cuda-samples/Samples/simpleD3D11/simpleD3D11.cpp
2019-10-23 19:00:39 +05:30

654 lines
20 KiB
C++

/* Copyright (c) 2019, 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-D3D11 External Resource Interoperability APIs
* to update D3D11 buffers from CUDA and synchronize between D3D11 and CUDA with Keyed Mutexes.
*/
#pragma warning(disable: 4312)
#include <windows.h>
#include <mmsystem.h>
// This header inclues all the necessary D3D11 and CUDA includes
#include <dynlink_d3d11.h>
#include <dxgi1_2.h>
#include <cuda_runtime_api.h>
#include <cuda_d3d11_interop.h>
#include <d3dcompiler.h>
// includes, project
#include <rendercheck_d3d11.h>
#include <helper_cuda.h>
#include <helper_functions.h> // includes cuda.h and cuda_runtime_api.h
#include "ShaderStructs.h"
#include "sinewave_cuda.h"
#define MAX_EPSILON 10
static char *SDK_name = "simpleD3D11";
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
IDXGIAdapter1 *g_pCudaCapableAdapter = NULL; // Adapter to use
ID3D11Device *g_pd3dDevice = NULL; // Our rendering device
ID3D11DeviceContext *g_pd3dDeviceContext = NULL;
IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window
ID3D11RenderTargetView *g_pSwapChainRTV = NULL; //The Render target view on the swap chain ( used for clear)
ID3D11RasterizerState *g_pRasterState = NULL;
ID3D11InputLayout *g_pInputLayout = NULL;
ID3D11VertexShader *g_pVertexShader;
ID3D11PixelShader *g_pPixelShader;
ID3D11InputLayout *g_pLayout;
ID3D11Buffer *g_VertexBuffer;
IDXGIKeyedMutex *g_pKeyedMutex11;
Vertex *d_VertexBufPtr = NULL;
cudaExternalMemory_t extMemory;
cudaExternalSemaphore_t extSemaphore;
//
// Vertex and Pixel shaders here : VSMain() & PSMain()
//
static const char g_simpleShaders[] =
"struct PSInput\n" \
"{ \n" \
" float4 position : SV_POSITION;\n" \
" float4 color : COLOR; \n" \
"};\n" \
"PSInput VSMain(float3 position : POSITION, float4 color : COLOR)\n" \
"{ \n" \
" PSInput result;\n" \
" result.position = float4(position, 1.0f); \n" \
" // Pass the color through without modification. \n" \
" result.color = color; \n" \
" return result; \n" \
"} \n" \
"float4 PSMain(PSInput input) : SV_TARGET \n" \
"{ \n" \
" return input.color; \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; \
}
bool g_bDone = false;
bool g_bPassed = true;
int *pArgc = NULL;
char **pArgv = NULL;
const unsigned int g_WindowWidth = 720;
const unsigned int g_WindowHeight = 720;
int g_iFrameToCompare = 10;
cudaStream_t cuda_stream;
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
HRESULT InitD3D(HWND hWnd);
bool DrawScene();
void Cleanup();
void Render();
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#define NAME_LEN 512
bool findCUDADevice()
{
int deviceCount = 0;
// This function call returns 0 if there are no CUDA capable devices.
checkCudaErrors(cudaGetDeviceCount(&deviceCount));
if (deviceCount == 0)
{
printf("> There are no device(s) supporting CUDA\n");
return false;
}
else
{
printf("> Found %d CUDA Capable Device(s)\n", deviceCount);
}
return true;
}
bool findDXDevice(char *dev_name)
{
HRESULT hr = S_OK;
cudaError cuStatus;
int cuda_dev = -1;
// Iterate through the candidate adapters
IDXGIFactory1 *pFactory;
hr = sFnPtr_CreateDXGIFactory(__uuidof(IDXGIFactory1), (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
IDXGIAdapter1 *pAdapter = NULL;
hr = pFactory->EnumAdapters1(adapter, &pAdapter);
if (FAILED(hr))
{
break; // no compatible adapters found
}
// Query to see if there exists a corresponding compute device
int cuDevice;
cuStatus = cudaD3D11GetDevice(&cuDevice, pAdapter);
printLastCudaError("cudaD3D11GetDevice failed"); //This prints and resets the cudaError to cudaSuccess
if (cudaSuccess == cuStatus)
{
// If so, mark it as the one against which to create our d3d11 device
g_pCudaCapableAdapter = pAdapter;
g_pCudaCapableAdapter->AddRef();
cuda_dev = cuDevice;
printf("\ncuda device id selected = %d\n", cuda_dev);
}
pAdapter->Release();
}
printf("> Found %d D3D11 Adapater(s).\n", (int) adapter);
pFactory->Release();
