/* 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 interoperability of SLI with a Direct3D10 texture // and CUDA. The program creates a D3D10 texture which is written from // a CUDA kernel. Direct3D then renders the result on the screen. // A Direct3D Capable device is required. // #pragma warning(disable : 4312) #include #include #pragma warning(disable : 4996) // disable deprecated warning #include #pragma warning(default : 4996) // this header includes all the necessary D3D10 includes #include // includes, cuda #include #include #include #include #include // includes, project #include // automated testing #include // helper for CUDA error checking and initialization #define MAX_EPSILON 10 static char *SDK_name = "SLID3D10Texture"; //----------------------------------------------------------------------------- // Global variables //----------------------------------------------------------------------------- IDXGIAdapter *g_pCudaCapableAdapter = NULL; // Adapter to use ID3D10Device *g_pd3dDevice = NULL; // Our rendering device IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window ID3D10RenderTargetView *g_pSwapChainRTV = NULL; // The Render target view on the swap chain ( used for clear) ID3D10RasterizerState *g_pRasterState = NULL; ID3D10InputLayout *g_pInputLayout = NULL; ID3D10Effect *g_pSimpleEffect = NULL; ID3D10EffectTechnique *g_pSimpleTechnique = NULL; ID3D10EffectVectorVariable *g_pvQuadRect = NULL; ID3D10EffectShaderResourceVariable *g_pTexture2D = NULL; static const char g_simpleEffectSrc[] = "float4 g_vQuadRect; \n" "Texture2D g_Texture2D; \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" " return f;\n" "}\n" "\n" "float4 PS( Fragment f ) : SV_Target\n" "{\n" " // return g_Texture2D.Sample( samLinear, f.Tex.xy ); \n" " // return float4(f.Tex, 1);\n" " float4 g = g_Texture2D.Sample( samLinear, f.Tex.xy );" " for (int i = 0; i < 1024; ++i) { " " g.x = sqrt(g.x);" " g.x += 0.0001;" " g.x = g.x * g.x;" " }" " return g;\n" "}\n" "\n" "technique10 Render\n" "{\n" " pass P0\n" " {\n" " SetVertexShader( CompileShader( vs_4_0, VS() ) );\n" " SetGeometryShader( NULL );\n" " SetPixelShader( CompileShader( ps_4_0, PS() ) );\n" " }\n" "}\n" "\n"; // 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; bool g_bQAReadback = false; int g_iFrameToCompare = 1; struct CudaContextData { UINT index; CUcontext context; int deviceOrdinal; cudaGraphicsResource *cudaResource; void *cudaLinearMemory; }; UINT g_ContextCount = 0; CudaContextData g_ContextData[32]; // Data structure for 2D texture shared between DX10 and CUDA struct { ID3D10Texture2D *pTexture; ID3D10ShaderResourceView *pSRView; size_t pitch; int width; int height; } g_texture_2d; // 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); } //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- HRESULT InitD3D(HWND hWnd); HRESULT InitTextures(); int RunKernels(CudaContextData *currentContextData); void DrawScene(); int Cleanup(); int 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 = cudaD3D10GetDevice(&cuDevice, pAdapter); printLastCudaError("cudaD3D10GetDevice 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 D3D10 Adapater(s).\n", (int)adapter); pFactory->Release(); if (!g_pCudaCapableAdapter) { printf("> Found 0 D3D10 Adapater(s) /w Compute capability.\n"); return false; } DXGI_ADAPTER_DESC adapterDesc; g_pCudaCapableAdapter->GetDesc(&adapterDesc); wcstombs_s(NULL, dev_name, 256, adapterDesc.Description, 128); printf("> Found 1 D3D10 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\n", SDK_name); if (!findCUDADevice()) // Search for CUDA GPU { printf("> CUDA Device NOT found on \"%s\".. Exiting.\n", device_name); exit(EXIT_SUCCESS); } if (!dynlinkLoadD3D10API()) // Search for D3D API (locate drivers, does not // mean device is found) { printf("> D3D10 API libraries NOT found on.. Exiting.