mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-28 17:39:16 +08:00
568 lines
22 KiB
C++
Executable File
568 lines
22 KiB
C++
Executable File
/* 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.
|
|
*/
|
|
|
|
#include <windows.h>
|
|
|
|
#include "d3dx12.h"
|
|
|
|
#include <string>
|
|
#include <wrl.h>
|
|
#include <shellapi.h>
|
|
|
|
#include <cuda_runtime.h>
|
|
#include "ShaderStructs.h"
|
|
#include "simpleD3D12.h"
|
|
#include <aclapi.h>
|
|
|
|
//////////////////////////////////////////////
|
|
// WindowsSecurityAttributes implementation //
|
|
//////////////////////////////////////////////
|
|
|
|
class WindowsSecurityAttributes {
|
|
protected:
|
|
SECURITY_ATTRIBUTES m_winSecurityAttributes;
|
|
PSECURITY_DESCRIPTOR m_winPSecurityDescriptor;
|
|
|
|
public:
|
|
WindowsSecurityAttributes();
|
|
~WindowsSecurityAttributes();
|
|
SECURITY_ATTRIBUTES *operator&();
|
|
};
|
|
|
|
WindowsSecurityAttributes::WindowsSecurityAttributes() {
|
|
m_winPSecurityDescriptor = (PSECURITY_DESCRIPTOR)calloc(
|
|
1, SECURITY_DESCRIPTOR_MIN_LENGTH + 2 * sizeof(void **));
|
|
assert(m_winPSecurityDescriptor != (PSECURITY_DESCRIPTOR)NULL);
|
|
|
|
PSID *ppSID = (PSID *)((PBYTE)m_winPSecurityDescriptor +
|
|
SECURITY_DESCRIPTOR_MIN_LENGTH);
|
|
PACL *ppACL = (PACL *)((PBYTE)ppSID + sizeof(PSID *));
|
|
|
|
InitializeSecurityDescriptor(m_winPSecurityDescriptor,
|
|
SECURITY_DESCRIPTOR_REVISION);
|
|
|
|
SID_IDENTIFIER_AUTHORITY sidIdentifierAuthority =
|
|
SECURITY_WORLD_SID_AUTHORITY;
|
|
AllocateAndInitializeSid(&sidIdentifierAuthority, 1, SECURITY_WORLD_RID, 0, 0,
|
|
0, 0, 0, 0, 0, ppSID);
|
|
|
|
EXPLICIT_ACCESS explicitAccess;
|
|
ZeroMemory(&explicitAccess, sizeof(EXPLICIT_ACCESS));
|
|
explicitAccess.grfAccessPermissions =
|
|
STANDARD_RIGHTS_ALL | SPECIFIC_RIGHTS_ALL;
|
|
explicitAccess.grfAccessMode = SET_ACCESS;
|
|
explicitAccess.grfInheritance = INHERIT_ONLY;
|
|
explicitAccess.Trustee.TrusteeForm = TRUSTEE_IS_SID;
|
|
explicitAccess.Trustee.TrusteeType = TRUSTEE_IS_WELL_KNOWN_GROUP;
|
|
explicitAccess.Trustee.ptstrName = (LPTSTR)*ppSID;
|
|
|
|
SetEntriesInAcl(1, &explicitAccess, NULL, ppACL);
|
|
|
|
SetSecurityDescriptorDacl(m_winPSecurityDescriptor, TRUE, *ppACL, FALSE);
|
|
|
|
m_winSecurityAttributes.nLength = sizeof(m_winSecurityAttributes);
|
|
m_winSecurityAttributes.lpSecurityDescriptor = m_winPSecurityDescriptor;
|
|
m_winSecurityAttributes.bInheritHandle = TRUE;
|
|
}
|
|
|
|
WindowsSecurityAttributes::~WindowsSecurityAttributes() {
|
|
PSID *ppSID = (PSID *)((PBYTE)m_winPSecurityDescriptor +
|
|
SECURITY_DESCRIPTOR_MIN_LENGTH);
|
|
PACL *ppACL = (PACL *)((PBYTE)ppSID + sizeof(PSID *));
|
|
|
|
if (*ppSID) {
|
|
FreeSid(*ppSID);
|
|
}
|
|
if (*ppACL) {
|
|
LocalFree(*ppACL);
|
|
}
|
|
free(m_winPSecurityDescriptor);
|
|
}
|
|
|
|
SECURITY_ATTRIBUTES *WindowsSecurityAttributes::operator&() {
|
|
return &m_winSecurityAttributes;
|
|
}
|
|
|
|
DX12CudaInterop::DX12CudaInterop(UINT width, UINT height, std::string name)
|
|
: DX12CudaSample(width, height, name),
|
|
m_frameIndex(0),
|
|
m_scissorRect(0, 0, static_cast<LONG>(width), static_cast<LONG>(height)),
|
|
m_fenceValues{},
|
|
m_rtvDescriptorSize(0) {
|
|
m_viewport = {0.0f, 0.0f, static_cast<float>(width),
|
|
static_cast<float>(height)};
|
|
m_AnimTime = 1.0f;
|
|
}
|
|
|
|
void DX12CudaInterop::OnInit() {
|
|
LoadPipeline();
|
|
InitCuda();
|
|
LoadAssets();
|
|
}
|
|
|
|
// Load the rendering pipeline dependencies.
