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fcb23487a8
rendering sinewave -- Update the documentation with description about this sample
128 lines
3.9 KiB
C++
Executable File
128 lines
3.9 KiB
C++
Executable File
/*
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* Copyright 1993-2018 NVIDIA Corporation. All rights reserved.
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*
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* Please refer to the NVIDIA end user license agreement (EULA) associated
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* with this source code for terms and conditions that govern your use of
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* this software. Any use, reproduction, disclosure, or distribution of
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* this software and related documentation outside the terms of the EULA
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* is strictly prohibited.
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*
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*/
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#pragma once
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#include "DX12CudaSample.h"
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#include "ShaderStructs.h"
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using namespace DirectX;
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// Note that while ComPtr is used to manage the lifetime of resources on the CPU,
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// it has no understanding of the lifetime of resources on the GPU. Apps must account
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// for the GPU lifetime of resources to avoid destroying objects that may still be
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// referenced by the GPU.
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// An example of this can be found in the class method: OnDestroy().
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using Microsoft::WRL::ComPtr;
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static const char *shaderstr =
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" struct PSInput \n" \
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" { \n" \
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" float4 position : SV_POSITION; \n" \
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" float4 color : COLOR; \n" \
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" } \n" \
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" PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n" \
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" { \n" \
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" PSInput result;\n" \
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" result.position = float4(position, 1.0f);\n" \
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" result.color = color;\n" \
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" return result; \n" \
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" } \n" \
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" float4 PSMain(PSInput input) : SV_TARGET \n" \
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" { \n" \
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" return input.color;\n" \
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" } \n";
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class DX12CudaInterop : public DX12CudaSample
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{
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public:
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DX12CudaInterop(UINT width, UINT height, std::string name);
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virtual void OnInit();
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virtual void OnRender();
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virtual void OnDestroy();
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private:
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// In this sample we overload the meaning of FrameCount to mean both the maximum
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// number of frames that will be queued to the GPU at a time, as well as the number
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// of back buffers in the DXGI swap chain. For the majority of applications, this
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// is convenient and works well. However, there will be certain cases where an
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// application may want to queue up more frames than there are back buffers
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// available.
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// It should be noted that excessive buffering of frames dependent on user input
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// may result in noticeable latency in your app.
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static const UINT FrameCount = 2;
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std::string shadersSrc = shaderstr;
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#if 0
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" struct PSInput \n" \
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" { \n" \
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" float4 position : SV_POSITION; \n" \
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" float4 color : COLOR; \n" \
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" } \n" \
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" PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n" \
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" { \n" \
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" PSInput result;\n" \
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" result.position = float4(position, 1.0f);\n" \
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" result.color = color;\n" \
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" return result; \n" \
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" } \n" \
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" float4 PSMain(PSInput input) : SV_TARGET \n" \
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" { \n" \
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" return input.color;\n" \
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" } \n";
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#endif
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// Vertex Buffer dimension
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size_t vertBufHeight, vertBufWidth;
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// Pipeline objects.
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D3D12_VIEWPORT m_viewport;
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CD3DX12_RECT m_scissorRect;
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ComPtr<IDXGISwapChain3> m_swapChain;
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ComPtr<ID3D12Device> m_device;
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ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
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ComPtr<ID3D12CommandAllocator> m_commandAllocators[FrameCount];
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ComPtr<ID3D12CommandQueue> m_commandQueue;
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ComPtr<ID3D12RootSignature> m_rootSignature;
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ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
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ComPtr<ID3D12PipelineState> m_pipelineState;
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ComPtr<ID3D12GraphicsCommandList> m_commandList;
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UINT m_rtvDescriptorSize;
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// App resources.
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ComPtr<ID3D12Resource> m_vertexBuffer;
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D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
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// Synchronization objects.
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UINT m_frameIndex;
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HANDLE m_fenceEvent;
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ComPtr<ID3D12Fence> m_fence;
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UINT64 m_fenceValues[FrameCount];
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// CUDA objects
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cudaExternalMemoryHandleType m_externalMemoryHandleType;
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cudaExternalMemory_t m_externalMemory;
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cudaExternalSemaphore_t m_externalSemaphore;
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cudaStream_t m_streamToRun;
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LUID m_dx12deviceluid;
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UINT m_cudaDeviceID;
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UINT m_nodeMask;
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float m_AnimTime;
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void *m_cudaDevVertptr = NULL;
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void LoadPipeline();
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void InitCuda();
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void LoadAssets();
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void PopulateCommandList();
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void MoveToNextFrame();
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void WaitForGpu();
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};
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