mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-24 18:29:14 +08:00
651 lines
21 KiB
C++
651 lines
21 KiB
C++
/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/* This example demonstrates how to use the CUDA Direct3D bindings to fill
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* a vertex buffer with CUDA and use Direct3D to render the data.
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* Host code.
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*/
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#pragma warning(disable : 4312)
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// Windows System include files
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#include <windows.h>
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#include <mmsystem.h>
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// This header includes all the necessary D3D10 and CUDA includes
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#include <dynlink_d3d10.h>
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#include <cuda_runtime_api.h>
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#include <cuda_d3d10_interop.h>
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// includes, project
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#include <rendercheck_d3d10.h>
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#include <helper_functions.h> // Helper functions for other non-cuda utilities
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#include <helper_cuda.h> // CUDA Helper Functions for initialization
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#define MAX_EPSILON 10
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static char *sSDKSample = "simpleD3D10";
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDXGIAdapter *g_pCudaCapableAdapter = NULL; // Adapter to use
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ID3D10Device *g_pd3dDevice = NULL; // Our rendering device
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IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window
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ID3D10RenderTargetView *g_pSwapChainRTV =
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NULL; // The Render target view on the swap chain ( used for clear)
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ID3D10InputLayout *g_pInputLayout = NULL;
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ID3D10Effect *g_pSimpleEffect = NULL;
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ID3D10EffectTechnique *g_pSimpleTechnique = NULL;
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ID3D10EffectMatrixVariable *g_pmWorld = NULL;
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ID3D10EffectMatrixVariable *g_pmView = NULL;
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ID3D10EffectMatrixVariable *g_pmProjection = NULL;
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static const char g_simpleEffectSrc[] =
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"matrix g_mWorld;\n"
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"matrix g_mView;\n"
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"matrix g_mProjection;\n"
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"\n"
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"struct Fragment{ \n"
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" float4 Pos : SV_POSITION;\n"
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" float4 Col : TEXCOORD0; };\n"
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"\n"
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"Fragment VS( float4 Pos : POSITION, float4 Col : COLOR )\n"
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"{\n"
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" Fragment f;\n"
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" f.Pos = mul(Pos, g_mWorld);\n"
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" f.Pos = mul(f.Pos, g_mView);\n"
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" f.Pos = mul(f.Pos, g_mProjection);\n"
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" f.Col = Col;\n"
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" return f;\n"
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"}\n"
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"\n"
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"float4 PS( Fragment f ) : SV_Target\n"
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"{\n"
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" return f.Col;\n"
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"}\n"
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"\n"
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"technique10 Render\n"
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"{\n"
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" pass P0\n"
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" {\n"
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" SetVertexShader( CompileShader( vs_4_0, VS() ) );\n"
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" SetGeometryShader( NULL );\n"
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" SetPixelShader( CompileShader( ps_4_0, PS() ) );\n"
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" }\n"
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"}\n"
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"\n";
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ID3D10Buffer *g_pVB = NULL; // Buffer to hold vertices
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struct cudaGraphicsResource *cuda_VB_resource; // handles D3D10-CUDA exchange
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// testing/tracing function used pervasively in tests. if the condition is
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// unsatisfied then spew and fail the function immediately (doing no cleanup)
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#define AssertOrQuit(x) \
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if (!(x)) { \
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fprintf(stdout, "Assert unsatisfied in %s at %s:%d\n", __FUNCTION__, \
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__FILE__, __LINE__); \
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return 1; \
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}
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// A structure for our custom vertex type
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struct CUSTOMVERTEX {
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FLOAT x, y, z; // The untransformed, 3D position for the vertex
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DWORD color; // The vertex color
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};
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const unsigned int g_WindowWidth = 1024;
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const unsigned int g_WindowHeight = 1024;
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const unsigned int g_MeshWidth = 512;
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const unsigned int g_MeshHeight = 512;
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const unsigned int g_NumVertices = g_MeshWidth * g_MeshHeight;
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bool g_bPassed = true;
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int g_iFrameToCompare = 10;
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int *pArgc = NULL;
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char **pArgv = NULL;
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float anim;
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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void runTest(int argc, char **argv, char *ref_file);
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void runCuda();
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bool SaveResult(int argc, char **argv);
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HRESULT InitD3D(HWND hWnd);
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HRESULT InitGeometry();
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VOID Cleanup();
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VOID SetupMatrices();
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VOID Render();
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// CUDA/D3D10 kernel
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extern "C" void simpleD3DKernel(float4 *pos, unsigned int width,
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unsigned int height, float time);
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#define NAME_LEN 512
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bool findCUDADevice() {
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int nGraphicsGPU = 0;
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int deviceCount = 0;
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bool bFoundGraphics = false;
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char devname[NAME_LEN];
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// This function call returns 0 if there are no CUDA capable devices.