|
|
void DX12CudaInterop::LoadPipeline() {
|
|
UINT dxgiFactoryFlags = 0;
|
|
|
|
#if defined(_DEBUG)
|
|
// Enable the debug layer (requires the Graphics Tools "optional feature").
|
|
// NOTE: Enabling the debug layer after device creation will invalidate the
|
|
// active device.
|
|
{
|
|
ComPtr<ID3D12Debug> debugController;
|
|
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
|
|
debugController->EnableDebugLayer();
|
|
|
|
// Enable additional debug layers.
|
|
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
ComPtr<IDXGIFactory4> factory;
|
|
ThrowIfFailed(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
|
|
|
|
if (m_useWarpDevice) {
|
|
ComPtr<IDXGIAdapter> warpAdapter;
|
|
ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));
|
|
|
|
ThrowIfFailed(D3D12CreateDevice(warpAdapter.Get(), D3D_FEATURE_LEVEL_11_0,
|
|
IID_PPV_ARGS(&m_device)));
|
|
} else {
|
|
ComPtr<IDXGIAdapter1> hardwareAdapter;
|
|
GetHardwareAdapter(factory.Get(), &hardwareAdapter);
|
|
|
|
ThrowIfFailed(D3D12CreateDevice(hardwareAdapter.Get(),
|
|
D3D_FEATURE_LEVEL_11_0,
|
|
IID_PPV_ARGS(&m_device)));
|
|
DXGI_ADAPTER_DESC1 desc;
|
|
hardwareAdapter->GetDesc1(&desc);
|
|
m_dx12deviceluid = desc.AdapterLuid;
|
|
}
|
|
|
|
// Describe and create the command queue.
|
|
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
|
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
|
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
|
|
|
ThrowIfFailed(
|
|
m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
|
|
|
|
// Describe and create the swap chain.
|
|
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
|
|
swapChainDesc.BufferCount = FrameCount;
|
|
swapChainDesc.Width = m_width;
|
|
swapChainDesc.Height = m_height;
|
|
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
|
swapChainDesc.SampleDesc.Count = 1;
|
|
|
|
ComPtr<IDXGISwapChain1> swapChain;
|
|
ThrowIfFailed(factory->CreateSwapChainForHwnd(
|
|
m_commandQueue.Get(), // Swap chain needs the queue so that it can force
|
|
// a flush on it.
|
|
Win32Application::GetHwnd(), &swapChainDesc, nullptr, nullptr,
|
|
&swapChain));
|
|
|
|
// This sample does not support fullscreen transitions.
|
|
ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(),
|
|
DXGI_MWA_NO_ALT_ENTER));
|
|
|
|
ThrowIfFailed(swapChain.As(&m_swapChain));
|
|
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
|
|
|
|
// Create descriptor heaps.
|
|
{
|
|
// Describe and create a render target view (RTV) descriptor heap.
|
|
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
|
|
rtvHeapDesc.NumDescriptors = FrameCount;
|
|
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
|
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
|
ThrowIfFailed(
|
|
m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
|
|
|
|
m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(
|
|
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
|
}
|
|
|
|
// Create frame resources.
