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); // Initialize Direct3D if (SUCCEEDED(InitD3D(hWnd)) && SUCCEEDED(InitTextures())) { // 2D // register the Direct3D resources that we'll use // we'll read to and write from g_texture_2d, so don't set any special map // flags for it cudaGraphicsD3D11RegisterResource(&g_texture_2d.cudaResource, g_texture_2d.pTexture, cudaGraphicsRegisterFlagsNone); getLastCudaError("cudaGraphicsD3D11RegisterResource (g_texture_2d) failed"); // cuda cannot write into the texture directly : the texture is seen as a // cudaArray and can only be mapped as a texture // Create a buffer so that cuda can write into it // pixel fmt is DXGI_FORMAT_R32G32B32A32_FLOAT cudaMallocPitch(&g_texture_2d.cudaLinearMemory, &g_texture_2d.pitch, g_texture_2d.width * sizeof(float) * 4, g_texture_2d.height); getLastCudaError("cudaMallocPitch (g_texture_2d) failed"); cudaMemset(g_texture_2d.cudaLinearMemory, 1, g_texture_2d.pitch * g_texture_2d.height); // CUBE cudaGraphicsD3D11RegisterResource(&g_texture_cube.cudaResource, g_texture_cube.pTexture, cudaGraphicsRegisterFlagsNone); getLastCudaError( "cudaGraphicsD3D11RegisterResource (g_texture_cube) failed"); // create the buffer. pixel fmt is DXGI_FORMAT_R8G8B8A8_SNORM cudaMallocPitch(&g_texture_cube.cudaLinearMemory, &g_texture_cube.pitch, g_texture_cube.size * 4, g_texture_cube.size); getLastCudaError("cudaMallocPitch (g_texture_cube) failed"); cudaMemset(g_texture_cube.cudaLinearMemory, 1, g_texture_cube.pitch * g_texture_cube.size); getLastCudaError("cudaMemset (g_texture_cube) failed"); // 3D cudaGraphicsD3D11RegisterResource(&g_texture_3d.cudaResource, g_texture_3d.pTexture, cudaGraphicsRegisterFlagsNone); getLastCudaError("cudaGraphicsD3D11RegisterResource (g_texture_3d) failed"); // create the buffer. pixel fmt is DXGI_FORMAT_R8G8B8A8_SNORM // cudaMallocPitch(&g_texture_3d.cudaLinearMemory, &g_texture_3d.pitch, // g_texture_3d.width * 4, g_texture_3d.height * g_texture_3d.depth); cudaMalloc( &g_texture_3d.cudaLinearMemory, g_texture_3d.width * 4 * g_texture_3d.height * g_texture_3d.depth); g_texture_3d.pitch = g_texture_3d.width * 4; getLastCudaError("cudaMallocPitch (g_texture_3d) failed"); cudaMemset(g_texture_3d.cudaLinearMemory, 1, g_texture_3d.pitch * g_texture_3d.height * g_texture_3d.depth); getLastCudaError("cudaMemset (g_texture_3d) failed"); } // // the main loop // while (false == g_bDone) { Render(); // // handle I/O // MSG msg; ZeroMemory(&msg, sizeof(msg)); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { Render(); if (ref_file) { for (int count = 0; count < g_iFrameToCompare; count++) { Render(); } const char *cur_image_path = "simpleD3D11Texture.ppm"; // Save a reference of our current test run image CheckRenderD3D11::ActiveRenderTargetToPPM(g_pd3dDevice, cur_image_path); // compare to offical reference image, printing PASS or FAIL. g_bPassed = CheckRenderD3D11::PPMvsPPM(cur_image_path, ref_file, argv[0], MAX_EPSILON, 0.15f); g_bDone = true; Cleanup(); PostQuitMessage(0); } else { g_bPassed = true; } } } }; // Release D3D Library (after message loop) dynlinkUnloadD3D11API(); // Unregister windows class UnregisterClass(wc.lpszClassName, wc.hInstance); // // and exit // printf("> %s running on %s exiting...