mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-24 23:09:16 +08:00
845 lines
27 KiB
C++
845 lines
27 KiB
C++
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions
|
|
* are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of NVIDIA CORPORATION nor the names of its
|
|
* contributors may be used to endorse or promote products derived
|
|
* from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
|
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
//
|
|
// This example demonstrates interoperability of SLI with a Direct3D10 texture
|
|
// and CUDA. The program creates a D3D10 texture which is written from
|
|
// a CUDA kernel. Direct3D then renders the result on the screen.
|
|
// A Direct3D Capable device is required.
|
|
//
|
|
|
|
#pragma warning(disable : 4312)
|
|
|
|
#include <windows.h>
|
|
#include <mmsystem.h>
|
|
|
|
#pragma warning(disable : 4996) // disable deprecated warning
|
|
#include <strsafe.h>
|
|
#pragma warning(default : 4996)
|
|
|
|
// this header includes all the necessary D3D10 includes
|
|
#include <dynlink_d3d10.h>
|
|
|
|
// includes, cuda
|
|
#include <cuda.h>
|
|
#include <builtin_types.h>
|
|
#include <cuda_runtime.h>
|
|
#include <cuda_d3d10_interop.h>
|
|
#include <d3d10.h>
|
|
|
|
// includes, project
|
|
#include <rendercheck_d3d10.h> // automated testing
|
|
#include <helper_cuda.h> // helper for CUDA error checking and initialization
|
|
|
|
#define MAX_EPSILON 10
|
|
|
|
static char *SDK_name = "SLID3D10Texture";
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Global variables
|
|
//-----------------------------------------------------------------------------
|
|
IDXGIAdapter *g_pCudaCapableAdapter = NULL; // Adapter to use
|
|
ID3D10Device *g_pd3dDevice = NULL; // Our rendering device
|
|
IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window
|
|
ID3D10RenderTargetView *g_pSwapChainRTV =
|
|
NULL; // The Render target view on the swap chain ( used for clear)
|
|
ID3D10RasterizerState *g_pRasterState = NULL;
|
|
|
|
ID3D10InputLayout *g_pInputLayout = NULL;
|
|
ID3D10Effect *g_pSimpleEffect = NULL;
|
|
ID3D10EffectTechnique *g_pSimpleTechnique = NULL;
|
|
ID3D10EffectVectorVariable *g_pvQuadRect = NULL;
|
|
ID3D10EffectShaderResourceVariable *g_pTexture2D = NULL;
|
|
|
|
static const char g_simpleEffectSrc[] =
|
|
"float4 g_vQuadRect; \n"
|
|
"Texture2D g_Texture2D; \n"
|
|
"\n"
|
|
"SamplerState samLinear{ \n"
|
|
" Filter = MIN_MAG_LINEAR_MIP_POINT; \n"
|
|
"};\n"
|
|
"\n"
|
|
"struct Fragment{ \n"
|
|
" float4 Pos : SV_POSITION;\n"
|
|
" float3 Tex : TEXCOORD0; };\n"
|
|
"\n"
|
|
"Fragment VS( uint vertexId : SV_VertexID )\n"
|
|
"{\n"
|
|
" Fragment f;\n"
|
|
" f.Tex = float3( 0.f, 0.f, 0.f); \n"
|
|