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cudaError_t error_id = cudaGetDeviceCount(&deviceCount);
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if (error_id != cudaSuccess) {
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printf("cudaGetDeviceCount returned %d\n-> %s\n", (int)error_id,
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cudaGetErrorString(error_id));
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exit(EXIT_FAILURE);
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}
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if (deviceCount == 0) {
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printf("> There are no device(s) supporting CUDA\n");
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return false;
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} else {
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printf("> Found %d CUDA Capable Device(s)\n", deviceCount);
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}
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// Get CUDA device properties
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cudaDeviceProp deviceProp;
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for (int dev = 0; dev < deviceCount; ++dev) {
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cudaGetDeviceProperties(&deviceProp, dev);
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STRCPY(devname, NAME_LEN, deviceProp.name);
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printf("> GPU %d: %s\n", dev, devname);
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}
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return true;
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}
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bool findDXDevice(char *dev_name) {
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HRESULT hr = S_OK;
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cudaError cuStatus;
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// Iterate through the candidate adapters
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IDXGIFactory *pFactory;
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hr = sFnPtr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)(&pFactory));
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if (!SUCCEEDED(hr)) {
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printf("> No DXGI Factory created.\n");
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return false;
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}
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UINT adapter = 0;
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for (; !g_pCudaCapableAdapter; ++adapter) {
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// Get a candidate DXGI adapter
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IDXGIAdapter *pAdapter = NULL;
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hr = pFactory->EnumAdapters(adapter, &pAdapter);
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if (FAILED(hr)) {
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break; // no compatible adapters found
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}
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// Query to see if there exists a corresponding compute device
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int cuDevice;
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cuStatus = cudaD3D10GetDevice(&cuDevice, pAdapter);
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// This prints and resets the cudaError to cudaSuccess
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printLastCudaError("cudaD3D10GetDevice failed");
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if (cudaSuccess == cuStatus) {
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// If so, mark it as the one against which to create our d3d10 device
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g_pCudaCapableAdapter = pAdapter;
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g_pCudaCapableAdapter->AddRef();
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}
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pAdapter->Release();
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}
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printf("> Found %d D3D10 Adapater(s).\n", (int)adapter);
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pFactory->Release();
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if (!g_pCudaCapableAdapter) {
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printf("> Found 0 D3D10 Adapater(s) /w Compute capability.\n");
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return false;
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}
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DXGI_ADAPTER_DESC adapterDesc;
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g_pCudaCapableAdapter->GetDesc(&adapterDesc);
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wcstombs(dev_name, adapterDesc.Description, 128);
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printf("> Found 1 D3D10 Adapater(s) /w Compute capability.\n");
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printf("> %s\n", dev_name);
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Program main
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////////////////////////////////////////////////////////////////////////////////
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int main(int argc, char **argv) {
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char device_name[256];
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char *ref_file = NULL;
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pArgc = &argc;
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pArgv = argv;
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printf("> %s starting...\n", sSDKSample);
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if (!findCUDADevice()) { // Search for CUDA GPU
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printf("> CUDA Device NOT found on \"%s\".. Exiting.\n", device_name);
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exit(EXIT_SUCCESS);
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}
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// Search for D3D API (locate drivers, does not mean device is found)