|
|
{
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(
|
|
m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
|
|
|
|
// Create a RTV and a command allocator for each frame.
|
|
for (UINT n = 0; n < FrameCount; n++) {
|
|
ThrowIfFailed(
|
|
m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
|
|
m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr,
|
|
rtvHandle);
|
|
rtvHandle.Offset(1, m_rtvDescriptorSize);
|
|
|
|
ThrowIfFailed(m_device->CreateCommandAllocator(
|
|
D3D12_COMMAND_LIST_TYPE_DIRECT,
|
|
IID_PPV_ARGS(&m_commandAllocators[n])));
|
|
}
|
|
}
|
|
}
|
|
|
|
void DX12CudaInterop::InitCuda() {
|
|
int num_cuda_devices = 0;
|
|
checkCudaErrors(cudaGetDeviceCount(&num_cuda_devices));
|
|
|
|
if (!num_cuda_devices) {
|
|
throw std::exception("No CUDA Devices found");
|
|
}
|
|
for (UINT devId = 0; devId < num_cuda_devices; devId++) {
|
|
cudaDeviceProp devProp;
|
|
checkCudaErrors(cudaGetDeviceProperties(&devProp, devId));
|
|
|
|
if ((memcmp(&m_dx12deviceluid.LowPart, devProp.luid,
|
|
sizeof(m_dx12deviceluid.LowPart)) == 0) &&
|
|
(memcmp(&m_dx12deviceluid.HighPart,
|
|
devProp.luid + sizeof(m_dx12deviceluid.LowPart),
|
|
sizeof(m_dx12deviceluid.HighPart)) == 0)) {
|
|
checkCudaErrors(cudaSetDevice(devId));
|
|
m_cudaDeviceID = devId;
|
|
m_nodeMask = devProp.luidDeviceNodeMask;
|
|
checkCudaErrors(cudaStreamCreate(&m_streamToRun));
|
|
printf("CUDA Device Used [%d] %s\n", devId, devProp.name);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Load the sample assets.
|
|
void DX12CudaInterop::LoadAssets() {
|
|
// Create a root signature.
|
|
{
|
|
CD3DX12_DESCRIPTOR_RANGE range;
|
|
CD3DX12_ROOT_PARAMETER parameter;
|
|
|
|
range.Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);
|
|
parameter.InitAsDescriptorTable(1, &range, D3D12_SHADER_VISIBILITY_VERTEX);
|
|
|
|
D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
|
|
// Only the input assembler stage needs access to the constant buffer.
|
|
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
|
|
|
|
CD3DX12_ROOT_SIGNATURE_DESC descRootSignature;
|
|
descRootSignature.Init(1, ¶meter, 0, nullptr, rootSignatureFlags);
|
|
ComPtr<ID3DBlob> pSignature;
|
|
ComPtr<ID3DBlob> pError;
|
|
ThrowIfFailed(D3D12SerializeRootSignature(
|
|
&descRootSignature, D3D_ROOT_SIGNATURE_VERSION_1,
|
|
pSignature.GetAddressOf(), pError.GetAddressOf()));
|
|
ThrowIfFailed(m_device->CreateRootSignature(
|
|
0, pSignature->GetBufferPointer(), pSignature->GetBufferSize(),
|
|
IID_PPV_ARGS(&m_rootSignature)));
|
|
}
|
|
// Create the pipeline state, which includes compiling and loading shaders.
|
|
{
|
|
ComPtr<ID3DBlob> vertexShader;
|
|
ComPtr<ID3DBlob> pixelShader;
|
|
|
|
#if defined(_DEBUG)
|
|
// Enable better shader debugging with the graphics debugging tools.
|
|
UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
|
|
#else
|
|
UINT compileFlags = 0;
|
|
#endif
|
|
std::wstring filePath = GetAssetFullPath("shaders.hlsl");
|
|
LPCWSTR result = filePath.c_str();
|
|
ThrowIfFailed(D3DCompileFromFile(result, nullptr, nullptr, "VSMain",
|
|
"vs_5_0", compileFlags, 0, &vertexShader,
|
|
nullptr));
|
|
ThrowIfFailed(D3DCompileFromFile(result, nullptr, nullptr, "PSMain",
|
|
"ps_5_0", compileFlags, 0, &pixelShader,
|
|
nullptr));
|
|
|
|
// Define the vertex input layout.
