cuda-samples/Samples/2_Concepts_and_Techniques/particles/particleSystem.cuh
2022-01-13 11:35:24 +05:30

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/* 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.
*/
extern "C" {
void cudaInit(int argc, char **argv);
void allocateArray(void **devPtr, int size);
void freeArray(void *devPtr);
void threadSync();
void copyArrayFromDevice(void *host, const void *device,
struct cudaGraphicsResource **cuda_vbo_resource,
int size);
void copyArrayToDevice(void *device, const void *host, int offset, int size);
void registerGLBufferObject(uint vbo,
struct cudaGraphicsResource **cuda_vbo_resource);
void unregisterGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource);
void *mapGLBufferObject(struct cudaGraphicsResource **cuda_vbo_resource);
void unmapGLBufferObject(struct cudaGraphicsResource *cuda_vbo_resource);
void setParameters(SimParams *hostParams);
void integrateSystem(float *pos, float *vel, float deltaTime,
uint numParticles);
void calcHash(uint *gridParticleHash, uint *gridParticleIndex, float *pos,
int numParticles);
void reorderDataAndFindCellStart(uint *cellStart, uint *cellEnd,
float *sortedPos, float *sortedVel,
uint *gridParticleHash,
uint *gridParticleIndex, float *oldPos,
float *oldVel, uint numParticles,
uint numCells);
void collide(float *newVel, float *sortedPos, float *sortedVel,
uint *gridParticleIndex, uint *cellStart, uint *cellEnd,
uint numParticles, uint numCells);
void sortParticles(uint *dGridParticleHash, uint *dGridParticleIndex,
uint numParticles);
}