mirror of
https://github.com/NVIDIA/cuda-samples.git
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885 lines
29 KiB
C++
885 lines
29 KiB
C++
/* Copyright (c) 2022, 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
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* transfer data between CUDA and DX9 2D, CubeMap, and Volume Textures.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
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#define WINDOWS_LEAN_AND_MEAN
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#include <windows.h>
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#endif
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// This header inclues all the necessary D3D10 and CUDA includes
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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_cuda.h>
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#include <helper_functions.h> // includes cuda.h and cuda_runtime_api.h
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#include <cassert>
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#define MAX_EPSILON 10
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static char *SDK_name = "simpleD3D9Texture";
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bool g_bDone = false;
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bool g_bPassed = true;
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IDirect3D9Ex *g_pD3D; // Used to create the D3DDevice
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unsigned int g_iAdapter;
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IDirect3DDevice9Ex *g_pD3DDevice;
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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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const unsigned int g_WindowWidth = 720;
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const unsigned int g_WindowHeight = 720;
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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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// Data structure for 2D texture shared between DX9 and CUDA
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struct {
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IDirect3DTexture9 *pTexture;
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cudaGraphicsResource *cudaResource;
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void *cudaLinearMemory;
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size_t pitch;
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int width;
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int height;
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} g_texture_2d;
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// Data structure for cube texture shared between DX9 and CUDA
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struct {
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IDirect3DCubeTexture9 *pTexture;
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cudaGraphicsResource *cudaResource;
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void *cudaLinearMemory;
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size_t pitch;
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int size;
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} g_texture_cube;
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// Data structure for volume textures shared between DX9 and CUDA
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struct {
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IDirect3DVolumeTexture9 *pTexture;
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cudaGraphicsResource *cudaResource;
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void *cudaLinearMemory;
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size_t pitch;
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int width;
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int height;
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int depth;
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} g_texture_vol;
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// The CUDA kernel launchers that get called
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extern "C" {
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bool cuda_texture_2d(void *surface, size_t width, size_t height, size_t pitch,
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float t);
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bool cuda_texture_cube(void *surface, int width, int height, size_t pitch,
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int face, float t);
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bool cuda_texture_volume(void *surface, int width, int height, int depth,
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size_t pitch, size_t pitchslice, float t);
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}
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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HRESULT InitD3D9(HWND hWnd);
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HRESULT InitCUDA();
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HRESULT InitTextures();
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HRESULT ReleaseTextures();
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HRESULT RegisterD3D9ResourceWithCUDA();
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HRESULT DeviceLostHandler();
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void RunKernels();
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HRESULT DrawScene();
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void Cleanup();