|
|
D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = {
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
|
|
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
|
|
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12,
|
|
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}};
|
|
|
|
// Describe and create the graphics pipeline state object (PSO).
|
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
|
|
psoDesc.InputLayout = {inputElementDescs, _countof(inputElementDescs)};
|
|
psoDesc.pRootSignature = m_rootSignature.Get();
|
|
psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShader.Get());
|
|
psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShader.Get());
|
|
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
|
|
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
|
|
psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
|
|
psoDesc.SampleMask = UINT_MAX;
|
|
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
|
|
psoDesc.NumRenderTargets = 1;
|
|
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
psoDesc.SampleDesc.Count = 1;
|
|
ThrowIfFailed(m_device->CreateGraphicsPipelineState(
|
|
&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
|
|
}
|
|
|
|
// Create the command list.
|
|
ThrowIfFailed(m_device->CreateCommandList(
|
|
0, D3D12_COMMAND_LIST_TYPE_DIRECT,
|
|
m_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get(),
|
|
IID_PPV_ARGS(&m_commandList)));
|
|
|
|
// Command lists are created in the recording state, but there is nothing
|
|
// to record yet. The main loop expects it to be closed, so close it now.
|
|
ThrowIfFailed(m_commandList->Close());
|
|
|
|
// Create the vertex buffer.
|
|
{
|
|
// Define the geometry for a triangle.
|
|
vertBufWidth = m_width / 2;
|
|
vertBufHeight = m_height / 2;
|
|
const UINT vertexBufferSize = sizeof(Vertex) * vertBufWidth * vertBufHeight;
|
|
|
|
ThrowIfFailed(m_device->CreateCommittedResource(
|
|
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
|
|
D3D12_HEAP_FLAG_SHARED,
|
|
&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
|
|
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, nullptr,
|
|
IID_PPV_ARGS(&m_vertexBuffer)));
|
|
|
|
// Initialize the vertex buffer view.
|
|
m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
|
|
m_vertexBufferView.StrideInBytes = sizeof(Vertex);
|
|
m_vertexBufferView.SizeInBytes = vertexBufferSize;
|
|
|
|
HANDLE sharedHandle;
|
|
WindowsSecurityAttributes windowsSecurityAttributes;
|
|
LPCWSTR name = NULL;
|
|
ThrowIfFailed(m_device->CreateSharedHandle(
|
|
m_vertexBuffer.Get(), &windowsSecurityAttributes, GENERIC_ALL, name,
|
|
&sharedHandle));
|
|
|
|
D3D12_RESOURCE_ALLOCATION_INFO d3d12ResourceAllocationInfo;
|
|
d3d12ResourceAllocationInfo = m_device->GetResourceAllocationInfo(
|
|
m_nodeMask, 1, &CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize));
|
|
size_t actualSize = d3d12ResourceAllocationInfo.SizeInBytes;
|
|
size_t alignment = d3d12ResourceAllocationInfo.Alignment;
|
|
|
|
cudaExternalMemoryHandleDesc externalMemoryHandleDesc;
|
|
memset(&externalMemoryHandleDesc, 0, sizeof(externalMemoryHandleDesc));
|
|
|
|
externalMemoryHandleDesc.type = cudaExternalMemoryHandleTypeD3D12Resource;
|
|
externalMemoryHandleDesc.handle.win32.handle = sharedHandle;
|
|
externalMemoryHandleDesc.size = actualSize;
|
|
externalMemoryHandleDesc.flags = cudaExternalMemoryDedicated;
|
|
|
|
checkCudaErrors(
|
|
cudaImportExternalMemory(&m_externalMemory, &externalMemoryHandleDesc));
|
|
CloseHandle(sharedHandle);
|
|
|
|
cudaExternalMemoryBufferDesc externalMemoryBufferDesc;
|
|
memset(&externalMemoryBufferDesc, 0, sizeof(externalMemoryBufferDesc));
|
|
externalMemoryBufferDesc.offset = 0;
|
|
externalMemoryBufferDesc.size = vertexBufferSize;
|
|
externalMemoryBufferDesc.flags = 0;
|
|
|
|
checkCudaErrors(cudaExternalMemoryGetMappedBuffer(
|
|
&m_cudaDevVertptr, m_externalMemory, &externalMemoryBufferDesc));
|
|
RunSineWaveKernel(vertBufWidth, vertBufHeight, (Vertex *)m_cudaDevVertptr,
|
|
m_streamToRun, 1.0f);
|
|
checkCudaErrors(cudaStreamSynchronize(m_streamToRun));
|
|
|
|
}
|
|
|
|
// Create synchronization objects and wait until assets have been uploaded to
|
|
// the GPU.