" if (vertexId == 1) f.Tex.x = 1.f; \n"
|
|
" else if (vertexId == 2) f.Tex.y = 1.f; \n"
|
|
" else if (vertexId == 3) f.Tex.xy = float2(1.f, 1.f); \n"
|
|
" \n"
|
|
" f.Pos = float4( g_vQuadRect.xy + f.Tex * g_vQuadRect.zw, 0, 1);\n"
|
|
" \n"
|
|
" return f;\n"
|
|
"}\n"
|
|
"\n"
|
|
"float4 PS( Fragment f ) : SV_Target\n"
|
|
"{\n"
|
|
" // return g_Texture2D.Sample( samLinear, f.Tex.xy ); \n"
|
|
" // return float4(f.Tex, 1);\n"
|
|
" float4 g = g_Texture2D.Sample( samLinear, f.Tex.xy );"
|
|
" for (int i = 0; i < 1024; ++i) { "
|
|
" g.x = sqrt(g.x);"
|
|
" g.x += 0.0001;"
|
|
" g.x = g.x * g.x;"
|
|
" }"
|
|
" return g;\n"
|
|
"}\n"
|
|
"\n"
|
|
"technique10 Render\n"
|
|
"{\n"
|
|
" pass P0\n"
|
|
" {\n"
|
|
" SetVertexShader( CompileShader( vs_4_0, VS() ) );\n"
|
|
" SetGeometryShader( NULL );\n"
|
|
" SetPixelShader( CompileShader( ps_4_0, PS() ) );\n"
|
|
" }\n"
|
|
"}\n"
|
|
"\n";
|
|
|
|
// testing/tracing function used pervasively in tests. If the condition is
|
|
// unsatisfied
|
|
// then spew and fail the function immediately (doing no cleanup)
|
|
#define AssertOrQuit(x) \
|
|
if (!(x)) { \
|
|
fprintf(stdout, "Assert unsatisfied in %s at %s:%d\n", __FUNCTION__, \
|
|
__FILE__, __LINE__); \
|
|
return 1; \
|
|
}
|
|
|
|
bool g_bDone = false;
|
|
bool g_bPassed = true;
|
|
|
|
int *pArgc = NULL;
|
|
char **pArgv = NULL;
|
|
|
|
const unsigned int g_WindowWidth = 720;
|
|
const unsigned int g_WindowHeight = 720;
|
|
|
|
bool g_bQAReadback = false;
|
|
int g_iFrameToCompare = 1;
|
|
|
|
struct CudaContextData {
|
|
UINT index;
|
|
CUcontext context;
|
|
int deviceOrdinal;
|
|
cudaGraphicsResource *cudaResource;
|
|
void *cudaLinearMemory;
|
|
};
|
|
|
|
UINT g_ContextCount = 0;
|
|
CudaContextData g_ContextData[32];
|
|
|
|
// Data structure for 2D texture shared between DX10 and CUDA
|
|
struct {
|
|
ID3D10Texture2D *pTexture;
|
|
ID3D10ShaderResourceView *pSRView;
|
|
size_t pitch;
|
|
int width;
|
|
int height;
|
|
} g_texture_2d;
|
|
|
|
// The CUDA kernel launchers that get called
|
|
extern "C" {
|
|
bool cuda_texture_2d(void *surface, size_t width, size_t height, size_t pitch,
|
|
float t);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Forward declarations
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT InitD3D(HWND hWnd);
|
|
HRESULT InitTextures();
|
|
|
|
int RunKernels(CudaContextData *currentContextData);
|
|
void DrawScene();
|
|
int Cleanup();
|
|
int Render();
|
|
|
|
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
|
|
#define NAME_LEN 512
|
|
|
|
bool findCUDADevice() {
|
|
int nGraphicsGPU = 0;
|
|
int deviceCount = 0;
|
|
bool bFoundGraphics = false;
|
|
char devname[NAME_LEN];
|
|
|
|
// This function call returns 0 if there are no CUDA capable devices.
