mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-12-01 11:29:15 +08:00
851 lines
28 KiB
C++
851 lines
28 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 how to use the CUDA Direct3D bindings to fill
|
|
* a vertex buffer with CUDA and use Direct3D to render the data.
|
|
* Host code.
|
|
*/
|
|
|
|
#pragma warning(disable : 4312)
|
|
|
|
#include <windows.h>
|
|
#include <mmsystem.h>
|
|
|
|
// this header inclues all the necessary D3D10 includes
|
|
#include <dynlink_d3d10.h>
|
|
#include <cuda_runtime_api.h>
|
|
#include <cuda_d3d10_interop.h>
|
|
|
|
// includes, project
|
|
#include <rendercheck_d3d10.h>
|
|
#include <helper_cuda.h>
|
|
#include <helper_functions.h>
|
|
|
|
int g_iFrameToCompare = 10;
|
|
|
|
bool g_bDone = false;
|
|
bool g_bPassed = true;
|
|
|
|
int *pArgc = NULL;
|
|
char **pArgv = NULL;
|
|
|
|
#define MAX_EPSILON 10
|
|
|
|
static char *SDK_name = "simpleD3D10RenderTarget";
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
|
|
struct Color {
|
|
ID3D10Texture2D *pBuffer; // The color buffer
|
|
ID3D10RenderTargetView
|
|
*pBufferRTV; // The Render target view on the color buffer
|
|
ID3D10ShaderResourceView
|
|
*pBufferSRV; // The shader resource view on the color buffer
|
|
cudaGraphicsResource *cudaResource; // resource of the Buffer on cuda side
|
|
int pitch;
|
|
cudaArray *pCudaArray; // the data in a cuda view
|
|
} g_color;
|
|
|
|
struct Histogram {
|
|
ID3D10Buffer *pBuffer; // Buffer to hold histogram
|
|
ID3D10ShaderResourceView *pBufferSRV; // View on the histogram buffer
|
|
cudaGraphicsResource *cudaResource; // resource of the Buffer on cuda side
|
|
unsigned int *cudaBuffer; // staging buffer to allow cuda to write results
|
|
// cudaArray* pCudaArray; // the data in a cuda view
|
|
size_t size;
|
|
} g_histogram;
|
|
|
|
ID3D10Effect *g_pDisplayEffect = NULL;
|
|
ID3D10EffectTechnique *g_pDisplayTechnique = NULL;
|
|
ID3D10EffectScalarVariable *g_pTime = NULL;
|
|
|
|
static const char g_displayEffectSrc[] =
|
|
"float g_Time; \n"
|
|
"uint2 g_vGrid = uint2(20,20); \n"
|
|
"float4 g_vGridSize = float4(0.05f, 0.05f, 0.046f, 0.046f); \n"
|
|
"\n"
|
|
"struct Fragment{ \n"
|
|
" float4 Pos : SV_POSITION;\n"
|
|
" float2 Tex : TEXCOORD0; \n"
|
|
" float4 Col : TEXCOORD1; };\n"
|
|
"\n"
|
|
"Fragment VS( uint instanceId : SV_InstanceID, uint vertexId : SV_VertexID "
|
|
")\n"
|
|
"{\n"
|
|
" Fragment f;\n"
|
|
" f.Tex = float2( 1.f*((vertexId == 1) || (vertexId == 3)), 1.f*( "
|
|
"vertexId >= 2)); \n"
|
|
" \n"
|
|
" uint2 cellId = uint2(instanceId % g_vGrid.x, instanceId / "
|
|
"g_vGrid.x);\n"
|
|
" f.Pos = float4( g_vGridSize.xy*cellId + 0.5f*(g_vGridSize.xy - "
|
|
"g_vGridSize.zw) + f.Tex * g_vGridSize.zw, 0, 1);\n"
|
|
" f.Pos.xy = (f.Pos.xy*2.f - 1.f);\n"
|
|
" \n"
|
|
" f.Col = float4( ((g_vGrid.x-1.f) - cellId.x) / (g_vGrid.x-1.f), "
|
|
"(cellId.x + (g_vGrid.y-1.f) - cellId.y) / (g_vGrid.x+g_vGrid.y-1.f), "
|
|
"cellId.y / (g_vGrid.y-1.f), 1.f);\n"
|
|
" f.Col *= float4( 0.5 + 0.5*sin(g_Time), 0.5 + "
|
|
"0.5*sin(g_Time)*cos(g_Time), 0.5 + 0.5*cos(g_Time), 1.f);\n"
|
|
" return f;\n"
|
|
"}\n"
|
|
"\n"
|
|
"float4 PS( Fragment f ) : SV_Target\n"
|
|
"{\n"
|
|
" return f.Col;\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";
|
|
|
|
ID3D10Effect *g_pCompositeEffect = NULL;
|
|
ID3D10EffectTechnique *g_pCompositeTechnique = NULL;
|
|
ID3D10EffectVectorVariable *g_pvQuadRect = NULL;
|
|