|
|
{
|
|
ThrowIfFailed(m_device->CreateFence(m_fenceValues[m_frameIndex],
|
|
D3D12_FENCE_FLAG_SHARED,
|
|
IID_PPV_ARGS(&m_fence)));
|
|
|
|
cudaExternalSemaphoreHandleDesc externalSemaphoreHandleDesc;
|
|
|
|
memset(&externalSemaphoreHandleDesc, 0,
|
|
sizeof(externalSemaphoreHandleDesc));
|
|
WindowsSecurityAttributes windowsSecurityAttributes;
|
|
LPCWSTR name = NULL;
|
|
HANDLE sharedHandle;
|
|
externalSemaphoreHandleDesc.type =
|
|
cudaExternalSemaphoreHandleTypeD3D12Fence;
|
|
m_device->CreateSharedHandle(m_fence.Get(), &windowsSecurityAttributes,
|
|
GENERIC_ALL, name, &sharedHandle);
|
|
externalSemaphoreHandleDesc.handle.win32.handle = (void *)sharedHandle;
|
|
externalSemaphoreHandleDesc.flags = 0;
|
|
|
|
checkCudaErrors(cudaImportExternalSemaphore(&m_externalSemaphore,
|
|
&externalSemaphoreHandleDesc));
|
|
|
|
m_fenceValues[m_frameIndex]++;
|
|
|
|
// Create an event handle to use for frame synchronization.
|
|
m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
|
if (m_fenceEvent == nullptr) {
|
|
ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
|
|
}
|
|
|
|
// Wait for the command list to execute; we are reusing the same command
|
|
// list in our main loop but for now, we just want to wait for setup to
|
|
// complete before continuing.
|
|
WaitForGpu();
|
|
}
|
|
}
|
|
|
|
// Render the scene.
|
|
void DX12CudaInterop::OnRender() {
|
|
// Record all the commands we need to render the scene into the command list.
|
|
PopulateCommandList();
|
|
|
|
// Execute the command list.
|
|
ID3D12CommandList *ppCommandLists[] = {m_commandList.Get()};
|
|
m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
|
|
|
|
// Present the frame.
|
|
ThrowIfFailed(m_swapChain->Present(1, 0));
|
|
|
|
// Schedule a Signal command in the queue.
|
|
const UINT64 currentFenceValue = m_fenceValues[m_frameIndex];
|
|
ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), currentFenceValue));
|
|
|
|
MoveToNextFrame();
|
|
}
|
|
|
|
void DX12CudaInterop::OnDestroy() {
|
|
// Ensure that the GPU is no longer referencing resources that are about to be
|
|
// cleaned up by the destructor.
|
|
WaitForGpu();
|
|
checkCudaErrors(cudaDestroyExternalSemaphore(m_externalSemaphore));
|
|
checkCudaErrors(cudaDestroyExternalMemory(m_externalMemory));
|
|
checkCudaErrors(cudaFree(m_cudaDevVertptr));
|
|
CloseHandle(m_fenceEvent);
|
|
}
|
|
|
|
void DX12CudaInterop::PopulateCommandList() {
|
|
// Command list allocators can only be reset when the associated
|
|
// command lists have finished execution on the GPU; apps should use
|
|
// fences to determine GPU execution progress.
|
|
ThrowIfFailed(m_commandAllocators[m_frameIndex]->Reset());
|
|
|
|
// However, when ExecuteCommandList() is called on a particular command
|
|
// list, that command list can then be reset at any time and must be before
|
|
// re-recording.
|
|
ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_frameIndex].Get(),
|
|
m_pipelineState.Get()));
|
|
|
|
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
|
|
|
|
// Set necessary state.
