mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-28 13:49:16 +08:00
669 lines
22 KiB
C++
669 lines
22 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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#pragma warning(disable : 4312)
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#include <Windows.h>
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#include <mmsystem.h>
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#pragma warning(disable : 4996) // disable deprecated warning
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#include <strsafe.h>
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#pragma warning(default : 4996)
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#include <cassert>
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// includes, cuda
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#include <cuda_runtime_api.h>
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#include <cuda_d3d9_interop.h>
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// includes, project
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#include <rendercheck_d3d9.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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#include <DirectXMath.h>
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using namespace DirectX;
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#define MAX_EPSILON 10
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static char *sSDKsample = "simpleD3D9";
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDirect3D9Ex *g_pD3D = NULL; // Used to create the D3DDevice
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unsigned int g_iAdapter = NULL; // Our adapter
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IDirect3DDevice9Ex *g_pD3DDevice = NULL; // Our rendering device
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IDirect3DVertexBuffer9 *g_pVB = NULL; // Buffer to hold vertices
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struct cudaGraphicsResource *cuda_VB_resource; // handles D3D9-CUDA exchange
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D3DDISPLAYMODEEX g_d3ddm;
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D3DPRESENT_PARAMETERS g_d3dpp;
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bool g_bWindowed = true;
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bool g_bDeviceLost = false;
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bool g_bPassed = true;
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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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// Our custom FVF, which describes our custom vertex structure
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)
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const unsigned int g_WindowWidth = 512;
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const unsigned int g_WindowHeight = 512;
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const unsigned int g_MeshWidth = 256;
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const unsigned int g_MeshHeight = 256;
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const unsigned int g_NumVertices = g_MeshWidth * g_MeshHeight;
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bool g_bQAReadback = false;
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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 SaveVBResult(int argc, char **argv);
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HRESULT InitD3D9(HWND hWnd);
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HRESULT InitD3D9RenderState();
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HRESULT InitCUDA();
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HRESULT RestoreContextResources();
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HRESULT InitVertexBuffer();
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HRESULT FreeVertexBuffer();
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VOID Cleanup();
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VOID SetupMatrices();
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HRESULT Render();
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// CUDA D3D9 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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char device_name[NAME_LEN];
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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 *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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// command line options
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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/D3D9 simpleD3D9", 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 yBorder = ::GetSystemMetrics(SM_CYSIZEFRAME);
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int yMenu = ::GetSystemMetrics(SM_CYMENU);
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HWND hWnd = CreateWindow(
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wc.lpszClassName, "CUDA/D3D9 simpleD3D9", 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 Direct3D9
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if (SUCCEEDED(InitD3D9(hWnd)) && SUCCEEDED(InitCUDA())) {
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// Create the scene geometry
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if (SUCCEEDED(InitVertexBuffer())) {
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// This is the normal case (D3D9 device is present)
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if (!g_bDeviceLost) {
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// Initialize D3D9 vertex buffer contents using CUDA kernel
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runCuda();
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// Save result
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SaveVBResult(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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}
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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 = "simpleD3D9.ppm";
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// Save a reference of our current test run image
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CheckRenderD3D9::BackbufferToPPM(g_pD3DDevice, cur_image_path);
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// compare to offical reference image, printing PASS or FAIL.
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g_bPassed = CheckRenderD3D9::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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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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HRESULT hr = S_OK;
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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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checkCudaErrors(cudaGraphicsMapResources(1, &cuda_VB_resource, 0));
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getLastCudaError("cudaGraphicsMapResources failed");
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// This gets a pointer from the Vertex Buffer
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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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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 SaveVBResult(int argc, char **argv) {
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// Lock vertex buffer
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float *data;
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if (FAILED(g_pVB->Lock(0, 0, (void **)&data, 0))) {
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return false;
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}
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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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// unlock
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if (FAILED(g_pVB->Unlock())) {
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Name: InitD3D9()
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// Desc: Initializes Direct3D9
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//-----------------------------------------------------------------------------
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HRESULT InitD3D9(HWND hWnd) {
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// Create the D3D object.