\n"); dynlinkUnloadD3D10API(); exit(EXIT_SUCCESS); } if (!findDXDevice(device_name)) // Search for D3D Hardware Device { printf("> D3D10 Graphics Device NOT found.. Exiting.\n"); dynlinkUnloadD3D10API(); exit(EXIT_SUCCESS); } // command line options if (checkCmdLineFlag(argc, (const char **)argv, "file")) { g_bQAReadback = true; getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file); } // // create window // // Register the window class 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 HWND hWnd = CreateWindow(wc.lpszClassName, "CUDA-SLI Interop, D3D10", WS_OVERLAPPEDWINDOW, 0, 0, g_WindowWidth, g_WindowHeight, NULL, NULL, wc.hInstance, NULL); ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); // Initialize Direct3D if (SUCCEEDED(InitD3D(hWnd)) && SUCCEEDED(InitTextures())) { CUresult result = CUDA_SUCCESS; cudaError_t error = cudaSuccess; // get the list of interop devices { unsigned int interopDeviceCount = 0; int interopDevices[32]; error = cudaD3D10GetDevices(&interopDeviceCount, interopDevices, 32, g_pd3dDevice, cudaD3D10DeviceListAll); printLastCudaError("cudaD3D10GetDevices failed"); // This prints and // resets the cudaError // to cudaSuccess AssertOrQuit(cudaSuccess == error); g_ContextCount = interopDeviceCount; for (UINT i = 0; i < interopDeviceCount; ++i) { g_ContextData[i].index = i; g_ContextData[i].deviceOrdinal = interopDevices[i]; } } // Initialize g_ContextCount interop contexts on the device, // striping across AFR groups for (UINT i = 0; i < g_ContextCount; ++i) { printf("Creating context %d on device %d\n", g_ContextData[i].index, g_ContextData[i].deviceOrdinal); // create a context error = cudaD3D10SetDirect3DDevice(g_pd3dDevice, g_ContextData[i].deviceOrdinal); AssertOrQuit(cudaSuccess == error); error = cudaFree(0); AssertOrQuit(cudaSuccess == error); // allocate a buffer // error = cudaMalloc((void**)&g_ContextData[i].buffer, BYTES_PER_PIXEL); cudaMallocPitch(&g_ContextData[i].cudaLinearMemory, &g_texture_2d.pitch, g_texture_2d.width * sizeof(float) * 4, g_texture_2d.height); getLastCudaError("cudaMallocPitch (g_texture_2d) failed"); cudaMemset(g_ContextData[i].cudaLinearMemory, 1, g_texture_2d.pitch * g_texture_2d.height); AssertOrQuit(cudaSuccess == error); // pop the context result = cuCtxPopCurrent(&g_ContextData[i].context); AssertOrQuit(CUDA_SUCCESS == result); } // Register the texture with all contexts for (UINT i = 0; i < g_ContextCount; ++i) { printf("Registering texture with context %d\n", i); result = cuCtxPushCurrent(g_ContextData[i].context); AssertOrQuit(CUDA_SUCCESS == result); { // Register the resource error = cudaGraphicsD3D10RegisterResource( &g_ContextData[i].cudaResource, g_texture_2d.pTexture, cudaGraphicsRegisterFlagsNone); getLastCudaError( "cudaGraphicsD3D10RegisterResource (g_texture_2d) failed"); error = cudaGraphicsResourceSetMapFlags(g_ContextData[i].cudaResource, cudaD3D10MapFlagsWriteDiscard); getLastCudaError( "cudaGraphicsResourceSetMapFlags (g_texture_2d) failed"); AssertOrQuit(cudaSuccess == error); } result = cuCtxPopCurrent(&g_ContextData[i].context); AssertOrQuit(CUDA_SUCCESS == result); } } // // 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 = "SLID3D10Texture.ppm"; // Save a reference of our current test run image CheckRenderD3D10::ActiveRenderTargetToPPM(g_pd3dDevice, cur_image_path); // compare to offical reference image, printing PASS or FAIL. g_bPassed = CheckRenderD3D10::PPMvsPPM(cur_image_path, ref_file, argv[0], MAX_EPSILON, 0.15f); g_bDone = true; Cleanup(); PostQuitMessage(0); } else { g_bPassed = true; } } } }; // Unregister windows class UnregisterClass(wc.lpszClassName, wc.hInstance); // // and exit // printf("> %s running on %s exiting...\n", SDK_name, device_name); printf(g_bPassed ? "Test images compared OK\n" : "Test images are Different!