|
|
m_commandList->RSSetViewports(1, &m_viewport);
|
|
m_commandList->RSSetScissorRects(1, &m_scissorRect);
|
|
|
|
// Indicate that the back buffer will be used as a render target.
|
|
m_commandList->ResourceBarrier(
|
|
1, &CD3DX12_RESOURCE_BARRIER::Transition(
|
|
m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT,
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET));
|
|
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(
|
|
m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex,
|
|
m_rtvDescriptorSize);
|
|
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
|
|
|
|
// Record commands.
|
|
const float clearColor[] = {0.0f, 0.2f, 0.4f, 1.0f};
|
|
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
|
|
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
|
|
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
|
|
m_commandList->DrawInstanced(vertBufHeight * vertBufWidth, 1, 0, 0);
|
|
|
|
// Indicate that the back buffer will now be used to present.
|
|
m_commandList->ResourceBarrier(
|
|
1, &CD3DX12_RESOURCE_BARRIER::Transition(
|
|
m_renderTargets[m_frameIndex].Get(),
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
|
|
|
|
ThrowIfFailed(m_commandList->Close());
|
|
}
|
|
|
|
// Wait for pending GPU work to complete.
|
|
void DX12CudaInterop::WaitForGpu() {
|
|
// Schedule a Signal command in the queue.
|
|
ThrowIfFailed(
|
|
m_commandQueue->Signal(m_fence.Get(), m_fenceValues[m_frameIndex]));
|
|
|
|
// Wait until the fence has been processed.
|
|
ThrowIfFailed(
|
|
m_fence->SetEventOnCompletion(m_fenceValues[m_frameIndex], m_fenceEvent));
|
|
WaitForSingleObjectEx(m_fenceEvent, INFINITE, FALSE);
|
|
|
|
// Increment the fence value for the current frame.
|
|
m_fenceValues[m_frameIndex]++;
|
|
}
|
|
|
|
// Prepare to render the next frame.
|
|
void DX12CudaInterop::MoveToNextFrame() {
|
|
const UINT64 currentFenceValue = m_fenceValues[m_frameIndex];
|
|
cudaExternalSemaphoreWaitParams externalSemaphoreWaitParams;
|
|
memset(&externalSemaphoreWaitParams, 0, sizeof(externalSemaphoreWaitParams));
|
|
|
|
externalSemaphoreWaitParams.params.fence.value = currentFenceValue;
|
|
externalSemaphoreWaitParams.flags = 0;
|
|
|
|
checkCudaErrors(cudaWaitExternalSemaphoresAsync(
|
|
&m_externalSemaphore, &externalSemaphoreWaitParams, 1, m_streamToRun));
|
|
|
|
m_AnimTime += 0.01f;
|
|
RunSineWaveKernel(vertBufWidth, vertBufHeight, (Vertex *)m_cudaDevVertptr,
|
|
m_streamToRun, m_AnimTime);
|
|
|
|
cudaExternalSemaphoreSignalParams externalSemaphoreSignalParams;
|
|
memset(&externalSemaphoreSignalParams, 0,
|
|
sizeof(externalSemaphoreSignalParams));
|
|
m_fenceValues[m_frameIndex] = currentFenceValue + 1;
|
|
externalSemaphoreSignalParams.params.fence.value =
|
|
m_fenceValues[m_frameIndex];
|
|
externalSemaphoreSignalParams.flags = 0;
|
|
|
|
checkCudaErrors(cudaSignalExternalSemaphoresAsync(
|
|
&m_externalSemaphore, &externalSemaphoreSignalParams, 1, m_streamToRun));
|
|
|
|
// Update the frame index.
|
|
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
|
|
|
|
// If the next frame is not ready to be rendered yet, wait until it is ready.
|
|
if (m_fence->GetCompletedValue() < m_fenceValues[m_frameIndex]) {
|
|
ThrowIfFailed(m_fence->SetEventOnCompletion(m_fenceValues[m_frameIndex],
|
|
m_fenceEvent));
|
|
WaitForSingleObjectEx(m_fenceEvent, INFINITE, FALSE);
|
|
}
|
|
|
|
// Set the fence value for the next frame.
|
|
m_fenceValues[m_frameIndex] = currentFenceValue + 2;
|
|
}
|