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void RunCUDA();
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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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", SDK_name);
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// command line options
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if (argc > 1) {
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// automatied build testing harness
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if (checkCmdLineFlag(argc, (const char **)argv, "file"))
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getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file);
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}
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//
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// create window
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//
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// Register the window class
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#if 1
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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 Texture InterOP", NULL};
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RegisterClassEx(&wc);
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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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// Create the application's window (padding by window border for uniform BB
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// sizes across OSs)
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HWND hWnd = CreateWindow(
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wc.lpszClassName, "CUDA/D3D9 Texture InterOP", 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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#else
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static WNDCLASSEX wc = {
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sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
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GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
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"CudaD3D9Tex", NULL};
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RegisterClassEx(&wc);
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HWND hWnd = CreateWindow("CudaD3D9Tex", "CUDA D3D9 Texture Interop",
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WS_OVERLAPPEDWINDOW, 0, 0, 800, 320,
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GetDesktopWindow(), NULL, wc.hInstance, NULL);
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#endif
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ShowWindow(hWnd, SW_SHOWDEFAULT);
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UpdateWindow(hWnd);
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// Initialize Direct3D
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if (SUCCEEDED(InitD3D9(hWnd)) && SUCCEEDED(InitCUDA()) &&
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SUCCEEDED(InitTextures())) {
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if (!g_bDeviceLost) {
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RegisterD3D9ResourceWithCUDA();
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}
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} else {
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printf("\n");
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printf(" No CUDA-compatible Direct3D9 device available\n");
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printf("WAIVED\n");
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exit(EXIT_WAIVED);
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}
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//
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// the main loop
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//
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while (false == g_bDone) {
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RunCUDA();
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DrawScene();
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//
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// handle I/O
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//
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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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RunCUDA();
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DrawScene();
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if (ref_file) {
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for (int count = 0; count < g_iFrameToCompare; count++) {
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RunCUDA();
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DrawScene();
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}
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const char *cur_image_path = "simpleD3D9Texture.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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g_bDone = true;
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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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// Unregister windows class
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UnregisterClass(wc.lpszClassName, wc.hInstance);
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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", SDK_name, device_name);
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exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