|
|
cudaError_t error_id = cudaGetDeviceCount(&deviceCount);
|
|
|
|
if (error_id != cudaSuccess) {
|
|
printf("cudaGetDeviceCount returned %d\n-> %s\n", (int)error_id,
|
|
cudaGetErrorString(error_id));
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
if (deviceCount == 0) {
|
|
printf("> There are no device(s) supporting CUDA\n");
|
|
return false;
|
|
} else {
|
|
printf("> Found %d CUDA Capable Device(s)\n", deviceCount);
|
|
}
|
|
|
|
// Get CUDA device properties
|
|
cudaDeviceProp deviceProp;
|
|
|
|
for (int dev = 0; dev < deviceCount; ++dev) {
|
|
cudaGetDeviceProperties(&deviceProp, dev);
|
|
STRCPY(devname, NAME_LEN, deviceProp.name);
|
|
printf("> GPU %d: %s\n", dev, devname);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool findDXDevice(char *dev_name) {
|
|
HRESULT hr = S_OK;
|
|
cudaError cuStatus;
|
|
|
|
// Iterate through the candidate adapters
|
|
IDXGIFactory *pFactory;
|
|
hr = sFnPtr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)(&pFactory));
|
|
|
|
if (!SUCCEEDED(hr)) {
|
|
printf("> No DXGI Factory created.\n");
|
|
return false;
|
|
}
|
|
|
|
UINT adapter = 0;
|
|
|
|
for (; !g_pCudaCapableAdapter; ++adapter) {
|
|
// Get a candidate DXGI adapter
|
|
IDXGIAdapter *pAdapter = NULL;
|
|
hr = pFactory->EnumAdapters(adapter, &pAdapter);
|
|
|
|
if (FAILED(hr)) {
|
|
break; // no compatible adapters found
|
|
}
|
|
|
|
// Query to see if there exists a corresponding compute device
|
|
int cuDevice;
|
|
cuStatus = cudaD3D10GetDevice(&cuDevice, pAdapter);
|
|
printLastCudaError("cudaD3D10GetDevice failed"); // This prints and resets
|
|
// the cudaError to
|
|
// cudaSuccess
|
|
|
|
if (cudaSuccess == cuStatus) {
|
|
// If so, mark it as the one against which to create our d3d10 device
|
|
g_pCudaCapableAdapter = pAdapter;
|
|
g_pCudaCapableAdapter->AddRef();
|
|
}
|
|
|
|
pAdapter->Release();
|
|
}
|
|
|
|
printf("> Found %d D3D10 Adapater(s).\n", (int)adapter);
|
|
|
|
pFactory->Release();
|
|
|
|
if (!g_pCudaCapableAdapter) {
|
|
printf("> Found 0 D3D10 Adapater(s) /w Compute capability.\n");
|
|
return false;
|
|
}
|
|
|
|
DXGI_ADAPTER_DESC adapterDesc;
|
|
g_pCudaCapableAdapter->GetDesc(&adapterDesc);
|
|
wcstombs_s(NULL, dev_name, 256, adapterDesc.Description, 128);
|
|
|
|
printf("> Found 1 D3D10 Adapater(s) /w Compute capability.\n");
|
|
printf("> %s\n", dev_name);
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Program main
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
int main(int argc, char *argv[]) {
|
|
char device_name[256];
|
|
char *ref_file = NULL;
|
|
|
|
pArgc = &argc;
|
|
pArgv = argv;
|
|
|
|
printf("%s Starting...\n\n", SDK_name);
|
|
|
|
if (!findCUDADevice()) // Search for CUDA GPU
|
|
{
|
|
printf("> CUDA Device NOT found on \"%s\".. Exiting.\n", device_name);
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|
|
if (!dynlinkLoadD3D10API()) // Search for D3D API (locate drivers, does not
|
|
// mean device is found)
|
|
{
|
|
printf("> D3D10 API libraries NOT found on.. Exiting.\n");
|
|
dynlinkUnloadD3D10API();
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|
|
if (!findDXDevice(device_name)) // Search for D3D Hardware Device
|
|
{
|
|
printf("> D3D10 Graphics Device NOT found.. Exiting.\n");