ID3D10EffectScalarVariable *g_pUseCase = NULL;
|
|
ID3D10EffectShaderResourceVariable *g_pTexture2D = NULL;
|
|
ID3D10EffectShaderResourceVariable *g_pHistogram = NULL;
|
|
|
|
static const char g_compositeEffectSrc[] =
|
|
"float4 g_vQuadRect; \n"
|
|
"int g_UseCase; \n"
|
|
"Texture2D g_Texture2D; \n"
|
|
"Buffer<uint> g_Histogram; \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"
|
|
" float2 uv : TEXCOORD1; };\n"
|
|
"\n"
|
|
"Fragment VS( uint vertexId : SV_VertexID )\n"
|
|
"{\n"
|
|
" Fragment f;\n"
|
|
" f.Tex = float3( 1.f*((vertexId == 1) || (vertexId == 3)), 1.f*( "
|
|
"vertexId >= 2), 0.f); \n"
|
|
" \n"
|
|
" f.Pos = float4( g_vQuadRect.xy + f.Tex * g_vQuadRect.zw, 0, 1);\n"
|
|
" \n"
|
|
" f.uv = float2( f.Tex.x*255.f, f.Tex.y*50000.f ); \n"
|
|
" return f;\n"
|
|
"}\n"
|
|
"\n"
|
|
"float4 PS( Fragment f ) : SV_Target\n"
|
|
"{\n"
|
|
" if (g_UseCase == 0) \n"
|
|
" return g_Texture2D.Sample( samLinear, f.Tex.xy ); \n"
|
|
" else if (g_UseCase == 1) { \n"
|
|
" uint index = f.uv.x; \n"
|
|
" float value = g_Histogram.Load( index ); \n"
|
|
" //float value = index * 1000; \n"
|
|
" float red = ( value >= f.uv.y ? (0.5f * f.uv.y / value) + 0.5f : "
|
|
"0.f ); \n"
|
|
" return float4(red, 0, 0, 1); \n"
|
|
" } else return float4(f.Tex, 1);\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; \
|
|
}
|
|
|
|
const unsigned int g_WindowWidth = 800;
|
|
const unsigned int g_WindowHeight = 800;
|
|
const unsigned int g_HistogramSize = 256;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Forward declarations
|
|
//-----------------------------------------------------------------------------
|
|
void runTest(int argc, char **argv, char *ref_file);
|
|
void runCuda();
|
|
HRESULT InitD3D(HWND hWnd);
|
|
VOID Cleanup();
|
|
VOID Render();
|
|
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
|
|
// CUDA/D3D10 kernels
|
|
extern "C" void checkCudaError();
|
|
extern "C" void createHistogramTex(unsigned int *histogram, unsigned int width,
|
|
unsigned int height, cudaArray *colorArray);
|
|
|
|
#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(dev_name, 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", 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.. 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 (argc > 1) {
|
|
// automatied build testing harness
|
|
if (checkCmdLineFlag(argc, (const char **)argv, "file"))
|
|
getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file);
|
|
}
|
|
|
|
// run D3D10/CUDA test
|
|
runTest(argc, argv, ref_file);
|
|
|
|
//
|
|
// and exit
|
|
//
|
|
printf("%s running on %s exiting...\n", SDK_name, device_name);
|
|
|
|
exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Run a simple test for CUDA
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void runTest(int argc, char **argv, char *ref_file) {
|
|
// 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/D3D10 RenderTarget InterOP",
|
|
WS_OVERLAPPEDWINDOW, 100, 100, g_WindowWidth,
|
|
g_WindowHeight, NULL, NULL, wc.hInstance, NULL);
|
|
|
|
// Initialize Direct3D
|
|
if (SUCCEEDED(InitD3D(hWnd))) {
|
|
// Initialize interoperability between CUDA and Direct3D
|
|
// Register vertex buffer with CUDA
|
|
cudaGraphicsD3D10RegisterResource(&g_histogram.cudaResource,
|
|
g_histogram.pBuffer,
|
|
cudaGraphicsMapFlagsNone);
|
|
getLastCudaError("cudaGraphicsD3D10RegisterResource (g_pHistogram) failed");
|
|
|
|
// Register color buffer with CUDA