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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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// Create the D3D Display Device
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RECT rc;
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GetClientRect(hWnd, &rc);
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D3DDISPLAYMODE d3ddm;
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g_pD3D->GetAdapterDisplayMode(g_iAdapter, &d3ddm);
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory(&d3dpp, sizeof(d3dpp));
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d3dpp.Windowed = TRUE;
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d3dpp.BackBufferCount = 1;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.hDeviceWindow = hWnd;
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// d3dpp.BackBufferWidth = g_bQAReadback?g_WindowWidth:(rc.right - rc.left);
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// d3dpp.BackBufferHeight = g_bQAReadback?g_WindowHeight:(rc.bottom - rc.top);
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d3dpp.BackBufferWidth = g_WindowWidth;
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d3dpp.BackBufferHeight = g_WindowHeight;
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d3dpp.BackBufferFormat = d3ddm.Format;
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if (FAILED(g_pD3D->CreateDeviceEx(g_iAdapter, D3DDEVTYPE_HAL, hWnd,
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D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp,
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NULL, &g_pD3DDevice))) {
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return E_FAIL;
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}
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// We clear the back buffer
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g_pD3DDevice->BeginScene();
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g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0, 1.0f, 0);
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g_pD3DDevice->EndScene();
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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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HRESULT RegisterD3D9ResourceWithCUDA() {
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// 2D
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// register the Direct3D resources that we'll use
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// we'll read to and write from g_texture_2d, so don't set any special map
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// flags for it
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cudaGraphicsD3D9RegisterResource(&g_texture_2d.cudaResource,
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g_texture_2d.pTexture,
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cudaGraphicsRegisterFlagsNone);
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getLastCudaError("cudaGraphicsD3D9RegisterResource (g_texture_2d) failed");
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// cuda cannot write into the texture directly : the texture is seen as a
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// cudaArray and can only be mapped as a texture
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// Create a buffer so that cuda can write into it
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// pixel fmt is DXGI_FORMAT_R32G32B32A32_FLOAT
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cudaMallocPitch(&g_texture_2d.cudaLinearMemory, &g_texture_2d.pitch,
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g_texture_2d.width * sizeof(float) * 4, g_texture_2d.height);
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getLastCudaError("cudaMallocPitch (g_texture_2d) failed");
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cudaMemset(g_texture_2d.cudaLinearMemory, 1,
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g_texture_2d.pitch * g_texture_2d.height);
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// CUBE
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cudaGraphicsD3D9RegisterResource(&g_texture_cube.cudaResource,
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g_texture_cube.pTexture,
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cudaGraphicsRegisterFlagsNone);
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getLastCudaError("cudaGraphicsD3D9RegisterResource (g_texture_cube) failed");
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// create the buffer. pixel fmt is DXGI_FORMAT_R8G8B8A8_SNORM
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cudaMallocPitch(&g_texture_cube.cudaLinearMemory, &g_texture_cube.pitch,
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g_texture_cube.size * 4, g_texture_cube.size);
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getLastCudaError("cudaMallocPitch (g_texture_cube) failed");
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cudaMemset(g_texture_cube.cudaLinearMemory, 1,
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g_texture_cube.pitch * g_texture_cube.size);
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getLastCudaError("cudaMemset (g_texture_cube) failed");
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// 3D
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cudaGraphicsD3D9RegisterResource(&g_texture_vol.cudaResource,
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g_texture_vol.pTexture,
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cudaGraphicsRegisterFlagsNone);
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getLastCudaError("cudaGraphicsD3D9RegisterResource (g_texture_vol) failed");