|
|
dynlinkUnloadD3D10API();
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|
|
// command line options
|
|
if (checkCmdLineFlag(argc, (const char **)argv, "file")) {
|
|
g_bQAReadback = true;
|
|
getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file);
|
|
}
|
|
|
|
//
|
|
// create window
|
|
//
|
|
// Register the window class
|
|
WNDCLASSEX wc = {sizeof(WNDCLASSEX),
|
|
CS_CLASSDC,
|
|
MsgProc,
|
|
0L,
|
|
0L,
|
|
GetModuleHandle(NULL),
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
"CUDA SDK",
|
|
NULL};
|
|
RegisterClassEx(&wc);
|
|
|
|
// Create the application's window
|
|
HWND hWnd = CreateWindow(wc.lpszClassName, "CUDA-SLI Interop, D3D10",
|
|
WS_OVERLAPPEDWINDOW, 0, 0, g_WindowWidth,
|
|
g_WindowHeight, NULL, NULL, wc.hInstance, NULL);
|
|
|
|
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
|
UpdateWindow(hWnd);
|
|
|
|
// Initialize Direct3D
|
|
if (SUCCEEDED(InitD3D(hWnd)) && SUCCEEDED(InitTextures())) {
|
|
CUresult result = CUDA_SUCCESS;
|
|
cudaError_t error = cudaSuccess;
|
|
|
|
// get the list of interop devices
|
|
{
|
|
unsigned int interopDeviceCount = 0;
|
|
int interopDevices[32];
|
|
error = cudaD3D10GetDevices(&interopDeviceCount, interopDevices, 32,
|
|
g_pd3dDevice, cudaD3D10DeviceListAll);
|
|
printLastCudaError("cudaD3D10GetDevices failed"); // This prints and
|
|
// resets the cudaError
|
|
// to cudaSuccess
|
|
AssertOrQuit(cudaSuccess == error);
|
|
|
|
g_ContextCount = interopDeviceCount;
|
|
|
|
for (UINT i = 0; i < interopDeviceCount; ++i) {
|
|
g_ContextData[i].index = i;
|
|
g_ContextData[i].deviceOrdinal = interopDevices[i];
|
|
}
|
|
}
|
|
|
|
// Initialize g_ContextCount interop contexts on the device,
|
|
// striping across AFR groups
|
|
for (UINT i = 0; i < g_ContextCount; ++i) {
|
|
printf("Creating context %d on device %d\n", g_ContextData[i].index,
|
|
g_ContextData[i].deviceOrdinal);
|
|
|
|
// create a context
|
|
error = cudaD3D10SetDirect3DDevice(g_pd3dDevice,
|
|
g_ContextData[i].deviceOrdinal);
|
|
AssertOrQuit(cudaSuccess == error);
|
|
error = cudaFree(0);
|
|
AssertOrQuit(cudaSuccess == error);
|
|
|
|
// allocate a buffer
|
|
// error = cudaMalloc((void**)&g_ContextData[i].buffer, BYTES_PER_PIXEL);
|
|
cudaMallocPitch(&g_ContextData[i].cudaLinearMemory, &g_texture_2d.pitch,
|
|
g_texture_2d.width * sizeof(float) * 4,
|
|
g_texture_2d.height);
|
|
getLastCudaError("cudaMallocPitch (g_texture_2d) failed");
|
|
cudaMemset(g_ContextData[i].cudaLinearMemory, 1,
|
|
g_texture_2d.pitch * g_texture_2d.height);
|
|
|
|
AssertOrQuit(cudaSuccess == error);
|
|
|
|
// pop the context
|
|
result = cuCtxPopCurrent(&g_ContextData[i].context);
|
|
AssertOrQuit(CUDA_SUCCESS == result);
|
|
}
|
|
|
|
// Register the texture with all contexts
|
|
for (UINT i = 0; i < g_ContextCount; ++i) {
|
|
printf("Registering texture with context %d\n", i);
|
|
result = cuCtxPushCurrent(g_ContextData[i].context);
|
|
AssertOrQuit(CUDA_SUCCESS == result);
|
|
{
|
|
// Register the resource
|
|
error = cudaGraphicsD3D10RegisterResource(
|
|
&g_ContextData[i].cudaResource, g_texture_2d.pTexture,
|
|
cudaGraphicsRegisterFlagsNone);
|
|
getLastCudaError(
|
|
"cudaGraphicsD3D10RegisterResource (g_texture_2d) failed");