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if (!dynlinkLoadD3D10API()) {
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printf("> D3D10 API libraries NOT found on.. Exiting.\n");
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dynlinkUnloadD3D10API();
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exit(EXIT_SUCCESS);
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}
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if (!findDXDevice(device_name)) { // Search for D3D Hardware Device
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printf("> D3D10 Graphics Device NOT found.. Exiting.\n");
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dynlinkUnloadD3D10API();
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exit(EXIT_SUCCESS);
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}
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if (argc > 1) {
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if (checkCmdLineFlag(argc, (const char **)argv, "file")) {
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getCmdLineArgumentString(argc, (const char **)argv, "file",
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(char **)&ref_file);
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}
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}
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runTest(argc, argv, ref_file);
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//
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// and exit
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//
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printf("%s running on %s exiting...\n", sSDKSample, device_name);
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printf("%s sample finished returned: %s\n", sSDKSample,
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(g_bPassed ? "OK" : "ERROR!"));
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exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run a simple test for CUDA
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////////////////////////////////////////////////////////////////////////////////
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void runTest(int argc, char **argv, char *ref_file) {
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// Register the window class
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WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
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GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
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"CUDA/D3D10 simpleD3D10", NULL};
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RegisterClassEx(&wc);
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// Create the application's window
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int xBorder = ::GetSystemMetrics(SM_CXSIZEFRAME);
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int yMenu = ::GetSystemMetrics(SM_CYMENU);
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int yBorder = ::GetSystemMetrics(SM_CYSIZEFRAME);
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HWND hWnd = CreateWindow(
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wc.lpszClassName, "CUDA/D3D10 simpleD3D10", WS_OVERLAPPEDWINDOW, 0, 0,
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g_WindowWidth + 2 * xBorder, g_WindowHeight + 2 * yBorder + yMenu, NULL,
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NULL, wc.hInstance, NULL);
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// Initialize Direct3D
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if (SUCCEEDED(InitD3D(hWnd))) {
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// Create the scene geometry
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if (SUCCEEDED(InitGeometry())) {
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// Initialize interoperability between CUDA and Direct3D
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// Register vertex buffer with CUDA
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// DEPRECATED: cudaD3D10RegisterResource(g_pVB,
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// cudaD3D10RegisterFlagsNone);
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cudaGraphicsD3D10RegisterResource(&cuda_VB_resource, g_pVB,
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cudaD3D10RegisterFlagsNone);
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getLastCudaError("cudaGraphicsD3D10RegisterResource (g_pVB) failed");
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// Initialize vertex buffer with CUDA
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runCuda();
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// Save result
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SaveResult(argc, argv);
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// Show the window
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ShowWindow(hWnd, SW_SHOWDEFAULT);
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UpdateWindow(hWnd);
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// Enter the message loop
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MSG msg;
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT) {
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if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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} else {
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Render();
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if (ref_file != NULL) {
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for (int count = 0; count < g_iFrameToCompare; count++) {
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Render();
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}
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const char *cur_image_path = "simpleD3D10.ppm";
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// Save a reference of our current test run image
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CheckRenderD3D10::ActiveRenderTargetToPPM(g_pd3dDevice,
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cur_image_path);
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// compare to offical reference image, printing PASS or FAIL.