\n", SDK_name, device_name); exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE); } //----------------------------------------------------------------------------- // Name: InitD3D() // Desc: Initializes Direct3D //----------------------------------------------------------------------------- HRESULT InitD3D(HWND hWnd) { HRESULT hr = S_OK; // Set up the structure used to create the device and swapchain DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 1; sd.BufferDesc.Width = g_WindowWidth; sd.BufferDesc.Height = g_WindowHeight; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; D3D_FEATURE_LEVEL tour_fl[] = {D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0}; D3D_FEATURE_LEVEL flRes; // Create device and swapchain hr = sFnPtr_D3D11CreateDeviceAndSwapChain( g_pCudaCapableAdapter, D3D_DRIVER_TYPE_UNKNOWN, // D3D_DRIVER_TYPE_HARDWARE, NULL, // HMODULE Software 0, // UINT Flags tour_fl, // D3D_FEATURE_LEVEL* pFeatureLevels 3, // FeatureLevels D3D11_SDK_VERSION, // UINT SDKVersion &sd, // DXGI_SWAP_CHAIN_DESC* pSwapChainDesc &g_pSwapChain, // IDXGISwapChain** ppSwapChain &g_pd3dDevice, // ID3D11Device** ppDevice &flRes, // D3D_FEATURE_LEVEL* pFeatureLevel &g_pd3dDeviceContext // ID3D11DeviceContext** ppImmediateContext ); AssertOrQuit(SUCCEEDED(hr)); g_pCudaCapableAdapter->Release(); // Get the immediate DeviceContext g_pd3dDevice->GetImmediateContext(&g_pd3dDeviceContext); // Create a render target view of the swapchain ID3D11Texture2D *pBuffer; hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&pBuffer); AssertOrQuit(SUCCEEDED(hr)); hr = g_pd3dDevice->CreateRenderTargetView(pBuffer, NULL, &g_pSwapChainRTV); AssertOrQuit(SUCCEEDED(hr)); pBuffer->Release(); g_pd3dDeviceContext->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL); // Setup the viewport D3D11_VIEWPORT vp; vp.Width = g_WindowWidth; vp.Height = g_WindowHeight; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pd3dDeviceContext->RSSetViewports(1, &vp); #ifdef USEEFFECT // Setup the effect { ID3D10Blob *effectCode, *effectErrors; hr = D3DX11CompileFromMemory( g_simpleEffectSrc, sizeof(g_simpleEffectSrc), "NoFile", NULL, NULL, "", "fx_5_0", D3D10_SHADER_OPTIMIZATION_LEVEL0 | D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY | D3D10_SHADER_DEBUG, 0, 0, &effectCode, &effectErrors, 0); if (FAILED(hr)) { const char *pStr = (const char *)effectErrors->GetBufferPointer(); printf(pStr); assert(1); } hr = D3DX11CreateEffectFromMemory( effectCode->GetBufferPointer(), effectCode->GetBufferSize(), 0 /*FXFlags*/, g_pd3dDevice, &g_pSimpleEffect); AssertOrQuit(SUCCEEDED(hr)); g_pSimpleTechnique = g_pSimpleEffect->GetTechniqueByName("Render"); g_pvQuadRect = g_pSimpleEffect->GetVariableByName("g_vQuadRect")->AsVector(); g_pUseCase = g_pSimpleEffect->GetVariableByName("g_UseCase")->AsScalar(); g_pTexture2D = g_pSimpleEffect->GetVariableByName("g_Texture2D")->AsShaderResource(); g_pTexture3D = g_pSimpleEffect->GetVariableByName("g_Texture3D")->AsShaderResource(); g_pTextureCube = g_pSimpleEffect->GetVariableByName("g_TextureCube")->AsShaderResource(); } #else ID3DBlob *pShader; ID3DBlob *pErrorMsgs; // Vertex shader { hr = D3DCompile(g_simpleShaders, strlen(g_simpleShaders), "Memory", NULL, NULL, "VS", "vs_4_0", 0 /*Flags1*/, 0 /*Flags2*/, &pShader, &pErrorMsgs); if (FAILED(hr)) { const char *pStr = (const char *)pErrorMsgs->GetBufferPointer(); printf(pStr); } AssertOrQuit(SUCCEEDED(hr)); hr = g_pd3dDevice->CreateVertexShader(pShader->GetBufferPointer(), pShader->GetBufferSize(), NULL, &g_pVertexShader); AssertOrQuit(SUCCEEDED(hr)); // Let's bind it now : no other vtx shader will replace it... g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0); // hr = g_pd3dDevice->CreateInputLayout(...pShader used for signature...) No // need } // Pixel shader { hr = D3DCompile(g_simpleShaders, strlen(g_simpleShaders), "Memory", NULL, NULL, "PS", "ps_4_0", 0 /*Flags1*/, 0 /*Flags2*/, &pShader, &pErrorMsgs); AssertOrQuit(SUCCEEDED(hr)); hr = g_pd3dDevice->CreatePixelShader(pShader->GetBufferPointer(), pShader->GetBufferSize(), NULL, &g_pPixelShader); AssertOrQuit(SUCCEEDED(hr)); // Let's bind it now : no other pix shader will replace it... g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0); } // Create the constant buffer { D3D11_BUFFER_DESC cbDesc; cbDesc.Usage = D3D11_USAGE_DYNAMIC; cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; // D3D11_BIND_SHADER_RESOURCE; cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; cbDesc.ByteWidth = 16 * ((sizeof(ConstantBuffer) + 16) / 16); // cbDesc.StructureByteStride = 0; hr = g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pConstantBuffer); AssertOrQuit(SUCCEEDED(hr)); // Assign the buffer now : nothing in the code will interfere with this // (very simple sample) g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer); g_pd3dDeviceContext->PSSetConstantBuffers(0, 1, &g_pConstantBuffer); } // SamplerState { D3D11_SAMPLER_DESC sDesc; sDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; sDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; sDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; sDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; sDesc.MinLOD = 0; sDesc.MaxLOD = 8; sDesc.MipLODBias = 0; sDesc.MaxAnisotropy = 1; hr = g_pd3dDevice->CreateSamplerState(&sDesc, &g_pSamplerState); AssertOrQuit(SUCCEEDED(hr)); g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pSamplerState); } #endif // Setup no Input Layout g_pd3dDeviceContext->IASetInputLayout(0); g_pd3dDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D11_RASTERIZER_DESC rasterizerState; rasterizerState.FillMode = D3D11_FILL_SOLID; rasterizerState.CullMode = D3D11_CULL_FRONT; rasterizerState.FrontCounterClockwise = false; rasterizerState.DepthBias = false; rasterizerState.DepthBiasClamp = 0; rasterizerState.SlopeScaledDepthBias = 0; rasterizerState.DepthClipEnable = false; rasterizerState.ScissorEnable = false; rasterizerState.MultisampleEnable = false; rasterizerState.AntialiasedLineEnable = false; g_pd3dDevice->CreateRasterizerState(&rasterizerState, &g_pRasterState); g_pd3dDeviceContext->RSSetState(g_pRasterState); return S_OK; } //----------------------------------------------------------------------------- // Name: InitTextures() // Desc: Initializes Direct3D Textures (allocation and initialization) //----------------------------------------------------------------------------- HRESULT InitTextures() { // // create the D3D resources we'll be using // // 2D texture { g_texture_2d.width = 256; g_texture_2d.height = 256; D3D11_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC)); desc.Width = g_texture_2d.width; desc.Height = g_texture_2d.height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; if (FAILED(g_pd3dDevice->CreateTexture2D(&desc, NULL, &g_texture_2d.pTexture))) { return E_FAIL; } if (FAILED(g_pd3dDevice->CreateShaderResourceView( g_texture_2d.pTexture, NULL, &g_texture_2d.pSRView))) { return E_FAIL; } #ifdef USEEFFECT g_pTexture2D->SetResource(g_texture_2d.pSRView); #else g_texture_2d.offsetInShader = 0; // to be clean we should look for the offset from the shader code g_pd3dDeviceContext->PSSetShaderResources(g_texture_2d.offsetInShader, 1, &g_texture_2d.pSRView); #endif } // 3D texture { g_texture_3d.width = 64; g_texture_3d.height = 64; g_texture_3d.depth = 64; D3D11_TEXTURE3D_DESC desc; ZeroMemory(&desc, sizeof(D3D11_TEXTURE3D_DESC)); desc.Width = g_texture_3d.width; desc.Height = g_texture_3d.height; desc.Depth = g_texture_3d.depth; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_SNORM; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; if (FAILED(g_pd3dDevice->CreateTexture3D(&desc, NULL, &g_texture_3d.pTexture))) { return E_FAIL; } if (FAILED(g_pd3dDevice->CreateShaderResourceView( g_texture_3d.pTexture, NULL, &g_texture_3d.pSRView))) { return E_FAIL; } #ifdef USEEFFECT g_pTexture3D->SetResource(g_texture_3d.pSRView); #else g_texture_3d.offsetInShader = 1; // to be clean we should look for the offset from the shader code g_pd3dDeviceContext->PSSetShaderResources(g_texture_3d.offsetInShader, 1, &g_texture_3d.pSRView); #endif } // cube texture { g_texture_cube.size = 64; D3D11_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC)); desc.Width = g_texture_cube.size; desc.Height = g_texture_cube.size; desc.MipLevels = 1; desc.ArraySize = 6; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; if (FAILED(g_pd3dDevice->CreateTexture2D(&desc, NULL, &g_texture_cube.pTexture))) { return E_FAIL; } D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc; ZeroMemory(&SRVDesc, sizeof(SRVDesc)); SRVDesc.Format = desc.Format; SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; SRVDesc.TextureCube.MipLevels = desc.MipLevels; SRVDesc.TextureCube.MostDetailedMip = 0; if (FAILED(g_pd3dDevice->CreateShaderResourceView( g_texture_cube.pTexture, &SRVDesc, &g_texture_cube.pSRView))) { return E_FAIL; } #ifdef USEEFFECT g_pTextureCube->SetResource(g_texture_cube.pSRView); #else g_texture_cube.offsetInShader = 2; // to be clean we should look for the offset from the shader code g_pd3dDeviceContext->PSSetShaderResources(g_texture_cube.offsetInShader, 1, &g_texture_cube.pSRView); #endif } return S_OK; } //////////////////////////////////////////////////////////////////////////////// //! Run the Cuda part of the computation //////////////////////////////////////////////////////////////////////////////// void RunKernels() { static float t = 0.0f; // populate the 2d texture { cudaArray *cuArray; cudaGraphicsSubResourceGetMappedArray(&cuArray, g_texture_2d.cudaResource, 0, 0); getLastCudaError( "cudaGraphicsSubResourceGetMappedArray (cuda_texture_2d) failed"); // kick off the kernel and send the staging buffer cudaLinearMemory as an // argument to allow the kernel to write to it cuda_texture_2d(g_texture_2d.cudaLinearMemory, g_texture_2d.width, g_texture_2d.height, g_texture_2d.pitch, t); getLastCudaError("cuda_texture_2d failed"); // then we want to copy cudaLinearMemory to the D3D texture, via its mapped // form : cudaArray cudaMemcpy2DToArray( cuArray, // dst array 0, 0, // offset g_texture_2d.cudaLinearMemory, g_texture_2d.pitch, // src g_texture_2d.width * 4 * sizeof(float), g_texture_2d.height, // extent cudaMemcpyDeviceToDevice); // kind getLastCudaError("cudaMemcpy2DToArray failed"); } // populate the volume texture { size_t pitchSlice = g_texture_3d.pitch * g_texture_3d.height; cudaArray *cuArray; cudaGraphicsSubResourceGetMappedArray(&cuArray, g_texture_3d.cudaResource, 0, 0); getLastCudaError( "cudaGraphicsSubResourceGetMappedArray (cuda_texture_3d) failed"); // kick off the kernel and send the staging buffer cudaLinearMemory as an // argument to allow the kernel to write to it cuda_texture_3d(g_texture_3d.cudaLinearMemory, g_texture_3d.width, g_texture_3d.height, g_texture_3d.depth, g_texture_3d.pitch, pitchSlice, t); getLastCudaError("cuda_texture_3d failed"); // then we want to copy cudaLinearMemory to the D3D texture, via its mapped // form : cudaArray struct cudaMemcpy3DParms memcpyParams = {0}; memcpyParams.dstArray = cuArray; memcpyParams.srcPtr.ptr = g_texture_3d.cudaLinearMemory; memcpyParams.srcPtr.pitch = g_texture_3d.pitch; memcpyParams.srcPtr.xsize = g_texture_3d.width; memcpyParams.srcPtr.ysize = g_texture_3d.height; memcpyParams.extent.width = g_texture_3d.width; memcpyParams.extent.height = g_texture_3d.height; memcpyParams.extent.depth = g_texture_3d.depth; memcpyParams.kind = cudaMemcpyDeviceToDevice; cudaMemcpy3D(&memcpyParams); getLastCudaError("cudaMemcpy3D failed"); } // populate the faces of the cube map for (int face = 0; face < 6; ++face) { cudaArray *cuArray; cudaGraphicsSubResourceGetMappedArray(&cuArray, g_texture_cube.cudaResource, face, 0); getLastCudaError( "cudaGraphicsSubResourceGetMappedArray (cuda_texture_cube) failed"); // kick off the kernel and send the staging buffer cudaLinearMemory as an // argument to allow the kernel to write to it cuda_texture_cube(g_texture_cube.cudaLinearMemory, g_texture_cube.size, g_texture_cube.size, g_texture_cube.pitch, face, t); getLastCudaError("cuda_texture_cube failed"); // then we want to copy cudaLinearMemory to the D3D texture, via its mapped // form : cudaArray cudaMemcpy2DToArray(cuArray, // dst array 0, 0, // offset g_texture_cube.cudaLinearMemory, g_texture_cube.pitch, // src g_texture_cube.size * 4, g_texture_cube.size, // extent cudaMemcpyDeviceToDevice); // kind getLastCudaError("cudaMemcpy2DToArray failed"); } t += 0.1f; } //////////////////////////////////////////////////////////////////////////////// //! Draw the final result on the screen //////////////////////////////////////////////////////////////////////////////// bool DrawScene() { // Clear the backbuffer to a black color float ClearColor[4] = {0.5f, 0.5f, 0.6f, 1.0f}; g_pd3dDeviceContext->ClearRenderTargetView(g_pSwapChainRTV, ClearColor); float quadRect[4] = {-0.9f, -0.9f, 0.7f, 0.7f}; // // draw the 2d texture // #ifdef USEEFFECT g_pUseCase->SetInt(0); g_pvQuadRect->SetFloatVector((float *)&quadRect); g_pSimpleTechnique->GetPassByIndex(0)->Apply(0, g_pd3dDeviceContext); #else HRESULT hr; D3D11_MAPPED_SUBRESOURCE mappedResource; ConstantBuffer *pcb; hr = g_pd3dDeviceContext->Map(g_pConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); AssertOrQuit(SUCCEEDED(hr)); pcb = (ConstantBuffer *)mappedResource.pData; { memcpy(pcb->vQuadRect, quadRect, sizeof(float) * 4); pcb->UseCase = 0; } g_pd3dDeviceContext->Unmap(g_pConstantBuffer, 0); #endif g_pd3dDeviceContext->Draw(4, 0); // // draw a slice the 3d texture // quadRect[1] = 0.1f; #ifdef USEEFFECT g_pUseCase->SetInt(1); g_pvQuadRect->SetFloatVector((float *)&quadRect); g_pSimpleTechnique->GetPassByIndex(0)->Apply(0, g_pd3dDeviceContext); #else hr = g_pd3dDeviceContext->Map(g_pConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); AssertOrQuit(SUCCEEDED(hr)); pcb = (ConstantBuffer *)mappedResource.pData; { memcpy(pcb->vQuadRect, quadRect, sizeof(float) * 4); pcb->UseCase = 1; } g_pd3dDeviceContext->Unmap(g_pConstantBuffer, 0); #endif g_pd3dDeviceContext->Draw(4, 0); // // draw the 6 faces of the cube texture // float faceRect[4] = {-0.1f, -0.9f, 0.5f, 0.5f}; for (int f = 0; f < 6; f++) { if (f == 3) { faceRect[0] += 0.55f; faceRect[1] = -0.9f; } #ifdef USEEFFECT g_pUseCase->SetInt(2 + f); g_pvQuadRect->SetFloatVector((float *)&faceRect); g_pSimpleTechnique->GetPassByIndex(0)->Apply(0, g_pd3dDeviceContext); #else hr = g_pd3dDeviceContext->Map(g_pConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); AssertOrQuit(SUCCEEDED(hr)); pcb = (ConstantBuffer *)mappedResource.pData; { memcpy(pcb->vQuadRect, faceRect, sizeof(float) * 4); pcb->UseCase = 2 + f; } g_pd3dDeviceContext->Unmap(g_pConstantBuffer, 