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if (S_OK != Direct3DCreate9Ex(D3D_SDK_VERSION, &g_pD3D)) {
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return E_FAIL;
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}
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D3DADAPTER_IDENTIFIER9 adapterId;
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int device;
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bool bDeviceFound = false;
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printf("\n");
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cudaError cuStatus;
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for (g_iAdapter = 0; g_iAdapter < g_pD3D->GetAdapterCount(); g_iAdapter++) {
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HRESULT hr = g_pD3D->GetAdapterIdentifier(g_iAdapter, 0, &adapterId);
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if (FAILED(hr)) {
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continue;
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}
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cuStatus = cudaD3D9GetDevice(&device, adapterId.DeviceName);
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// This prints and resets the cudaError to cudaSuccess
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printLastCudaError("cudaD3D9GetDevice failed");
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printf("> Display Device #%d: \"%s\" %s Direct3D9\n", g_iAdapter,
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adapterId.Description,
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(cuStatus == cudaSuccess) ? "supports" : "does not support");
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if (cudaSuccess == cuStatus) {
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bDeviceFound = true;
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STRCPY(device_name, NAME_LEN, adapterId.Description);
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break;
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}
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}
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// we check to make sure we have found a cuda-compatible D3D device to work on
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if (!bDeviceFound) {
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printf("\n");
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printf(" No CUDA-compatible Direct3D9 device available\n");
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printf("PASSED\n");
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// destroy the D3D device
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g_pD3D->Release();
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exit(EXIT_SUCCESS);
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}
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RECT rc;
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GetClientRect(hWnd, &rc);
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g_pD3D->GetAdapterDisplayModeEx(g_iAdapter, &g_d3ddm, NULL);
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// Set up the structure used to create the D3DDevice
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ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
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g_d3dpp.Windowed = g_bWindowed;
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g_d3dpp.BackBufferCount = 1;
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g_d3dpp.hDeviceWindow = hWnd;
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g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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g_d3dpp.BackBufferFormat = g_d3ddm.Format;
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g_d3dpp.FullScreen_RefreshRateInHz = 0; // set to 60 for fullscreen, and also
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// don't forget to set Windowed to
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// FALSE
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g_d3dpp.PresentationInterval =
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D3DPRESENT_INTERVAL_ONE; // D3DPRESENT_DONOTWAIT;
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g_d3dpp.BackBufferWidth = g_WindowWidth;
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g_d3dpp.BackBufferHeight = g_WindowHeight;
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// Create the D3DDevice
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if (FAILED(g_pD3D->CreateDeviceEx(g_iAdapter, D3DDEVTYPE_HAL, hWnd,
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D3DCREATE_HARDWARE_VERTEXPROCESSING,
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&g_d3dpp, NULL, &g_pD3DDevice))) {
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return E_FAIL;
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}
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if (FAILED(InitD3D9RenderState())) {
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return E_FAIL;
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}
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return S_OK;
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}
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// Initialize the D3D Rendering State
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HRESULT InitD3D9RenderState() {
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// Turn off culling, so we see the front and back of the triangle
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if (FAILED(g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE))) {
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return E_FAIL;
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}
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// Turn off D3D lighting, since we are providing our own vertex colors
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if (FAILED(g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE))) {
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return E_FAIL;
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}
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return S_OK;
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}
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HRESULT InitCUDA() {
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printf("InitCUDA() g_pD3DDevice = %p\n", g_pD3DDevice);
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// Now we need to bind a CUDA context to the DX9 device