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g_bPassed = CheckRenderD3D10::PPMvsPPM(cur_image_path, ref_file,
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argv[0], MAX_EPSILON, 0.15f);
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Cleanup();
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PostQuitMessage(0);
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}
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}
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}
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}
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}
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// Release D3D Library (after message loop)
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dynlinkUnloadD3D10API();
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UnregisterClass(wc.lpszClassName, wc.hInstance);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run the Cuda part of the computation
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////////////////////////////////////////////////////////////////////////////////
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void runCuda() {
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// Map vertex buffer to Cuda
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float4 *d_ptr;
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// CUDA Map call to the Vertex Buffer and return a pointer
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// DEPRECATED: cudaD3D10MapResources(1, (ID3D10Resource **)&g_pVB);
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checkCudaErrors(cudaGraphicsMapResources(1, &cuda_VB_resource, 0));
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getLastCudaError("cudaGraphicsMapResources failed");
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// DEPRECATED: cudaD3D10ResourceGetMappedPointer( (void **)&dptr, g_pVB, 0);
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size_t num_bytes;
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checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
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(void **)&d_ptr, &num_bytes, cuda_VB_resource));
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getLastCudaError("cudaGraphicsResourceGetMappedPointer failed");
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// Execute kernel
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simpleD3DKernel(d_ptr, g_MeshWidth, g_MeshHeight, anim);
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// CUDA Map Unmap vertex buffer
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// DEPRECATED: cudaD3D10UnmapResources(1, (ID3D10Resource **)&g_pVB);
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checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_VB_resource, 0));
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getLastCudaError("cudaGraphicsUnmapResource failed");
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Check if the result is correct or write data to file for external
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//! regression testing
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////////////////////////////////////////////////////////////////////////////////
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bool SaveResult(int argc, char **argv) {
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// Map vertex buffer
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float *data;
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if (FAILED(g_pVB->Map(D3D10_MAP_READ, 0,
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(void **)&data))) // Lock(0, 0, (void**)&data, 0)))
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return false;
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// Unmap
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g_pVB->Unmap();
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// Save result
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if (checkCmdLineFlag(argc, (const char **)argv, "regression")) {
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// write file for regression test
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sdkWriteFile<float>("./data/regression.dat", data, sizeof(CUSTOMVERTEX),
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0.0f, false);
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Name: InitD3D()
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// Desc: Initializes Direct3D
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//-----------------------------------------------------------------------------
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HRESULT InitD3D(HWND hWnd) {
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// Set up the structure used to create the device and swapchain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = 1;
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sd.BufferDesc.Width = g_WindowWidth;
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sd.BufferDesc.Height = g_WindowHeight;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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// Create device and swapchain
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HRESULT hr = sFnPtr_D3D10CreateDeviceAndSwapChain(
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g_pCudaCapableAdapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0,
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D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
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AssertOrQuit(SUCCEEDED(hr));
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g_pCudaCapableAdapter->Release();
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// Create a render target view of the swapchain
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ID3D10Texture2D *pBuffer;
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hr =
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID *)&pBuffer);
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AssertOrQuit(SUCCEEDED(hr));
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hr = g_pd3dDevice->CreateRenderTargetView(pBuffer, NULL, &g_pSwapChainRTV);
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AssertOrQuit(SUCCEEDED(hr));
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pBuffer->Release();