0); #endif g_pd3dDeviceContext->Draw(4, 0); faceRect[1] += 0.6f; } // Present the backbuffer contents to the display g_pSwapChain->Present(0, 0); return true; } //----------------------------------------------------------------------------- // Name: Cleanup() // Desc: Releases all previously initialized objects //----------------------------------------------------------------------------- void Cleanup() { // unregister the Cuda resources cudaGraphicsUnregisterResource(g_texture_2d.cudaResource); getLastCudaError("cudaGraphicsUnregisterResource (g_texture_2d) failed"); cudaFree(g_texture_2d.cudaLinearMemory); getLastCudaError("cudaFree (g_texture_2d) failed"); cudaGraphicsUnregisterResource(g_texture_cube.cudaResource); getLastCudaError("cudaGraphicsUnregisterResource (g_texture_cube) failed"); cudaFree(g_texture_cube.cudaLinearMemory); getLastCudaError("cudaFree (g_texture_2d) failed"); cudaGraphicsUnregisterResource(g_texture_3d.cudaResource); getLastCudaError("cudaGraphicsUnregisterResource (g_texture_3d) failed"); cudaFree(g_texture_3d.cudaLinearMemory); getLastCudaError("cudaFree (g_texture_2d) failed"); // // clean up Direct3D // { // release the resources we created g_texture_2d.pSRView->Release(); g_texture_2d.pTexture->Release(); g_texture_cube.pSRView->Release(); g_texture_cube.pTexture->Release(); g_texture_3d.pSRView->Release(); g_texture_3d.pTexture->Release(); if (g_pInputLayout != NULL) { g_pInputLayout->Release(); } #ifdef USEEFFECT if (g_pSimpleEffect != NULL) { g_pSimpleEffect->Release(); } #else if (g_pVertexShader) { g_pVertexShader->Release(); } if (g_pPixelShader) { g_pPixelShader->Release(); } if (g_pConstantBuffer) { g_pConstantBuffer->Release(); } if (g_pSamplerState) { g_pSamplerState->Release(); } #endif if (g_pSwapChainRTV != NULL) { g_pSwapChainRTV->Release(); } if (g_pSwapChain != NULL) { g_pSwapChain->Release(); } if (g_pd3dDevice != NULL) { g_pd3dDevice->Release(); } } } //----------------------------------------------------------------------------- // Name: Render() // Desc: Launches the CUDA kernels to fill in the texture data //----------------------------------------------------------------------------- void Render() { // // map the resources we've registered so we can access them in Cuda // - it is most efficient to map and unmap all resources in a single call, // and to have the map/unmap calls be the boundary between using the GPU // for Direct3D and Cuda // static bool doit = true; if (doit) { doit = true; cudaStream_t stream = 0; const int nbResources = 3; cudaGraphicsResource *ppResources[nbResources] = { g_texture_2d.cudaResource, g_texture_3d.cudaResource, g_texture_cube.cudaResource, }; cudaGraphicsMapResources(nbResources, ppResources, stream); getLastCudaError("cudaGraphicsMapResources(3) failed"); // // run kernels which will populate the contents of those textures // RunKernels(); // // unmap the resources // cudaGraphicsUnmapResources(nbResources, ppResources, stream); getLastCudaError("cudaGraphicsUnmapResources(3) failed"); } // // draw the scene using them // DrawScene(); } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: The window's message handler //----------------------------------------------------------------------------- static LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_KEYDOWN: if (wParam == VK_ESCAPE) { g_bDone = true; Cleanup(); PostQuitMessage(0); return 0; } break; case WM_DESTROY: g_bDone = true; Cleanup(); PostQuitMessage(0); return 0; case WM_PAINT: ValidateRect(hWnd, NULL); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); }