if (!g_pCudaCapableAdapter)
{
printf("> Found 0 D3D11 Adapater(s) /w Compute capability.\n");
return false;
}
DXGI_ADAPTER_DESC adapterDesc;
g_pCudaCapableAdapter->GetDesc(&adapterDesc);
wcstombs(dev_name, adapterDesc.Description, 128);
checkCudaErrors(cudaSetDevice(cuda_dev));
checkCudaErrors(cudaStreamCreateWithFlags(&cuda_stream, cudaStreamNonBlocking));
printf("> Found 1 D3D11 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 (!dynlinkLoadD3D11API()) // Search for D3D API (locate drivers, does not mean device is found)
{
printf("> D3D11 API libraries NOT found on.. Exiting.\n");
dynlinkUnloadD3D11API();
exit(EXIT_SUCCESS);
}
if (!findDXDevice(device_name)) // Search for D3D Hardware Device
{
printf("> D3D11 Graphics Device NOT found.. Exiting.\n");
dynlinkUnloadD3D11API();
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);
}
//
// create window
//
// 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
int xBorder = ::GetSystemMetrics(SM_CXSIZEFRAME);
int yMenu = ::GetSystemMetrics(SM_CYMENU);
int yBorder = ::GetSystemMetrics(SM_CYSIZEFRAME);
HWND hWnd = CreateWindow(wc.lpszClassName, "CUDA/D3D11 InterOP",
WS_OVERLAPPEDWINDOW, 0, 0, g_WindowWidth + 2*xBorder, g_WindowHeight+ 2*yBorder+yMenu,
NULL, NULL, wc.hInstance, NULL);
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Initialize Direct3D
if (!SUCCEEDED(InitD3D(hWnd)))
{
printf("InitD3D Failed.. Exiting..\n");
exit(EXIT_FAILURE);
}
//
// 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 = "simpleD3D11.ppm";
// Save a reference of our current test run image
CheckRenderD3D11::ActiveRenderTargetToPPM(g_pd3dDevice,cur_image_path);
// compare to offical reference image, printing PASS or FAIL.
g_bPassed = CheckRenderD3D11::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)
dynlinkUnloadD3D11API();
// Unregister windows class
UnregisterClass(wc.lpszClassName, wc.hInstance);
//
// and exit
//
printf("> %s running on %s exiting...\n", SDK_name, device_name);
exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
}
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D(HWND hWnd)
{
HRESULT hr = S_OK;
cudaError cuStatus;
// 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;
D3D_FEATURE_LEVEL tour_fl[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0
};
D3D_FEATURE_LEVEL flRes;
// Create device and swapchain
hr = sFnPtr_D3D11CreateDeviceAndSwapChain(
g_pCudaCapableAdapter,
D3D_DRIVER_TYPE_UNKNOWN,//D3D_DRIVER_TYPE_HARDWARE,
NULL, //HMODULE Software
0, //UINT Flags
tour_fl, // D3D_FEATURE_LEVEL* pFeatureLevels
2, //FeatureLevels
D3D11_SDK_VERSION, //UINT SDKVersion
&sd, // DXGI_SWAP_CHAIN_DESC* pSwapChainDesc
&g_pSwapChain, //IDXGISwapChain** ppSwapChain
&g_pd3dDevice, //ID3D11Device** ppDevice
&flRes, //D3D_FEATURE_LEVEL* pFeatureLevel
&g_pd3dDeviceContext//ID3D11DeviceContext** ppImmediateContext
);
AssertOrQuit(SUCCEEDED(hr));
g_pCudaCapableAdapter->Release();
// Get the immediate DeviceContext
g_pd3dDevice->GetImmediateContext(&g_pd3dDeviceContext);
// Create a render target view of the swapchain
ID3D11Texture2D *pBuffer;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&pBuffer);
AssertOrQuit(SUCCEEDED(hr));
hr = g_pd3dDevice->CreateRenderTargetView(pBuffer, NULL, &g_pSwapChainRTV);
AssertOrQuit(SUCCEEDED(hr));
pBuffer->Release();
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
// Setup the viewport
D3D11_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_pd3dDeviceContext->RSSetViewports(1, &vp);
ID3DBlob *VS;
ID3DBlob *PS;
ID3DBlob *pErrorMsgs;
// Vertex shader
{
hr = D3DCompile(g_simpleShaders, strlen(g_simpleShaders), "Memory", NULL, NULL,"VSMain", "vs_4_0", 0/*Flags1*/, 0/*Flags2*/, &VS, &pErrorMsgs);
if (FAILED(hr))
{
const char *pStr = (const char *)pErrorMsgs->GetBufferPointer();
printf(pStr);
}
AssertOrQuit(SUCCEEDED(hr));
hr = g_pd3dDevice->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &g_pVertexShader);
AssertOrQuit(SUCCEEDED(hr));
// Let's bind it now : no other vtx shader will replace it...