\n"); } //----------------------------------------------------------------------------- // Name: InitD3D() // Desc: Initializes Direct3D //----------------------------------------------------------------------------- HRESULT InitD3D(HWND hWnd) { // 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; // Create device and swapchain HRESULT hr = sFnPtr_D3D10CreateDeviceAndSwapChain( g_pCudaCapableAdapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice); AssertOrQuit(SUCCEEDED(hr)); g_pCudaCapableAdapter->Release(); // Create a render target view of the swapchain ID3D10Texture2D *pBuffer; hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID *)&pBuffer); AssertOrQuit(SUCCEEDED(hr)); hr = g_pd3dDevice->CreateRenderTargetView(pBuffer, NULL, &g_pSwapChainRTV); AssertOrQuit(SUCCEEDED(hr)); pBuffer->Release(); g_pd3dDevice->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL); // Setup the viewport D3D10_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_pd3dDevice->RSSetViewports(1, &vp); // Setup the effect { ID3D10Blob *pCompiledEffect; ID3D10Blob *pErrors = NULL; hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_simpleEffectSrc, sizeof(g_simpleEffectSrc), NULL, NULL, // pDefines NULL, // pIncludes 0, // HLSL flags 0, // FXFlags &pCompiledEffect, &pErrors); if (pErrors) { LPVOID l_pError = NULL; l_pError = pErrors->GetBufferPointer(); // then cast to a char* to see it // in the locals window fprintf(stdout, "Compilation error: \n %s", (char *)l_pError); } AssertOrQuit(SUCCEEDED(hr)); hr = sFnPtr_D3D10CreateEffectFromMemory( pCompiledEffect->GetBufferPointer(), pCompiledEffect->GetBufferSize(), 0, // FXFlags g_pd3dDevice, NULL, &g_pSimpleEffect); pCompiledEffect->Release(); g_pSimpleTechnique = g_pSimpleEffect->GetTechniqueByName("Render"); g_pvQuadRect = g_pSimpleEffect->GetVariableByName("g_vQuadRect")->AsVector(); g_pTexture2D = g_pSimpleEffect->GetVariableByName("g_Texture2D")->AsShaderResource(); // Setup no Input Layout g_pd3dDevice->IASetInputLayout(0); g_pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); } D3D10_RASTERIZER_DESC rasterizerState; rasterizerState.FillMode = D3D10_FILL_SOLID; rasterizerState.CullMode = D3D10_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_pd3dDevice->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 = 768; g_texture_2d.height = 768; D3D10_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(D3D10_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 = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_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; g_pTexture2D->SetResource(g_texture_2d.pSRView); } return S_OK; } //////////////////////////////////////////////////////////////////////////////// //! Run the Cuda part of the computation //////////////////////////////////////////////////////////////////////////////// int RunKernels(CudaContextData *currentContextData) { static float t = 0.0f; // populate the 2d texture { cudaArray *cuArray; cudaGraphicsSubResourceGetMappedArray( &cuArray, currentContextData->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(currentContextData->cudaLinearMemory, g_texture_2d.width, g_texture_2d.height, g_texture_2d.pitch, g_bQAReadback ? 0.2f : 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 currentContextData->cudaLinearMemory, g_texture_2d.pitch, // src g_texture_2d.width * 4 * sizeof(float), g_texture_2d.height, // extent cudaMemcpyDeviceToDevice); // kind getLastCudaError("cudaMemcpy2DToArray failed"); } t += 0.1f; return 0; } //////////////////////////////////////////////////////////////////////////////// //! Draw the final result on the screen //////////////////////////////////////////////////////////////////////////////// void DrawScene() { // Clear the backbuffer to a black color float ClearColor[4] = {0.5f, 0.5f, 0.6f, 1.0f}; g_pd3dDevice->ClearRenderTargetView(g_pSwapChainRTV, ClearColor); // // draw the 2d texture // float quadRect[4] = {-0.98f, -0.98f, 1.96f, 