|
|
|
|
error = cudaGraphicsResourceSetMapFlags(g_ContextData[i].cudaResource,
|
|
cudaD3D10MapFlagsWriteDiscard);
|
|
getLastCudaError(
|
|
"cudaGraphicsResourceSetMapFlags (g_texture_2d) failed");
|
|
|
|
AssertOrQuit(cudaSuccess == error);
|
|
}
|
|
result = cuCtxPopCurrent(&g_ContextData[i].context);
|
|
AssertOrQuit(CUDA_SUCCESS == result);
|
|
}
|
|
}
|
|
|
|
//
|
|
// the main loop
|
|
//
|
|
while (false == g_bDone) {
|
|
Render();
|
|
|
|
//
|
|
// handle I/O
|
|
//
|
|
MSG msg;
|
|
ZeroMemory(&msg, sizeof(msg));
|
|
|
|
while (msg.message != WM_QUIT) {
|
|
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) {
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
} else {
|
|
Render();
|
|
|
|
if (ref_file) {
|
|
for (int count = 0; count < g_iFrameToCompare; count++) {
|
|
Render();
|
|
}
|
|
|
|
const char *cur_image_path = "SLID3D10Texture.ppm";
|
|
|
|
// Save a reference of our current test run image
|
|
CheckRenderD3D10::ActiveRenderTargetToPPM(g_pd3dDevice,
|
|
cur_image_path);
|
|
|
|
// compare to offical reference image, printing PASS or FAIL.
|
|
g_bPassed = CheckRenderD3D10::PPMvsPPM(cur_image_path, ref_file,
|
|
argv[0], MAX_EPSILON, 0.15f);
|
|
|
|
g_bDone = true;
|
|
|
|
Cleanup();
|
|
|
|
PostQuitMessage(0);
|
|
} else {
|
|
g_bPassed = true;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
// Unregister windows class
|
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
|
|
|
//
|
|
// and exit
|
|
//
|
|
printf("> %s running on %s exiting...\n", SDK_name, device_name);
|
|
|
|
printf(g_bPassed ? "Test images compared OK\n"
|
|
: "Test images are Different!\n");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InitD3D()
|
|
// Desc: Initializes Direct3D
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT InitD3D(HWND hWnd) {
|
|
// Set up the structure used to create the device and swapchain
|
|
DXGI_SWAP_CHAIN_DESC sd;
|
|
ZeroMemory(&sd, sizeof(sd));
|
|
sd.BufferCount = 1;
|
|
sd.BufferDesc.Width = g_WindowWidth;
|
|
sd.BufferDesc.Height = g_WindowHeight;
|
|
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
sd.BufferDesc.RefreshRate.Numerator = 60;
|
|
sd.BufferDesc.RefreshRate.Denominator = 1;
|
|
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
sd.OutputWindow = hWnd;
|
|
sd.SampleDesc.Count = 1;
|
|
sd.SampleDesc.Quality = 0;
|
|
sd.Windowed = TRUE;
|
|
|
|
// Create device and swapchain
|
|
HRESULT hr = sFnPtr_D3D10CreateDeviceAndSwapChain(
|
|
g_pCudaCapableAdapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0,
|
|
D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
g_pCudaCapableAdapter->Release();
|
|
|
|
// Create a render target view of the swapchain
|
|
ID3D10Texture2D *pBuffer;
|
|
hr =
|
|
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID *)&pBuffer);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
|
|
hr = g_pd3dDevice->CreateRenderTargetView(pBuffer, NULL, &g_pSwapChainRTV);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
pBuffer->Release();
|
|
|
|
g_pd3dDevice->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
|
|
|
|
// Setup the viewport
|
|
D3D10_VIEWPORT vp;
|
|
vp.Width = g_WindowWidth;
|
|
vp.Height = g_WindowHeight;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