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
}
// Pixel shader
{
hr = D3DCompile(g_simpleShaders, strlen(g_simpleShaders), "Memory", NULL, NULL, "PSMain", "ps_4_0", 0/*Flags1*/, 0/*Flags2*/, &PS, &pErrorMsgs);
AssertOrQuit(SUCCEEDED(hr));
hr = g_pd3dDevice->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &g_pPixelShader);
AssertOrQuit(SUCCEEDED(hr));
// Let's bind it now : no other pix shader will replace it...
g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
}
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.ByteWidth = sizeof(Vertex) * g_WindowWidth * g_WindowHeight;
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
hr = g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_VertexBuffer);
AssertOrQuit(SUCCEEDED(hr));
hr = g_VertexBuffer->QueryInterface(__uuidof(IDXGIKeyedMutex), (void**)&g_pKeyedMutex11);
AssertOrQuit(SUCCEEDED(hr));
D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
hr = g_pd3dDevice->CreateInputLayout(inputElementDescs, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &g_pLayout);
AssertOrQuit(SUCCEEDED(hr));
// Setup Input Layout
g_pd3dDeviceContext->IASetInputLayout(g_pLayout);
AssertOrQuit(SUCCEEDED(hr));
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
AssertOrQuit(SUCCEEDED(hr));
IDXGIResource1* pResource;
HANDLE sharedHandle;
g_VertexBuffer->QueryInterface(__uuidof(IDXGIResource1), (void**)&pResource);
hr = pResource->GetSharedHandle(&sharedHandle);
if (!SUCCEEDED(hr))
{
std::cout << "Failed GetSharedHandle hr= " << hr << std::endl;
}
// Import the D3D11 Vertex Buffer into CUDA
d_VertexBufPtr = cudaImportVertexBuffer(sharedHandle, extMemory, g_WindowWidth, g_WindowHeight);
pResource->Release();
g_pKeyedMutex11->QueryInterface(__uuidof(IDXGIResource1), (void**)&pResource);
pResource->GetSharedHandle(&sharedHandle);
// Import the D3D11 Keyed Mutex into CUDA
cudaImportKeyedMutex(sharedHandle, extSemaphore);
pResource->Release();
D3D11_RASTERIZER_DESC rasterizerState;
rasterizerState.FillMode = D3D11_FILL_SOLID;
rasterizerState.CullMode = D3D11_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_pd3dDeviceContext->RSSetState(g_pRasterState);
return S_OK;
}
////////////////////////////////////////////////////////////////////////////////
//! Draw the final result on the screen
////////////////////////////////////////////////////////////////////////////////
bool DrawScene(uint64_t &key)
{
HRESULT hr = S_OK;
// Clear the backbuffer
float ClearColor[4] = { 0.5f, 0.5f, 0.6f, 1.0f };
g_pd3dDeviceContext->ClearRenderTargetView(g_pSwapChainRTV, ClearColor);
hr = g_pKeyedMutex11->AcquireSync(key++, INFINITE);
AssertOrQuit(SUCCEEDED(hr));
UINT stride = sizeof(Vertex);
UINT offset = 0;
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_VertexBuffer, &stride, &offset);
g_pd3dDeviceContext->Draw(g_WindowHeight*g_WindowWidth, 0);
hr = g_pKeyedMutex11->ReleaseSync(key);
AssertOrQuit(SUCCEEDED(hr));
// Present the backbuffer contents to the display
g_pSwapChain->Present(0, 0);
return true;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
void Cleanup()
{
checkCudaErrors(cudaFree(d_VertexBufPtr));
checkCudaErrors(cudaDestroyExternalMemory(extMemory));
checkCudaErrors(cudaDestroyExternalSemaphore(extSemaphore));
//
// clean up Direct3D
//
// release the resources we created
if (g_pInputLayout != NULL)
{
g_pInputLayout->Release();
}
if (g_pVertexShader)
{
g_pVertexShader->Release();
}
if (g_pPixelShader)
{
g_pPixelShader->Release();
}
if (g_VertexBuffer)
{
g_VertexBuffer->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: Launches the CUDA kernels to fill in the vertex buffer
//-----------------------------------------------------------------------------
void Render()
{
static uint64_t key = 0;
// Launch cuda kernel to generate sinewave in vertex buffer
RunSineWaveKernel(extSemaphore, key, INFINITE, g_WindowWidth, g_WindowWidth, d_VertexBufPtr, cuda_stream);
// Draw the scene using them
DrawScene(key);
}
//-----------------------------------------------------------------------------
// 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);
}