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g_pd3dDevice->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
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// Setup the viewport
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D3D10_VIEWPORT vp;
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vp.Width = g_WindowWidth;
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vp.Height = g_WindowHeight;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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g_pd3dDevice->RSSetViewports(1, &vp);
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// Setup the effect
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{
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ID3D10Blob *pCompiledEffect;
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hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_simpleEffectSrc,
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sizeof(g_simpleEffectSrc), NULL,
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NULL, // pDefines
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NULL, // pIncludes
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0, // HLSL flags
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0, // FXFlags
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&pCompiledEffect, NULL);
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AssertOrQuit(SUCCEEDED(hr));
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hr = sFnPtr_D3D10CreateEffectFromMemory(
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pCompiledEffect->GetBufferPointer(), pCompiledEffect->GetBufferSize(),
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0, // FXFlags
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g_pd3dDevice, NULL, &g_pSimpleEffect);
|
|
pCompiledEffect->Release();
|
|
|
|
g_pSimpleTechnique = g_pSimpleEffect->GetTechniqueByName("Render");
|
|
|
|
// g_pmWorldViewProjection =
|
|
// g_pSimpleEffect->GetVariableByName("g_mWorldViewProjection")->AsMatrix();
|
|
g_pmWorld = g_pSimpleEffect->GetVariableByName("g_mWorld")->AsMatrix();
|
|
g_pmView = g_pSimpleEffect->GetVariableByName("g_mView")->AsMatrix();
|
|
g_pmProjection =
|
|
g_pSimpleEffect->GetVariableByName("g_mProjection")->AsMatrix();
|
|
|
|
// Define the input layout
|
|
D3D10_INPUT_ELEMENT_DESC layout[] = {
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
|
|
D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12,
|
|
D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
UINT numElements = sizeof(layout) / sizeof(layout[0]);
|
|
|
|
// Create the input layout
|
|
D3D10_PASS_DESC PassDesc;
|
|
g_pSimpleTechnique->GetPassByIndex(0)->GetDesc(&PassDesc);
|
|
hr = g_pd3dDevice->CreateInputLayout(
|
|
layout, numElements, PassDesc.pIAInputSignature,
|
|
PassDesc.IAInputSignatureSize, &g_pInputLayout);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
|
|
// Setup Input Layout, apply effect and draw points
|
|
g_pd3dDevice->IASetInputLayout(g_pInputLayout);
|
|
g_pSimpleTechnique->GetPassByIndex(0)->Apply(0);
|
|
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InitGeometry()
|
|
// Desc: Creates the scene geometry
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT InitGeometry() {
|
|
// Setup buffer desc
|
|
D3D10_BUFFER_DESC bufferDesc;
|
|
bufferDesc.Usage = D3D10_USAGE_DEFAULT;
|
|
bufferDesc.ByteWidth = sizeof(CUSTOMVERTEX) * g_NumVertices;
|
|
bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
bufferDesc.CPUAccessFlags = 0;
|
|
bufferDesc.MiscFlags = 0;
|
|
|
|
// Create the buffer, no need for sub resource data struct since everything
|
|
// will be defined from cuda
|
|
if (FAILED(g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB)))
|
|
return E_FAIL;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Cleanup()
|
|
// Desc: Releases all previously initialized objects
|
|
//-----------------------------------------------------------------------------
|
|
VOID Cleanup() {
|
|
if (g_pVB != NULL) {
|
|
// Unregister vertex buffer
|
|
// DEPRECATED: checkCudaErrors(cudaD3D10UnregisterResource(g_pVB));
|
|
cudaGraphicsUnregisterResource(cuda_VB_resource);
|
|
getLastCudaError("cudaGraphicsUnregisterResource failed");
|
|
|
|
g_pVB->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();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: SetupMatrices()
|
|
// Desc: Sets up the world, view, and projection transform matrices.
|
|
//-----------------------------------------------------------------------------
|
|
VOID SetupMatrices() {
|
|
XMMATRIX matWorld;
|
|
matWorld = XMMatrixIdentity();
|
|
|
|
XMVECTOR vEyePt = {0.0f, 3.0f, -2.0f};
|
|
XMVECTOR vLookatPt = {0.0f, 0.0f, 0.0f};
|
|
XMVECTOR vUpVec = {0.0f, 1.0f, 0.0f};
|
|
XMMATRIX matView;
|
|
matView = XMMatrixLookAtLH(vEyePt, vLookatPt, vUpVec);
|
|
|
|
XMMATRIX matProj;
|
|
matProj = XMMatrixPerspectiveFovLH((float)XM_PI / 4.f, 1.0f, 0.01f, 10.0f);
|
|
|
|
g_pmWorld->SetMatrix((float *)&matWorld);
|
|
g_pmView->SetMatrix((float *)&matView);
|
|
g_pmProjection->SetMatrix((float *)&matProj);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Render()
|
|
// Desc: Draws the scene
|
|
//-----------------------------------------------------------------------------
|
|
VOID Render() {
|
|
// Clear the backbuffer to a black color
|
|
float ClearColor[4] = {0, 0, 0, 0};
|
|
g_pd3dDevice->ClearRenderTargetView(g_pSwapChainRTV, ClearColor);
|
|
|
|
// Run CUDA to update vertex positions
|
|
runCuda();
|
|
|
|
// Draw frame
|
|
{
|
|
// Setup the world, view, and projection matrices
|
|
SetupMatrices();
|
|
|
|
// Render the vertex buffer contents
|
|
UINT stride = sizeof(CUSTOMVERTEX);
|
|
UINT offset = 0;
|
|
g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
|
|
|
g_pSimpleTechnique->GetPassByIndex(0)->Apply(0);
|
|
g_pd3dDevice->Draw(g_NumVertices, 0);
|
|
}
|
|
|
|
// Present the backbuffer contents to the display
|
|
g_pSwapChain->Present(0, 0);
|
|
|
|
anim += 0.01f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: MsgProc()
|
|
// Desc: The window's message handler
|
|
//-----------------------------------------------------------------------------
|
|
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
|
|
switch (msg) {
|
|
case WM_DESTROY:
|
|
case WM_KEYDOWN:
|
|
if (msg != WM_KEYDOWN || wParam == 27) {
|
|
Cleanup();
|
|
PostQuitMessage(0);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
|
}
|