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// This is the CUDA 2.0 DX9 interface (required for Windows XP and Vista)
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cudaD3D9SetDirect3DDevice(g_pD3DDevice);
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getLastCudaError("cudaD3D9SetDirect3DDevice failed");
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return S_OK;
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}
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////////////////////////////////////////////////////////////////////////////////
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//! RestoreContextResourcess
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// - this function restores all of the CUDA/D3D resources and contexts
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////////////////////////////////////////////////////////////////////////////////
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HRESULT RestoreContextResources() {
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// Reinitialize D3D9 resources, CUDA resources/contexts
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InitCUDA();
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InitVertexBuffer();
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InitD3D9RenderState();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitVertexBuffer()
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// Desc: Creates the scene geometry (Vertex Buffer)
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//-----------------------------------------------------------------------------
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HRESULT InitVertexBuffer() {
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// Create vertex buffer
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if (FAILED(g_pD3DDevice->CreateVertexBuffer(
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g_NumVertices * sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX,
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D3DPOOL_DEFAULT, &g_pVB, NULL))) {
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return E_FAIL;
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}
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// Initialize interoperability between CUDA and Direct3D9
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// Register vertex buffer with CUDA
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cudaGraphicsD3D9RegisterResource(&cuda_VB_resource, g_pVB,
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cudaD3D9RegisterFlagsNone);
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getLastCudaError("cudaGraphicsD3D9RegisterResource failed");
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FreeVertexBuffer()
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// Desc: Free's the Vertex Buffer resource
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//-----------------------------------------------------------------------------
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HRESULT FreeVertexBuffer() {
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if (g_pVB != NULL) {
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// Unregister vertex buffer
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cudaGraphicsUnregisterResource(cuda_VB_resource);
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getLastCudaError("cudaGraphicsUnregisterResource failed");
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g_pVB->Release();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Cleanup()
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// Desc: Releases all previously initialized objects
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//-----------------------------------------------------------------------------
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VOID Cleanup() {
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FreeVertexBuffer();
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if (g_pD3DDevice != NULL) {
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g_pD3DDevice->Release();
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}
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if (g_pD3D != NULL) {
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g_pD3D->Release();
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}
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}
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//-----------------------------------------------------------------------------
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// Name: SetupMatrices()
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// Desc: Sets up the world, view, and projection transform matrices.
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//-----------------------------------------------------------------------------
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VOID SetupMatrices() {
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// For our world matrix, we will just rotate the object about the y-axis.
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XMFLOAT4X4 matWorldFloat;
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XMMATRIX matWorld;
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matWorld = XMMatrixIdentity();
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XMStoreFloat4x4(&matWorldFloat, matWorld);
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g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorldFloat);
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// Set up our view matrix. A view matrix can be defined given an eye point,
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// a point to lookat, and a direction for which way is up. Here, we set the
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// eye five units back along the z-axis and up three units, look at the
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// origin, and define "up" to be in the y-direction.
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XMVECTOR vEyePt = {0.0f, 3.0f, -2.0f};
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XMVECTOR vLookatPt = {0.0f, 0.0f, 0.0f};
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XMVECTOR vUpVec = {0.0f, 1.0f, 0.0f};
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XMMATRIX matView;
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XMFLOAT4X4 matViewFloat;
