mirror of
https://github.com/NVIDIA/cuda-samples.git
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845 lines
27 KiB
C++
845 lines
27 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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//
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// This example demonstrates interoperability of SLI with a Direct3D10 texture
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// and CUDA. The program creates a D3D10 texture which is written from
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// a CUDA kernel. Direct3D then renders the result on the screen.
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// A Direct3D Capable device is required.
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//
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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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// this header includes all the necessary D3D10 includes
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#include <dynlink_d3d10.h>
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// includes, cuda
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#include <cuda.h>
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#include <builtin_types.h>
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#include <cuda_runtime.h>
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#include <cuda_d3d10_interop.h>
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#include <d3d10.h>
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// includes, project
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#include <rendercheck_d3d10.h> // automated testing
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#include <helper_cuda.h> // helper for CUDA error checking and initialization
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#define MAX_EPSILON 10
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static char *SDK_name = "SLID3D10Texture";
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDXGIAdapter *g_pCudaCapableAdapter = NULL; // Adapter to use
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ID3D10Device *g_pd3dDevice = NULL; // Our rendering device
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IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window
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ID3D10RenderTargetView *g_pSwapChainRTV =
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NULL; // The Render target view on the swap chain ( used for clear)
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ID3D10RasterizerState *g_pRasterState = NULL;
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ID3D10InputLayout *g_pInputLayout = NULL;
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ID3D10Effect *g_pSimpleEffect = NULL;
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ID3D10EffectTechnique *g_pSimpleTechnique = NULL;
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ID3D10EffectVectorVariable *g_pvQuadRect = NULL;
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ID3D10EffectShaderResourceVariable *g_pTexture2D = NULL;
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static const char g_simpleEffectSrc[] =
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"float4 g_vQuadRect; \n"
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"Texture2D g_Texture2D; \n"
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"\n"
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"SamplerState samLinear{ \n"
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" Filter = MIN_MAG_LINEAR_MIP_POINT; \n"
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"};\n"
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"\n"
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"struct Fragment{ \n"
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" float4 Pos : SV_POSITION;\n"
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" float3 Tex : TEXCOORD0; };\n"
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"\n"
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"Fragment VS( uint vertexId : SV_VertexID )\n"
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"{\n"
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" Fragment f;\n"
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" f.Tex = float3( 0.f, 0.f, 0.f); \n"
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" if (vertexId == 1) f.Tex.x = 1.f; \n"
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" else if (vertexId == 2) f.Tex.y = 1.f; \n"
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" else if (vertexId == 3) f.Tex.xy = float2(1.f, 1.f); \n"
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" \n"
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" f.Pos = float4( g_vQuadRect.xy + f.Tex * g_vQuadRect.zw, 0, 1);\n"
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" \n"
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" return f;\n"
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"}\n"
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"\n"
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"float4 PS( Fragment f ) : SV_Target\n"
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"{\n"
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" // return g_Texture2D.Sample( samLinear, f.Tex.xy ); \n"
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" // return float4(f.Tex, 1);\n"
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" float4 g = g_Texture2D.Sample( samLinear, f.Tex.xy );"
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" for (int i = 0; i < 1024; ++i) { "
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" g.x = sqrt(g.x);"
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" g.x += 0.0001;"
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" g.x = g.x * g.x;"
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" }"
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" return g;\n"
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"}\n"
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"\n"
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"technique10 Render\n"
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"{\n"
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" pass P0\n"
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" {\n"
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" SetVertexShader( CompileShader( vs_4_0, VS() ) );\n"
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" SetGeometryShader( NULL );\n"
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" SetPixelShader( CompileShader( ps_4_0, PS() ) );\n"
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" }\n"
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"}\n"
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"\n";
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// testing/tracing function used pervasively in tests. If the condition is
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// unsatisfied
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// then spew and fail the function immediately (doing no cleanup)
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#define AssertOrQuit(x) \
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if (!(x)) { \
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fprintf(stdout, "Assert unsatisfied in %s at %s:%d\n", __FUNCTION__, \
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__FILE__, __LINE__); \
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return 1; \
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}
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bool g_bDone = false;
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bool g_bPassed = true;
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int *pArgc = NULL;
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char **pArgv = NULL;
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const unsigned int g_WindowWidth = 720;
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const unsigned int g_WindowHeight = 720;
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bool g_bQAReadback = false;
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int g_iFrameToCompare = 1;
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struct CudaContextData {
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UINT index;
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CUcontext context;
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int deviceOrdinal;
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cudaGraphicsResource *cudaResource;
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void *cudaLinearMemory;
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};
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UINT g_ContextCount = 0;
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CudaContextData g_ContextData[32];
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// Data structure for 2D texture shared between DX10 and CUDA
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struct {
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ID3D10Texture2D *pTexture;
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ID3D10ShaderResourceView *pSRView;
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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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// 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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}
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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HRESULT InitD3D(HWND hWnd);
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HRESULT InitTextures();
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int RunKernels(CudaContextData *currentContextData);
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void DrawScene();
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int Cleanup();
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int Render();
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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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bool findCUDADevice() {
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int nGraphicsGPU = 0;
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int deviceCount = 0;
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bool bFoundGraphics = false;
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char devname[NAME_LEN];
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// This function call returns 0 if there are no CUDA capable devices.