g_pd3dDevice->RSSetViewports(1, &vp);
|
|
|
|
// Setup the effect
|
|
{
|
|
ID3D10Blob *pCompiledEffect;
|
|
ID3D10Blob *pErrors = NULL;
|
|
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_simpleEffectSrc,
|
|
sizeof(g_simpleEffectSrc), NULL,
|
|
NULL, // pDefines
|
|
NULL, // pIncludes
|
|
0, // HLSL flags
|
|
0, // FXFlags
|
|
&pCompiledEffect, &pErrors);
|
|
|
|
if (pErrors) {
|
|
LPVOID l_pError = NULL;
|
|
l_pError = pErrors->GetBufferPointer(); // then cast to a char* to see it
|
|
// in the locals window
|
|
fprintf(stdout, "Compilation error: \n %s", (char *)l_pError);
|
|
}
|
|
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
|
|
hr = sFnPtr_D3D10CreateEffectFromMemory(
|
|
pCompiledEffect->GetBufferPointer(), pCompiledEffect->GetBufferSize(),
|
|
0, // FXFlags
|
|
g_pd3dDevice, NULL, &g_pSimpleEffect);
|
|
pCompiledEffect->Release();
|
|
|
|
g_pSimpleTechnique = g_pSimpleEffect->GetTechniqueByName("Render");
|
|
|
|
g_pvQuadRect =
|
|
g_pSimpleEffect->GetVariableByName("g_vQuadRect")->AsVector();
|
|
|
|
g_pTexture2D =
|
|
g_pSimpleEffect->GetVariableByName("g_Texture2D")->AsShaderResource();
|
|
|
|
// Setup no Input Layout
|
|
g_pd3dDevice->IASetInputLayout(0);
|
|
g_pd3dDevice->IASetPrimitiveTopology(
|
|
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
}
|
|
|
|
D3D10_RASTERIZER_DESC rasterizerState;
|
|
rasterizerState.FillMode = D3D10_FILL_SOLID;
|
|
rasterizerState.CullMode = D3D10_CULL_FRONT;
|
|
rasterizerState.FrontCounterClockwise = false;
|
|
rasterizerState.DepthBias = false;
|
|
rasterizerState.DepthBiasClamp = 0;
|
|
rasterizerState.SlopeScaledDepthBias = 0;
|
|
rasterizerState.DepthClipEnable = false;
|
|
rasterizerState.ScissorEnable = false;
|
|
rasterizerState.MultisampleEnable = false;
|
|
rasterizerState.AntialiasedLineEnable = false;
|
|
g_pd3dDevice->CreateRasterizerState(&rasterizerState, &g_pRasterState);
|
|
g_pd3dDevice->RSSetState(g_pRasterState);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InitTextures()
|
|
// Desc: Initializes Direct3D Textures (allocation and initialization)
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT InitTextures() {
|
|
//
|
|
// create the D3D resources we'll be using
|
|
//
|
|
// 2D texture
|
|
{
|
|
g_texture_2d.width = 768;
|
|
g_texture_2d.height = 768;
|
|
|
|
D3D10_TEXTURE2D_DESC desc;
|
|
ZeroMemory(&desc, sizeof(D3D10_TEXTURE2D_DESC));
|
|
desc.Width = g_texture_2d.width;
|
|
desc.Height = g_texture_2d.height;
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 1;
|
|
desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.Usage = D3D10_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
|
|
if (FAILED(
|
|
g_pd3dDevice->CreateTexture2D(&desc, NULL, &g_texture_2d.pTexture)))
|
|
return E_FAIL;
|
|
|
|
if (FAILED(g_pd3dDevice->CreateShaderResourceView(
|
|
g_texture_2d.pTexture, NULL, &g_texture_2d.pSRView)))
|
|
return E_FAIL;
|
|
|
|
g_pTexture2D->SetResource(g_texture_2d.pSRView);
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Run the Cuda part of the computation
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
int RunKernels(CudaContextData *currentContextData) {
|
|
static float t = 0.0f;
|
|
|
|
// populate the 2d texture
|
|
{
|
|