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matView = XMMatrixLookAtLH(vEyePt, vLookatPt, vUpVec);
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XMStoreFloat4x4(&matViewFloat, matView);
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g_pD3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX *)&matViewFloat);
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// For the projection matrix, we set up a perspective transform (which
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// transforms geometry from 3D view space to 2D viewport space, with
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// a perspective divide making objects smaller in the distance). To build
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// a perpsective transform, we need the field of view (1/4 pi is common),
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// the aspect ratio, and the near and far clipping planes (which define at
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// what distances geometry should be no longer be rendered).
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XMMATRIX matProj;
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XMFLOAT4X4 matProjFloat;
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matProj = XMMatrixPerspectiveFovLH((float)XM_PI / 4, 1.0f, 1.0f, 100.0f);
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XMStoreFloat4x4(&matProjFloat, matProj);
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g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *)&matProjFloat);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! DeviceLostHandler
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// - this function handles reseting and initialization of the D3D device
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// in the event this Device gets Lost
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////////////////////////////////////////////////////////////////////////////////
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HRESULT DeviceLostHandler() {
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HRESULT hr = S_OK;
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|
|
// test the cooperative level to see if it's okay
|
|
// to render
|
|
if (FAILED(hr = g_pD3DDevice->TestCooperativeLevel())) {
|
|
// if the device was truly lost, (i.e., a fullscreen device just lost
|
|
// focus), wait
|
|
// until we g_et it back
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
return S_OK;
|
|
}
|
|
|
|
// eventually, we will g_et this return value,
|
|
// indicating that we can now reset the device
|
|
if (hr == D3DERR_DEVICENOTRESET) {
|
|
// if we are windowed, read the desktop mode and use the same format for
|
|
// the back buffer; this effectively turns off color conversion
|
|
|
|
if (g_bWindowed) {
|
|
g_pD3D->GetAdapterDisplayModeEx(g_iAdapter, &g_d3ddm, NULL);
|
|
g_d3dpp.BackBufferFormat = g_d3ddm.Format;
|
|
}
|
|
|
|
// now try to reset the device
|
|
if (FAILED(hr = g_pD3DDevice->Reset(&g_d3dpp))) {
|
|
return hr;
|
|
} else {
|
|
// This is a common function we use to restore all hardware
|
|
// resources/state
|
|
RestoreContextResources();
|
|
|
|
// we have acquired the device
|
|
g_bDeviceLost = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Render()
|
|
// Desc: Draws the scene
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT Render() {
|
|
HRESULT hr = S_OK;
|
|
|
|
// Begin code to handle case where the D3D gets lost
|
|
if (g_bDeviceLost) {
|
|
if (FAILED(hr = DeviceLostHandler())) {
|
|
fprintf(stderr, "DeviceLostHandler FAILED returned %08x\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
fprintf(stderr, "Render DeviceLost handler\n");
|
|
|
|
// test the cooperative level to see if it's okay
|
|
// to render
|
|
if (FAILED(hr = g_pD3DDevice->TestCooperativeLevel())) {
|
|
fprintf(stderr,
|
|
"TestCooperativeLevel = %08x failed, will attempt to reset\n",
|
|
hr);
|
|
|
|
// if the device was truly lost, (i.e., a fullscreen device just lost
|
|
// focus), wait
|
|
// until we g_et it back
|
|
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
fprintf(
|
|
stderr,
|
|
"TestCooperativeLevel = %08x DeviceLost, will retry next call\n",
|
|
hr);
|
|
return S_OK;
|
|
}
|
|
|
|
// eventually, we will g_et this return value,
|
|
// indicating that we can now reset the device
|
|
if (hr == D3DERR_DEVICENOTRESET) {
|
|
fprintf(stderr,
|
|
"TestCooperativeLevel = %08x will try to RESET the device\n",
|
|
hr);
|
|
// if we are windowed, read the desktop mode and use the same format for
|
|
// the back buffer; this effectively turns off color conversion
|
|
|
|
if (g_bWindowed) {
|
|
g_pD3D->GetAdapterDisplayModeEx(g_iAdapter, &g_d3ddm, NULL);
|
|
g_d3dpp.BackBufferFormat = g_d3ddm.Format;
|
|
}
|
|
|
|
// now try to reset the device
|
|
if (FAILED(hr = g_pD3DDevice->Reset(&g_d3dpp))) {
|
|
fprintf(stderr, "TestCooperativeLevel = %08x RESET device FAILED\n",
|
|
hr);
|
|
return hr;
|
|
} else {
|
|
fprintf(stderr, "TestCooperativeLevel = %08x RESET device SUCCESS!\n",
|
|
hr);
|
|
|
|
// Reinitialize D3D9 resources, CUDA resources/contexts
|
|
InitCUDA();
|
|
InitVertexBuffer();
|
|
InitD3D9RenderState();
|
|
|
|
fprintf(stderr, "TestCooperativeLevel = %08x INIT device SUCCESS!\n",
|
|
hr);
|
|
|
|
// we have acquired the device
|
|
g_bDeviceLost = false;
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
}
|
|
|
|
if (!g_bDeviceLost) {
|
|
// Clear the backbuffer to a black color
|
|
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f,
|
|
0);
|
|
|
|
// Run CUDA to update vertex positions
|
|
runCuda();
|
|
|
|
// Begin the scene
|
|
if (SUCCEEDED(g_pD3DDevice->BeginScene())) {
|
|
// Setup the world, view, and projection matrices
|
|
SetupMatrices();
|
|
|
|
// Render the vertex buffer contents
|
|
g_pD3DDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
|
|
g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
|
g_pD3DDevice->DrawPrimitive(D3DPT_POINTLIST, 0, g_NumVertices);
|
|
|
|
// End the scene
|
|
g_pD3DDevice->EndScene();
|
|
}
|
|
|
|
// Present the backbuffer contents to the display
|
|
hr = g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
|
|
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
fprintf(stderr, "drawScene Present = %08x detected D3D DeviceLost\n", hr);
|
|
g_bDeviceLost = true;
|
|
|
|
FreeVertexBuffer();
|
|
}
|
|
}
|
|
|
|
anim += 0.1f;
|
|
|
|
return hr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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);
|
|
}
|