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cudaError_t error_id = cudaGetDeviceCount(&deviceCount);
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if (error_id != cudaSuccess) {
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printf("cudaGetDeviceCount returned %d\n-> %s\n", (int)error_id,
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cudaGetErrorString(error_id));
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exit(EXIT_FAILURE);
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}
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if (deviceCount == 0) {
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printf("> There are no device(s) supporting CUDA\n");
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return false;
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} else {
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printf("> Found %d CUDA Capable Device(s)\n", deviceCount);
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}
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// Get CUDA device properties
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cudaDeviceProp deviceProp;
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for (int dev = 0; dev < deviceCount; ++dev) {
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cudaGetDeviceProperties(&deviceProp, dev);
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STRCPY(devname, NAME_LEN, deviceProp.name);
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printf("> GPU %d: %s\n", dev, devname);
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}
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return true;
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}
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bool findDXDevice(char *dev_name) {
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HRESULT hr = S_OK;
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cudaError cuStatus;
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// Iterate through the candidate adapters
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IDXGIFactory *pFactory;
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hr = sFnPtr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)(&pFactory));
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if (!SUCCEEDED(hr)) {
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printf("> No DXGI Factory created.\n");
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return false;
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}
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UINT adapter = 0;
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for (; !g_pCudaCapableAdapter; ++adapter) {
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// Get a candidate DXGI adapter
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IDXGIAdapter *pAdapter = NULL;
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hr = pFactory->EnumAdapters(adapter, &pAdapter);
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if (FAILED(hr)) {
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break; // no compatible adapters found
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}
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// Query to see if there exists a corresponding compute device
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int cuDevice;
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cuStatus = cudaD3D10GetDevice(&cuDevice, pAdapter);
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printLastCudaError("cudaD3D10GetDevice failed"); // This prints and resets
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// the cudaError to
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// cudaSuccess
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if (cudaSuccess == cuStatus) {
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// If so, mark it as the one against which to create our d3d10 device
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g_pCudaCapableAdapter = pAdapter;
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g_pCudaCapableAdapter->AddRef();
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}
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pAdapter->Release();
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}
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printf("> Found %d D3D10 Adapater(s).\n", (int)adapter);
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pFactory->Release();
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if (!g_pCudaCapableAdapter) {
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printf("> Found 0 D3D10 Adapater(s) /w Compute capability.\n");
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return false;
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}
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DXGI_ADAPTER_DESC adapterDesc;
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g_pCudaCapableAdapter->GetDesc(&adapterDesc);
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wcstombs_s(NULL, dev_name, 256, adapterDesc.Description, 128);
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printf("> Found 1 D3D10 Adapater(s) /w Compute capability.\n");
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printf("> %s\n", dev_name);
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Program main
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////////////////////////////////////////////////////////////////////////////////
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int main(int argc, char *argv[]) {
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char device_name[256];
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char *ref_file = NULL;
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pArgc = &argc;
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pArgv = argv;
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printf("%s Starting...\n\n", SDK_name);
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if (!findCUDADevice()) // Search for CUDA GPU
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{
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printf("> CUDA Device NOT found on \"%s\".. Exiting.\n", device_name);
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exit(EXIT_SUCCESS);
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}
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if (!dynlinkLoadD3D10API()) // Search for D3D API (locate drivers, does not
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// mean device is found)
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{
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printf("> D3D10 API libraries NOT found on.. Exiting.\n");
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dynlinkUnloadD3D10API();
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exit(EXIT_SUCCESS);
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}
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if (!findDXDevice(device_name)) // Search for D3D Hardware Device
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{
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printf("> D3D10 Graphics Device NOT found.. Exiting.\n");
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dynlinkUnloadD3D10API();
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exit(EXIT_SUCCESS);
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}
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// command line options
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if (checkCmdLineFlag(argc, (const char **)argv, "file")) {
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g_bQAReadback = true;
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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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WNDCLASSEX wc = {sizeof(WNDCLASSEX),
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CS_CLASSDC,
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MsgProc,
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0L,
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0L,
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GetModuleHandle(NULL),
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NULL,
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NULL,
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NULL,
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NULL,
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"CUDA SDK",
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NULL};
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RegisterClassEx(&wc);
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// Create the application's window
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HWND hWnd = CreateWindow(wc.lpszClassName, "CUDA-SLI Interop, D3D10",
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WS_OVERLAPPEDWINDOW, 0, 0, g_WindowWidth,