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// create the buffer. pixel fmt is DXGI_FORMAT_R8G8B8A8_SNORM
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// cudaMallocPitch(&g_texture_vol.cudaLinearMemory, &g_texture_vol.pitch,
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// g_texture_vol.width * 4, g_texture_vol.height * g_texture_vol.depth);
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cudaMalloc(
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&g_texture_vol.cudaLinearMemory,
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g_texture_vol.width * 4 * g_texture_vol.height * g_texture_vol.depth);
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g_texture_vol.pitch = g_texture_vol.width * 4;
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getLastCudaError("cudaMallocPitch (g_texture_vol) failed");
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cudaMemset(g_texture_vol.cudaLinearMemory, 1,
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g_texture_vol.pitch * g_texture_vol.height * g_texture_vol.depth);
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getLastCudaError("cudaMemset (g_texture_vol) failed");
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitTextures()
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// Desc: Initializes Direct3D Textures (allocation and initialization)
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//-----------------------------------------------------------------------------
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HRESULT InitTextures() {
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//
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// create the D3D resources we'll be using
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//
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// 2D texture
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g_texture_2d.width = 256;
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g_texture_2d.height = 256;
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if (FAILED(g_pD3DDevice->CreateTexture(
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g_texture_2d.width, g_texture_2d.height, 1, 0, D3DFMT_A32B32G32R32F,
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D3DPOOL_DEFAULT, &g_texture_2d.pTexture, NULL))) {
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return E_FAIL;
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}
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// cube texture
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g_texture_cube.size = 64;
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if (FAILED(g_pD3DDevice->CreateCubeTexture(g_texture_cube.size, 1, 0,
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D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT,
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&g_texture_cube.pTexture, NULL))) {
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return E_FAIL;
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}
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// 3D texture
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g_texture_vol.width = 64;
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g_texture_vol.height = 64;
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g_texture_vol.depth = 32;
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if (FAILED(g_pD3DDevice->CreateVolumeTexture(
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g_texture_vol.width, g_texture_vol.height, g_texture_vol.depth, 1, 0,
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D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_texture_vol.pTexture, NULL))) {
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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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//-----------------------------------------------------------------------------
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// Name: ReleaseTextures()
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// Desc: Release Direct3D Textures (free-ing)
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//-----------------------------------------------------------------------------
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HRESULT ReleaseTextures() {
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// unregister the Cuda resources
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cudaGraphicsUnregisterResource(g_texture_2d.cudaResource);
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getLastCudaError("cudaGraphicsUnregisterResource (g_texture_2d) failed");
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cudaFree(g_texture_2d.cudaLinearMemory);
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getLastCudaError("cudaFree (g_texture_2d) failed");
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cudaGraphicsUnregisterResource(g_texture_cube.cudaResource);
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getLastCudaError("cudaGraphicsUnregisterResource (g_texture_cube) failed");
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cudaFree(g_texture_cube.cudaLinearMemory);
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getLastCudaError("cudaFree (g_texture_2d) failed");
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cudaGraphicsUnregisterResource(g_texture_vol.cudaResource);
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getLastCudaError("cudaGraphicsUnregisterResource (g_texture_vol) failed");
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cudaFree(g_texture_vol.cudaLinearMemory);
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getLastCudaError("cudaFree (g_texture_vol) failed");