|
|
cudaGraphicsD3D10RegisterResource(&g_color.cudaResource, g_color.pBuffer,
|
|
cudaGraphicsMapFlagsNone);
|
|
getLastCudaError(
|
|
"cudaGraphicsD3D10RegisterResource (g_color.pBuffer) failed");
|
|
|
|
// Show the window
|
|
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
|
UpdateWindow(hWnd);
|
|
}
|
|
|
|
//
|
|
// 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 = "simpleD3D10RenderTarget.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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Release D3D Library (after message loop)
|
|
dynlinkUnloadD3D10API();
|
|
|
|
// Unregister windows class
|
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Run the Cuda part of the computation
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void runCuda() {
|
|
cudaStream_t stream = 0;
|
|
const int nbResources = 2;
|
|
cudaGraphicsResource *ppResources[nbResources] = {
|
|
g_histogram.cudaResource, g_color.cudaResource,
|
|
};
|
|
// Map resources for Cuda
|
|
checkCudaErrors(cudaGraphicsMapResources(nbResources, ppResources, stream));
|
|
getLastCudaError("cudaGraphicsMapResources(2) failed");
|
|
// Get pointers
|
|
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
|
|
(void **)&g_histogram.cudaBuffer, &g_histogram.size,
|
|
g_histogram.cudaResource));
|
|
getLastCudaError(
|
|
"cudaGraphicsResourceGetMappedPointer (g_color.pBuffer) failed");
|
|
cudaGraphicsSubResourceGetMappedArray(&g_color.pCudaArray,
|
|
g_color.cudaResource, 0, 0);
|
|
getLastCudaError(
|
|
"cudaGraphicsSubResourceGetMappedArray (g_color.pBuffer) failed");
|
|
|
|
// Execute kernel
|
|
createHistogramTex(g_histogram.cudaBuffer, g_WindowWidth, g_WindowHeight,
|
|
g_color.pCudaArray);
|
|
checkCudaError();
|
|
//
|
|
// unmap the resources
|
|
//
|
|
checkCudaErrors(cudaGraphicsUnmapResources(nbResources, ppResources, stream));
|
|
getLastCudaError("cudaGraphicsUnmapResources(2) failed");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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_CREATE_DEVICE_DEBUG,
|
|
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();
|
|
|
|
// Create a color buffer, corresponding render target view and shader resource
|
|
// view
|
|
D3D10_TEXTURE2D_DESC tex2Ddesc;
|
|
ZeroMemory(&tex2Ddesc, sizeof(D3D10_TEXTURE2D_DESC));
|
|
tex2Ddesc.Width = g_WindowWidth;
|
|
tex2Ddesc.Height = g_WindowHeight;
|
|
tex2Ddesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
tex2Ddesc.MipLevels = 1;
|
|
tex2Ddesc.ArraySize = 1;
|
|
tex2Ddesc.SampleDesc.Count = 1;
|
|
tex2Ddesc.Usage = D3D10_USAGE_DEFAULT;
|
|
tex2Ddesc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
|
|
|
|
hr = g_pd3dDevice->CreateTexture2D(&tex2Ddesc, NULL, &g_color.pBuffer);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
|
|
hr = g_pd3dDevice->CreateShaderResourceView(g_color.pBuffer, NULL,
|
|
&g_color.pBufferSRV);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
|
|
hr = g_pd3dDevice->CreateRenderTargetView(g_color.pBuffer, NULL,
|
|
&g_color.pBufferRTV);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
|
|
// Create a buffer which will contain the resulting histogram and the SRV to
|
|
// plug it
|
|
D3D10_BUFFER_DESC bufferDesc;
|
|
bufferDesc.Usage = D3D10_USAGE_DEFAULT;
|
|
// NOTE: allocation of more than what is needed to display in the shader
|
|
// but this 64 factor is required for CUDA to work with this buffer (see
|
|
// BLOCK_N in .cu code...)