cudaArray *cuArray;
|
|
cudaGraphicsSubResourceGetMappedArray(
|
|
&cuArray, currentContextData->cudaResource, 0, 0);
|
|
getLastCudaError(
|
|
"cudaGraphicsSubResourceGetMappedArray (cuda_texture_2d) failed");
|
|
|
|
// kick off the kernel and send the staging buffer cudaLinearMemory as an
|
|
// argument to allow the kernel to write to it
|
|
cuda_texture_2d(currentContextData->cudaLinearMemory, g_texture_2d.width,
|
|
g_texture_2d.height, g_texture_2d.pitch,
|
|
g_bQAReadback ? 0.2f : t);
|
|
getLastCudaError("cuda_texture_2d failed");
|
|
|
|
// then we want to copy cudaLinearMemory to the D3D texture, via its mapped
|
|
// form : cudaArray
|
|
cudaMemcpy2DToArray(
|
|
cuArray, // dst array
|
|
0, 0, // offset
|
|
currentContextData->cudaLinearMemory, g_texture_2d.pitch, // src
|
|
g_texture_2d.width * 4 * sizeof(float), g_texture_2d.height, // extent
|
|
cudaMemcpyDeviceToDevice); // kind
|
|
getLastCudaError("cudaMemcpy2DToArray failed");
|
|
}
|
|
t += 0.1f;
|
|
|
|
return 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Draw the final result on the screen
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void DrawScene() {
|
|
// Clear the backbuffer to a black color
|
|
float ClearColor[4] = {0.5f, 0.5f, 0.6f, 1.0f};
|
|
g_pd3dDevice->ClearRenderTargetView(g_pSwapChainRTV, ClearColor);
|
|
|
|
//
|
|
// draw the 2d texture
|
|
//
|
|
float quadRect[4] = {-0.98f, -0.98f, 1.96f, 1.96f};
|
|
g_pvQuadRect->SetFloatVector((float *)&quadRect);
|
|
g_pSimpleTechnique->GetPassByIndex(0)->Apply(0);
|
|
g_pd3dDevice->Draw(4, 0);
|
|
|
|
// Present the backbuffer contents to the display
|
|
g_pSwapChain->Present(0, 0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Cleanup()
|
|
// Desc: Releases all previously initialized objects
|
|
//-----------------------------------------------------------------------------
|
|
int Cleanup() {
|
|
// unregister the Cuda resources
|
|
CUresult result = CUDA_SUCCESS;
|
|
cudaError_t error = cudaSuccess;
|
|
|
|
// Drop the D3D resources' refcounts
|
|
// Unregister the texture with all contexts
|
|
for (UINT i = 0; i < g_ContextCount; ++i) {
|
|
printf("Unregistering texture with context %d\n", i);
|
|
result = cuCtxPushCurrent(g_ContextData[i].context);
|
|
AssertOrQuit(CUDA_SUCCESS == result);
|
|
{
|
|
// Register the resource
|
|
error = cudaGraphicsUnregisterResource(g_ContextData[i].cudaResource);
|
|
AssertOrQuit(cudaSuccess == error);
|
|
}
|
|
result = cuCtxPopCurrent(&g_ContextData[i].context);
|
|
AssertOrQuit(CUDA_SUCCESS == result);
|
|
}
|
|
|
|
// Destroy all contexts
|
|
for (UINT i = 0; i < g_ContextCount; ++i) {
|
|
printf("Destroying context %d\n", i);
|
|
result = cuCtxPushCurrent(g_ContextData[i].context);
|
|
AssertOrQuit(CUDA_SUCCESS == result);
|
|
}
|
|
|
|
//
|
|
// clean up Direct3D
|
|
//
|
|
{
|
|
// release the resources we created
|
|
g_texture_2d.pSRView->Release();
|
|
g_texture_2d.pTexture->Release();
|
|
|
|
if (g_pInputLayout != NULL) g_pInputLayout->Release();
|
|
|
|
if (g_pSimpleEffect != NULL) g_pSimpleEffect->Release();
|
|
|
|
if (g_pSwapChainRTV != NULL) g_pSwapChainRTV->Release();
|
|
|
|
if (g_pSwapChain != NULL) g_pSwapChain->Release();
|
|
|
|