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//
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// clean up Direct3D
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//
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{
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// release the resources we created
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g_texture_2d.pTexture->Release();
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g_texture_cube.pTexture->Release();
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g_texture_vol.pTexture->Release();
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}
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return S_OK;
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run the Cuda part of the computation
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////////////////////////////////////////////////////////////////////////////////
|
|
void RunKernels() {
|
|
static float t = 0.0f;
|
|
|
|
// populate the 2d texture
|
|
{
|
|
cudaArray *cuArray;
|
|
cudaGraphicsSubResourceGetMappedArray(&cuArray, g_texture_2d.cudaResource,
|
|
0, 0);
|
|
getLastCudaError(
|
|
"cudaGraphicsSubResourceGetMappedArray (cuda_texture_2d) failed");
|
|
|
|
// kick off the kernel and send the staging buffer cudaLinearMemory as an
|
|
// argument to allow the kernel to write to it
|
|
cuda_texture_2d(g_texture_2d.cudaLinearMemory, g_texture_2d.width,
|
|
g_texture_2d.height, g_texture_2d.pitch, t);
|
|
getLastCudaError("cuda_texture_2d failed");
|
|
|
|
// then we want to copy cudaLinearMemory to the D3D texture, via its mapped
|
|
// form : cudaArray
|
|
cudaMemcpy2DToArray(
|
|
cuArray, // dst array
|
|
0, 0, // offset
|
|
g_texture_2d.cudaLinearMemory, g_texture_2d.pitch, // src
|
|
g_texture_2d.width * 4 * sizeof(float), g_texture_2d.height, // extent
|
|
cudaMemcpyDeviceToDevice); // kind
|
|
getLastCudaError("cudaMemcpy2DToArray failed");
|
|
}
|
|
// populate the volume texture
|
|
{
|
|
size_t pitchSlice = g_texture_vol.pitch * g_texture_vol.height;
|
|
cudaArray *cuArray;
|
|
cudaGraphicsSubResourceGetMappedArray(&cuArray, g_texture_vol.cudaResource,
|
|
0, 0);
|
|
getLastCudaError(
|
|
"cudaGraphicsSubResourceGetMappedArray (cuda_texture_3d) failed");
|
|
|
|
// kick off the kernel and send the staging buffer cudaLinearMemory as an
|
|
// argument to allow the kernel to write to it
|
|
cuda_texture_volume(g_texture_vol.cudaLinearMemory, g_texture_vol.width,
|
|
g_texture_vol.height, g_texture_vol.depth,
|
|
g_texture_vol.pitch, pitchSlice, t);
|
|
getLastCudaError("cuda_texture_3d failed");
|
|
|
|
// then we want to copy cudaLinearMemory to the D3D texture, via its mapped
|
|
// form : cudaArray
|
|
struct cudaMemcpy3DParms memcpyParams = {0};
|
|
memcpyParams.dstArray = cuArray;
|
|
memcpyParams.srcPtr.ptr = g_texture_vol.cudaLinearMemory;
|
|
memcpyParams.srcPtr.pitch = g_texture_vol.pitch;
|
|
memcpyParams.srcPtr.xsize = g_texture_vol.width;
|
|
memcpyParams.srcPtr.ysize = g_texture_vol.height;
|
|
memcpyParams.extent.width = g_texture_vol.width;
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|
memcpyParams.extent.height = g_texture_vol.height;
|
|
memcpyParams.extent.depth = g_texture_vol.depth;
|
|
memcpyParams.kind = cudaMemcpyDeviceToDevice;
|
|
cudaMemcpy3D(&memcpyParams);
|
|
getLastCudaError("cudaMemcpy3D failed");
|
|
}
|
|
|
|
// populate the faces of the cube map
|
|
for (int face = 0; face < 6; ++face) {
|
|
cudaArray *cuArray;
|
|
cudaGraphicsSubResourceGetMappedArray(&cuArray, g_texture_cube.cudaResource,
|
|
face, 0);
|
|
getLastCudaError(
|
|
"cudaGraphicsSubResourceGetMappedArray (cuda_texture_cube) failed");
|
|
|
|
// kick off the kernel and send the staging buffer cudaLinearMemory as an
|
|
// argument to allow the kernel to write to it
|
|
cuda_texture_cube(g_texture_cube.cudaLinearMemory, g_texture_cube.size,
|
|
g_texture_cube.size, g_texture_cube.pitch, face, t);
|
|
getLastCudaError("cuda_texture_cube failed");
|
|
|
|
// then we want to copy cudaLinearMemory to the D3D texture, via its mapped
|
|
// form : cudaArray
|
|
cudaMemcpy2DToArray(cuArray, // dst array
|
|
0, 0, // offset
|
|
g_texture_cube.cudaLinearMemory,
|
|
g_texture_cube.pitch, // src
|
|
g_texture_cube.size * 4, g_texture_cube.size, // extent
|
|
cudaMemcpyDeviceToDevice); // kind
|
|
getLastCudaError("cudaMemcpy2DToArray failed");
|
|
}
|
|
|
|
t += 0.1f;
|
|
}
|
|
/*{
|
|
static float t = 0.0f;
|
|
|
|
// populate the 2d texture
|
|
{
|
|
void* pData;
|
|
size_t pitch;
|
|
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPointer(&pData,
|
|
g_texture_2d.pTexture, 0, 0) );
|
|
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPitch(&pitch, NULL,
|
|
g_texture_2d.pTexture, 0, 0) );
|
|
cuda_texture_2d(pData, g_texture_2d.width, g_texture_2d.height, pitch,
|
|
t);
|
|
}
|
|
|
|
// populate the faces of the cube map
|
|
for (int face = 0; face < 6; ++face)
|
|
{
|
|
void* pData;
|
|
size_t pitch;
|
|
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPointer(&pData,
|
|
g_texture_cube.pTexture, face, 0) );
|
|
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPitch(&pitch, NULL,
|
|
g_texture_cube.pTexture, face, 0) );
|
|
cuda_texture_cube(pData, g_texture_cube.size, g_texture_cube.size,
|
|
pitch, face, t);
|
|
}
|
|
|
|
// populate the volume texture
|
|
{
|
|
void* pData;
|
|
size_t pitch;
|
|
size_t pitchSlice;
|
|
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPointer(&pData,
|
|
g_texture_vol.pTexture, 0, 0) );
|
|
checkCudaErrorsNoSync ( cudaD3D9ResourceGetMappedPitch(&pitch,
|
|
&pitchSlice, g_texture_vol.pTexture, 0, 0) );
|
|
cuda_texture_volume(pData, g_texture_vol.width, g_texture_vol.height,