|
|
bufferDesc.ByteWidth =
|
|
sizeof(unsigned int) * g_HistogramSize * 64 /*BLOCK_N*/;
|
|
bufferDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
bufferDesc.CPUAccessFlags = 0;
|
|
bufferDesc.MiscFlags = 0;
|
|
// useless values... we could remove this...
|
|
unsigned int values[256 * 64];
|
|
|
|
for (int i = 0; i < 256 * 64; i++) {
|
|
values[i] = i;
|
|
}
|
|
|
|
D3D10_SUBRESOURCE_DATA data;
|
|
data.pSysMem = values;
|
|
data.SysMemPitch = 0;
|
|
data.SysMemSlicePitch = 0;
|
|
|
|
hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &data, &g_histogram.pBuffer);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc;
|
|
bufferSRVDesc.Format = DXGI_FORMAT_R32_UINT;
|
|
bufferSRVDesc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
|
|
bufferSRVDesc.Buffer.ElementOffset = 0;
|
|
bufferSRVDesc.Buffer.ElementWidth =
|
|
g_HistogramSize; // 4*sizeof(unsigned int);
|
|
|
|
hr = g_pd3dDevice->CreateShaderResourceView(
|
|
g_histogram.pBuffer, &bufferSRVDesc, &g_histogram.pBufferSRV);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
// Create the equivalent as a cuda staging buffer that we'll use to write from
|
|
// Cuda. Then we'll copy it to the texture
|
|
// cudaMalloc(g_histogram.cudaBuffer, sizeof(float) * g_HistogramSize;
|
|
// getLastCudaError("cudaMallocPitch (g_histogram) failed");
|
|
|
|
// 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 *pErrors = NULL;
|
|
ID3D10Blob *pCompiledEffect;
|
|
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_displayEffectSrc,
|
|
sizeof(g_displayEffectSrc), 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_pDisplayEffect);
|
|
pCompiledEffect->Release();
|
|
|
|
g_pDisplayTechnique = g_pDisplayEffect->GetTechniqueByName("Render");
|
|
|
|
g_pTime = g_pDisplayEffect->GetVariableByName("g_Time")->AsScalar();
|
|
}
|
|
|
|
// Setup the effect
|
|
{
|
|
ID3D10Blob *pCompiledEffect;
|
|
ID3D10Blob *pErrors = NULL;
|
|
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_compositeEffectSrc,
|
|
sizeof(g_compositeEffectSrc), 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_pCompositeEffect);
|
|
pCompiledEffect->Release();
|
|
|
|
g_pCompositeTechnique = g_pCompositeEffect->GetTechniqueByName("Render");
|
|
|
|
g_pvQuadRect =
|
|
g_pCompositeEffect->GetVariableByName("g_vQuadRect")->AsVector();
|
|
g_pUseCase = g_pCompositeEffect->GetVariableByName("g_UseCase")->AsScalar();
|
|
|
|
g_pTexture2D = g_pCompositeEffect->GetVariableByName("g_Texture2D")
|
|
->AsShaderResource();
|
|
g_pTexture2D->SetResource(g_color.pBufferSRV);
|
|
|
|
g_pHistogram = g_pCompositeEffect->GetVariableByName("g_Histogram")
|
|
->AsShaderResource();
|
|
g_pHistogram->SetResource(g_histogram.pBufferSRV);
|
|
}
|
|
|
|
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: Cleanup()
|
|
// Desc: Releases all previously initialized objects
|
|
//-----------------------------------------------------------------------------
|
|
VOID Cleanup() {
|
|
if (g_histogram.pBuffer != NULL) {
|
|
// Unregister vertex buffer
|
|
cudaGraphicsUnregisterResource(g_histogram.cudaResource);
|
|
getLastCudaError("cudaGraphicsUnregisterResource failed");
|
|
g_histogram.pBuffer->Release();
|
|
}
|
|
|
|
if (g_histogram.pBufferSRV != NULL) {
|
|
g_histogram.pBufferSRV->Release();
|
|
}
|
|
|
|
if (g_pDisplayEffect != NULL) {
|
|
g_pDisplayEffect->Release();