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g_WindowHeight, NULL, NULL, wc.hInstance, NULL);
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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(InitD3D(hWnd)) && SUCCEEDED(InitTextures())) {
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CUresult result = CUDA_SUCCESS;
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cudaError_t error = cudaSuccess;
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// get the list of interop devices
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{
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unsigned int interopDeviceCount = 0;
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int interopDevices[32];
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error = cudaD3D10GetDevices(&interopDeviceCount, interopDevices, 32,
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g_pd3dDevice, cudaD3D10DeviceListAll);
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printLastCudaError("cudaD3D10GetDevices failed"); // This prints and
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// resets the cudaError
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// to cudaSuccess
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AssertOrQuit(cudaSuccess == error);
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g_ContextCount = interopDeviceCount;
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for (UINT i = 0; i < interopDeviceCount; ++i) {
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g_ContextData[i].index = i;
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g_ContextData[i].deviceOrdinal = interopDevices[i];
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}
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}
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// Initialize g_ContextCount interop contexts on the device,
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// striping across AFR groups
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for (UINT i = 0; i < g_ContextCount; ++i) {
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printf("Creating context %d on device %d\n", g_ContextData[i].index,
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g_ContextData[i].deviceOrdinal);
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// create a context
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error = cudaD3D10SetDirect3DDevice(g_pd3dDevice,
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g_ContextData[i].deviceOrdinal);
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AssertOrQuit(cudaSuccess == error);
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error = cudaFree(0);
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AssertOrQuit(cudaSuccess == error);
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// allocate a buffer
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// error = cudaMalloc((void**)&g_ContextData[i].buffer, BYTES_PER_PIXEL);
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cudaMallocPitch(&g_ContextData[i].cudaLinearMemory, &g_texture_2d.pitch,
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g_texture_2d.width * sizeof(float) * 4,
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g_texture_2d.height);
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getLastCudaError("cudaMallocPitch (g_texture_2d) failed");
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cudaMemset(g_ContextData[i].cudaLinearMemory, 1,
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g_texture_2d.pitch * g_texture_2d.height);
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AssertOrQuit(cudaSuccess == error);
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// pop the context
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result = cuCtxPopCurrent(&g_ContextData[i].context);
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AssertOrQuit(CUDA_SUCCESS == result);
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}
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// Register the texture with all contexts
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for (UINT i = 0; i < g_ContextCount; ++i) {
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printf("Registering texture with context %d\n", i);
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result = cuCtxPushCurrent(g_ContextData[i].context);
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AssertOrQuit(CUDA_SUCCESS == result);
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{
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// Register the resource
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error = cudaGraphicsD3D10RegisterResource(
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&g_ContextData[i].cudaResource, g_texture_2d.pTexture,
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cudaGraphicsRegisterFlagsNone);
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getLastCudaError(
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"cudaGraphicsD3D10RegisterResource (g_texture_2d) failed");
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error = cudaGraphicsResourceSetMapFlags(g_ContextData[i].cudaResource,
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cudaD3D10MapFlagsWriteDiscard);
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getLastCudaError(
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"cudaGraphicsResourceSetMapFlags (g_texture_2d) failed");
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AssertOrQuit(cudaSuccess == error);
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}
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result = cuCtxPopCurrent(&g_ContextData[i].context);
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AssertOrQuit(CUDA_SUCCESS == result);
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}
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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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Render();
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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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Render();
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if (ref_file) {
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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 = "SLID3D10Texture.ppm";
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// Save a reference of our current test run image
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CheckRenderD3D10::ActiveRenderTargetToPPM(g_pd3dDevice,
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cur_image_path);
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// compare to offical reference image, printing PASS or FAIL.
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g_bPassed = CheckRenderD3D10::PPMvsPPM(cur_image_path, ref_file,
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argv[0], MAX_EPSILON, 0.15f);
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g_bDone = true;
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Cleanup();
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PostQuitMessage(0);
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} else {
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g_bPassed = true;
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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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printf(g_bPassed ? "Test images compared OK\n"
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: "Test images are Different!\n");
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}
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//-----------------------------------------------------------------------------
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// Name: InitD3D()
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// Desc: Initializes Direct3D
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//-----------------------------------------------------------------------------
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HRESULT InitD3D(HWND hWnd) {
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// Set up the structure used to create the device and swapchain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = 1;
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sd.BufferDesc.Width = g_WindowWidth;
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sd.BufferDesc.Height = g_WindowHeight;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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// Create device and swapchain
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HRESULT hr = sFnPtr_D3D10CreateDeviceAndSwapChain(
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|
g_pCudaCapableAdapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0,
|
|
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);
|
|
}
|