|
|
g_texture_vol.depth, pitch, pitchSlice);
|
|
}
|
|
|
|
t += 0.1f;
|
|
}*/
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! RestoreContextResources
|
|
// - this function restores all of the CUDA/D3D resources and contexts
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
HRESULT RestoreContextResources() {
|
|
// Reinitialize D3D9 resources, CUDA resources/contexts
|
|
InitCUDA();
|
|
InitTextures();
|
|
RegisterD3D9ResourceWithCUDA();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! DeviceLostHandler
|
|
// - this function handles reseting and initialization of the D3D device
|
|
// in the event this Device gets Lost
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
HRESULT DeviceLostHandler() {
|
|
HRESULT hr = S_OK;
|
|
|
|
fprintf(stderr, "-> Starting DeviceLostHandler() \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);
|
|
|
|
// This is a common function we use to restore all hardware
|
|
// resources/state
|
|
RestoreContextResources();
|
|
|
|
fprintf(stderr, "TestCooperativeLevel = %08x INIT device SUCCESS!\n",
|
|
hr);
|
|
|
|
// we have acquired the device
|
|
g_bDeviceLost = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Draw the final result on the screen
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
HRESULT DrawScene() {
|
|
HRESULT hr = S_OK;
|
|
|
|
if (g_bDeviceLost) {
|
|
if (FAILED(hr = DeviceLostHandler())) {
|
|
fprintf(stderr, "DeviceLostHandler FAILED returned %08x\n", hr);
|
|
return hr;
|
|
}
|
|
}
|
|
|
|
if (!g_bDeviceLost) {
|
|
//
|
|
// we will use this index and vertex data throughout
|
|
//
|
|
unsigned int IB[6] = {
|
|
0, 1, 2, 0, 2, 3,
|
|
};
|
|
struct VertexStruct {
|
|
float position[3];
|
|
float texture[3];
|
|
};
|
|
|
|
//
|
|
// initialize the scene
|
|
//
|
|
D3DVIEWPORT9 viewport_window = {0, 0, 672, 192, 0, 1};
|
|
g_pD3DDevice->SetViewport(&viewport_window);
|
|
g_pD3DDevice->BeginScene();
|
|
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0, 1.0f, 0);
|
|
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
|
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
|
|
g_pD3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
|
|
|
|
//
|
|
// draw the 2d texture
|
|
//
|
|
VertexStruct VB[4] = {
|
|
{ {-1,-1,0,}, {0,0,0,}, },
|
|
{ { 1,-1,0,}, {1,0,0,}, },
|
|
{ { 1, 1,0,}, {1,1,0,}, },
|
|
{ {-1, 1,0,}, {0,1,0,}, },
|
|
};
|
|
D3DVIEWPORT9 viewport = {32, 32, 256, 256, 0, 1};
|
|
g_pD3DDevice->SetViewport(&viewport);
|
|
g_pD3DDevice->SetTexture(0, g_texture_2d.pTexture);
|
|
g_pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, IB,
|
|
D3DFMT_INDEX32, VB,
|
|
sizeof(VertexStruct));
|
|
|
|
//
|
|
// draw the Z-positive side of the cube texture
|
|
//
|
|
VertexStruct VB_Zpos[4] = {
|
|
{ {-1,-1,0,}, {-1,-1, 0.5f,}, },
|
|
{ { 1,-1,0,}, { 1,-1, 0.5f,}, },
|
|
{ { 1, 1,0,}, { 1, 1, 0.5f,}, },
|
|
{ {-1, 1,0,}, {-1, 1, 0.5f,}, },
|
|
};
|
|
viewport.Y += viewport.Height + 32;
|
|
g_pD3DDevice->SetViewport(&viewport);
|
|
g_pD3DDevice->SetTexture(0, g_texture_cube.pTexture);
|
|
g_pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, IB,
|
|
D3DFMT_INDEX32, VB_Zpos,
|
|
sizeof(VertexStruct));
|
|
|
|
//
|
|
// draw the Z-negative side of the cube texture
|
|
//
|
|
VertexStruct VB_Zneg[4] = {
|
|
{ {-1,-1,0,}, { 1,-1,-0.5f,}, },
|
|
{ { 1,-1,0,}, {-1,-1,-0.5f,}, },
|
|
{ { 1, 1,0,}, {-1, 1,-0.5f,}, },
|
|
{ {-1, 1,0,}, { 1, 1,-0.5f,}, },
|
|
};
|
|
viewport.X += viewport.Width + 32;
|
|
g_pD3DDevice->SetViewport(&viewport);
|
|
g_pD3DDevice->SetTexture(0, g_texture_cube.pTexture);
|
|
g_pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, IB,
|
|
D3DFMT_INDEX32, VB_Zneg,
|
|
sizeof(VertexStruct));
|
|
|
|
//
|
|
// draw a slice the volume texture
|
|
//
|
|
VertexStruct VB_Zslice[4] = {
|
|
{ {-1,-1,0,}, {0,0,0,}, },
|
|
{ { 1,-1,0,}, {1,0,0,}, },
|
|
{ { 1, 1,0,}, {1,1,1,}, },
|
|
{ {-1, 1,0,}, {0,1,1,}, },
|
|
};
|
|
viewport.Y -= viewport.Height + 32;
|
|
g_pD3DDevice->SetViewport(&viewport);
|
|
g_pD3DDevice->SetTexture(0, g_texture_vol.pTexture);
|
|
g_pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, IB,
|
|
D3DFMT_INDEX32, VB_Zslice,
|
|
sizeof(VertexStruct));
|
|
|
|
//
|
|
// end the scene
|
|
//
|
|
g_pD3DDevice->EndScene();
|
|
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;
|
|
|
|
ReleaseTextures();
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Cleanup()
|
|
// Desc: Releases all previously initialized objects
|
|
//-----------------------------------------------------------------------------
|
|
void Cleanup() {
|
|
ReleaseTextures();
|
|
|
|
{
|
|
// destroy the D3D device
|
|
g_pD3DDevice->Release();
|
|
g_pD3D->Release();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: RunCUDA()
|
|
// Desc: Launches the CUDA kernels to fill in the texture data
|
|
//-----------------------------------------------------------------------------
|
|
void RunCUDA() {
|
|
//
|
|
// 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
|
|
//
|
|
|
|
if (!g_bDeviceLost) {
|
|
cudaStream_t stream = 0;
|
|
const int nbResources = 3;
|
|
cudaGraphicsResource *ppResources[nbResources] = {
|
|
g_texture_2d.cudaResource, g_texture_vol.cudaResource,
|
|
g_texture_cube.cudaResource,
|
|
};
|
|
cudaGraphicsMapResources(nbResources, ppResources, stream);
|
|
getLastCudaError("cudaGraphicsMapResources(3) failed");
|
|
|
|
//
|
|
// run kernels which will populate the contents of those textures
|
|
//
|
|
RunKernels();
|
|
|
|
//
|
|
// unmap the resources
|
|
//
|
|
cudaGraphicsUnmapResources(nbResources, ppResources, stream);
|
|
getLastCudaError("cudaGraphicsUnmapResources(3) failed");
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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);
|
|
}
|