|
|
}
|
|
|
|
if (g_pCompositeEffect != NULL) {
|
|
g_pCompositeEffect->Release();
|
|
}
|
|
|
|
if (g_color.pBufferSRV != NULL) {
|
|
g_color.pBufferSRV->Release();
|
|
}
|
|
|
|
if (g_color.pBufferRTV != NULL) {
|
|
g_color.pBufferRTV->Release();
|
|
}
|
|
|
|
if (g_color.pBuffer != NULL) {
|
|
// Unregister vertex buffer
|
|
cudaGraphicsUnregisterResource(g_color.cudaResource);
|
|
getLastCudaError("cudaD3D10UnregisterResource failed");
|
|
g_color.pBuffer->Release();
|
|
}
|
|
|
|
if (g_pRasterState != NULL) {
|
|
g_pRasterState->Release();
|
|
}
|
|
|
|
if (g_pSwapChainRTV != NULL) {
|
|
g_pSwapChainRTV->Release();
|
|
}
|
|
|
|
if (g_pSwapChain != NULL) {
|
|
g_pSwapChain->Release();
|
|
}
|
|
|
|
if (g_pd3dDevice != NULL) {
|
|
g_pd3dDevice->Release();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Render()
|
|
// Desc: Draws the scene
|
|
//-----------------------------------------------------------------------------
|
|
VOID Render() {
|
|
g_pd3dDevice->RSSetState(g_pRasterState);
|
|
|
|
// Draw frame
|
|
{
|
|
static float time = 0.f;
|
|
time += 0.001f;
|
|
g_pTime->SetFloat(time);
|
|
|
|
// Clear the Color to a black color
|
|
float ClearColor[4] = {0.f, 0.1f, 0.1f, 1.f};
|
|
g_pd3dDevice->ClearRenderTargetView(g_color.pBufferRTV, ClearColor);
|
|
g_pd3dDevice->OMSetRenderTargets(1, &g_color.pBufferRTV, NULL);
|
|
|
|
g_pd3dDevice->IASetInputLayout(0);
|
|
g_pd3dDevice->IASetPrimitiveTopology(
|
|
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
g_pDisplayTechnique->GetPassByIndex(0)->Apply(0);
|
|
g_pd3dDevice->DrawInstanced(4, 400, 0, 0);
|
|
}
|
|
|
|
// Run CUDA to compute the histogram
|
|
runCuda();
|
|
|
|
// draw the 2d texture
|
|
{
|
|
// Clear the Color to a black color
|
|
float ClearColor[4] = {0, 0, 0, 1.f};
|
|
g_pd3dDevice->ClearRenderTargetView(g_pSwapChainRTV, ClearColor);
|
|
g_pd3dDevice->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
|
|
|
|
g_pd3dDevice->IASetInputLayout(0);
|
|
g_pd3dDevice->IASetPrimitiveTopology(
|
|
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
g_pTexture2D->SetResource(g_color.pBufferSRV);
|
|
g_pHistogram->SetResource(g_histogram.pBufferSRV);
|
|
|
|
g_pUseCase->SetInt(0);
|
|
float quadRect1[4] = {-1.0f, -0.8f, 2.0f, 1.8f};
|
|
g_pvQuadRect->SetFloatVector((float *)&quadRect1);
|
|
|
|
g_pCompositeTechnique->GetPassByIndex(0)->Apply(0);
|
|
g_pd3dDevice->Draw(4, 0);
|
|
|
|
g_pUseCase->SetInt(1);
|
|
float quadRect2[4] = {-0.8f, -0.99f, 1.6f, 0.19f};
|
|
g_pvQuadRect->SetFloatVector((float *)&quadRect2);
|
|
|
|
g_pCompositeTechnique->GetPassByIndex(0)->Apply(0);
|
|
g_pd3dDevice->Draw(4, 0);
|
|
|
|
g_pTexture2D->SetResource(NULL);
|
|
g_pHistogram->SetResource(NULL);
|
|
g_pCompositeTechnique->GetPassByIndex(0)->Apply(0);
|
|
}
|
|
|
|
// Present the backbuffer contents to the display
|
|
g_pSwapChain->Present(0, 0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: MsgProc()
|
|
// Desc: The window's message handler
|
|
//-----------------------------------------------------------------------------
|
|
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
|
|
switch (msg) {
|
|
case WM_DESTROY:
|
|
case WM_KEYDOWN:
|
|
if (msg != WM_KEYDOWN || wParam == 27) {
|
|
g_bDone = true;
|
|
Cleanup();
|
|
PostQuitMessage(0);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
|
}
|