if (g_pd3dDevice != NULL) g_pd3dDevice->Release();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Render()
|
|
// Desc: Launches the CUDA kernels to fill in the texture data
|
|
//-----------------------------------------------------------------------------
|
|
int Render() {
|
|
//
|
|
// map the resources we've registered so we can access them in Cuda
|
|
// - it is most efficient to map and unmap all resources in a single call,
|
|
// and to have the map/unmap calls be the boundary between using the GPU
|
|
// for Direct3D and Cuda
|
|
//
|
|
{
|
|
cudaStream_t stream = 0;
|
|
|
|
cudaError_t error = cudaSuccess;
|
|
CudaContextData *currentContextData = NULL;
|
|
|
|
// get the current device ordinal
|
|
static int currentDevice = -1;
|
|
error = cudaD3D10GetDevices(NULL, ¤tDevice, 1, g_pd3dDevice,
|
|
cudaD3D10DeviceListCurrentFrame);
|
|
printLastCudaError("cudaD3D10GetDevices failed"); // This prints and resets
|
|
// the cudaError to
|
|
// cudaSuccess
|
|
AssertOrQuit(cudaSuccess == error);
|
|
|
|
static int nextDevice = -1;
|
|
// assert that querying the next device in AFR isn't broken
|
|
AssertOrQuit(nextDevice == -1 || nextDevice == currentDevice);
|
|
error = cudaD3D10GetDevices(NULL, &nextDevice, 1, g_pd3dDevice,
|
|
cudaD3D10DeviceListNextFrame);
|
|
printLastCudaError("cudaD3D10GetDevices failed"); // This prints and resets
|
|
// the cudaError to
|
|
// cudaSuccess
|
|
AssertOrQuit(cudaSuccess == error);
|
|
|
|
// choose context data corresponding to the current device ordinal
|
|
for (UINT i = 0; i < g_ContextCount; ++i) {
|
|
if (currentDevice == g_ContextData[i].deviceOrdinal) {
|
|
currentContextData = &g_ContextData[i];
|
|
}
|
|
}
|
|
|
|
AssertOrQuit(currentContextData);
|
|
|
|
CUresult result;
|
|
result = cuCtxPushCurrent(currentContextData->context);
|
|
AssertOrQuit(CUDA_SUCCESS == result);
|
|
|
|
cudaGraphicsMapResources(1, ¤tContextData->cudaResource, stream);
|
|
getLastCudaError("cudaGraphicsMapResources(3) failed");
|
|
|
|
//
|
|
// run kernels which will populate the contents of those textures
|
|
//
|
|
RunKernels(currentContextData);
|
|
|
|
//
|
|
// unmap the resources
|
|
//
|
|
cudaGraphicsUnmapResources(1, ¤tContextData->cudaResource, stream);
|
|
getLastCudaError("cudaGraphicsUnmapResources(3) failed");
|
|
|
|
CUcontext poppedContext;
|
|
result = cuCtxPopCurrent(&poppedContext);
|
|
AssertOrQuit(CUDA_SUCCESS == result);
|
|
AssertOrQuit(poppedContext == currentContextData->context);
|
|
}
|
|
|
|
//
|
|
// draw the scene using them
|
|
//
|
|
DrawScene();
|
|
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: MsgProc()
|
|
// Desc: The window's message handler
|
|
//-----------------------------------------------------------------------------
|
|
static LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam,
|
|
LPARAM lParam) {
|
|
switch (msg) {
|
|
case WM_KEYDOWN:
|
|
if (wParam == VK_ESCAPE) {
|
|
g_bDone = true;
|
|
Cleanup();
|
|
PostQuitMessage(0);
|
|
return 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case WM_DESTROY:
|
|
g_bDone = true;
|
|
Cleanup();
|
|
PostQuitMessage(0);
|
|
return 0;
|
|
|
|
case WM_PAINT:
|
|
ValidateRect(hWnd, NULL);
|
|
return 0;
|
|
}
|
|
|
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
|
}
|