1.96f}; g_pvQuadRect->SetFloatVector((float *)&quadRect); g_pSimpleTechnique->GetPassByIndex(0)->Apply(0); g_pd3dDevice->Draw(4, 0); // Present the backbuffer contents to the display g_pSwapChain->Present(0, 0); } //----------------------------------------------------------------------------- // Name: Cleanup() // Desc: Releases all previously initialized objects //----------------------------------------------------------------------------- int Cleanup() { // unregister the Cuda resources CUresult result = CUDA_SUCCESS; cudaError_t error = cudaSuccess; // Drop the D3D resources' refcounts // Unregister the texture with all contexts for (UINT i = 0; i < g_ContextCount; ++i) { printf("Unregistering texture with context %d\n", i); result = cuCtxPushCurrent(g_ContextData[i].context); AssertOrQuit(CUDA_SUCCESS == result); { // Register the resource error = cudaGraphicsUnregisterResource(g_ContextData[i].cudaResource); AssertOrQuit(cudaSuccess == error); } result = cuCtxPopCurrent(&g_ContextData[i].context); AssertOrQuit(CUDA_SUCCESS == result); } // Destroy all contexts for (UINT i = 0; i < g_ContextCount; ++i) { printf("Destroying context %d\n", i); result = cuCtxPushCurrent(g_ContextData[i].context); AssertOrQuit(CUDA_SUCCESS == result); } // // clean up Direct3D // { // release the resources we created g_texture_2d.pSRView->Release(); g_texture_2d.pTexture->Release(); if (g_pInputLayout != NULL) g_pInputLayout->Release(); if (g_pSimpleEffect != NULL) g_pSimpleEffect->Release(); if (g_pSwapChainRTV != NULL) g_pSwapChainRTV->Release(); if (g_pSwapChain != NULL) g_pSwapChain->Release(); if (g_pd3dDevice != NULL) g_pd3dDevice->Release(); } return 0; } //----------------------------------------------------------------------------- // Name: Render() // Desc: Launches the CUDA kernels to fill in the texture data //----------------------------------------------------------------------------- int 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 // { cudaStream_t stream = 0; cudaError_t error = cudaSuccess; CudaContextData *currentContextData = NULL; // get the current device ordinal static int currentDevice = -1; error = cudaD3D10GetDevices(NULL, ¤tDevice, 1, g_pd3dDevice, cudaD3D10DeviceListCurrentFrame); printLastCudaError("cudaD3D10GetDevices failed"); // This prints and resets // the cudaError to // cudaSuccess AssertOrQuit(cudaSuccess == error); static int nextDevice = -1; // assert that querying the next device in AFR isn't broken AssertOrQuit(nextDevice == -1 || nextDevice == currentDevice); error = cudaD3D10GetDevices(NULL, &nextDevice, 1, g_pd3dDevice, cudaD3D10DeviceListNextFrame); printLastCudaError("cudaD3D10GetDevices failed"); // This prints and resets // the cudaError to // cudaSuccess AssertOrQuit(cudaSuccess == error); // choose context data corresponding to the current device ordinal for (UINT i = 0; i < g_ContextCount; ++i) { if (currentDevice == g_ContextData[i].deviceOrdinal) { currentContextData = &g_ContextData[i]; } } AssertOrQuit(currentContextData); CUresult result; result = cuCtxPushCurrent(currentContextData->context); AssertOrQuit(CUDA_SUCCESS == result); cudaGraphicsMapResources(1, ¤tContextData->cudaResource, stream); getLastCudaError("cudaGraphicsMapResources(3) failed"); // // run kernels which will populate the contents of those textures // RunKernels(currentContextData); // // unmap the resources // cudaGraphicsUnmapResources(1, ¤tContextData->cudaResource, stream); getLastCudaError("cudaGraphicsUnmapResources(3) failed"); CUcontext poppedContext; result = cuCtxPopCurrent(&poppedContext); AssertOrQuit(CUDA_SUCCESS == result); AssertOrQuit(poppedContext == currentContextData->context); } // // draw the scene using them // DrawScene(); return 0; } //----------------------------------------------------------------------------- // 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); }