mirror of
https://github.com/NVIDIA/cuda-samples.git
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654 lines
20 KiB
C++
654 lines
20 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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/* This example demonstrates how to use the CUDA-D3D11 External Resource Interoperability APIs
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* to update D3D11 buffers from CUDA and synchronize between D3D11 and CUDA with Keyed Mutexes.
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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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// This header inclues all the necessary D3D11 and CUDA includes
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#include <dynlink_d3d11.h>
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#include <dxgi1_2.h>
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#include <cuda_runtime_api.h>
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#include <cuda_d3d11_interop.h>
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#include <d3dcompiler.h>
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// includes, project
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#include <rendercheck_d3d11.h>
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#include <helper_cuda.h>
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#include <helper_functions.h> // includes cuda.h and cuda_runtime_api.h
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#include "ShaderStructs.h"
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#include "sinewave_cuda.h"
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#define MAX_EPSILON 10
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static char *SDK_name = "simpleD3D11";
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDXGIAdapter1 *g_pCudaCapableAdapter = NULL; // Adapter to use
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ID3D11Device *g_pd3dDevice = NULL; // Our rendering device
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ID3D11DeviceContext *g_pd3dDeviceContext = NULL;
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IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window
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ID3D11RenderTargetView *g_pSwapChainRTV = NULL; //The Render target view on the swap chain ( used for clear)
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ID3D11RasterizerState *g_pRasterState = NULL;
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ID3D11InputLayout *g_pInputLayout = NULL;
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ID3D11VertexShader *g_pVertexShader;
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ID3D11PixelShader *g_pPixelShader;
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ID3D11InputLayout *g_pLayout;
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ID3D11Buffer *g_VertexBuffer;
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IDXGIKeyedMutex *g_pKeyedMutex11;
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Vertex *d_VertexBufPtr = NULL;
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cudaExternalMemory_t extMemory;
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cudaExternalSemaphore_t extSemaphore;
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//
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// Vertex and Pixel shaders here : VSMain() & PSMain()
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//
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static const char g_simpleShaders[] =
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"struct PSInput\n" \
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"{ \n" \
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" float4 position : SV_POSITION;\n" \
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" float4 color : COLOR; \n" \
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"};\n" \
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"PSInput VSMain(float3 position : POSITION, float4 color : COLOR)\n" \
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"{ \n" \
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" PSInput result;\n" \
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" result.position = float4(position, 1.0f); \n" \
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" // Pass the color through without modification. \n" \
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" result.color = color; \n" \
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" return result; \n" \
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"} \n" \
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"float4 PSMain(PSInput input) : SV_TARGET \n" \
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"{ \n" \
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" return input.color; \n" \
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"} \n" \
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;
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// testing/tracing function used pervasively in tests. if the condition is 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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{ \
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fprintf(stdout, "Assert unsatisfied in %s at %s:%d\n", __FUNCTION__, __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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int g_iFrameToCompare = 10;
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cudaStream_t cuda_stream;
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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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bool DrawScene();
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void Cleanup();
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void 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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{
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int deviceCount = 0;
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// This function call returns 0 if there are no CUDA capable devices.
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checkCudaErrors(cudaGetDeviceCount(&deviceCount));
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if (deviceCount == 0)
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{
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printf("> There are no device(s) supporting CUDA\n");
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return false;
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}
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else
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{
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printf("> Found %d CUDA Capable Device(s)\n", deviceCount);
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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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{
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HRESULT hr = S_OK;
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cudaError cuStatus;
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int cuda_dev = -1;
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// Iterate through the candidate adapters
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IDXGIFactory1 *pFactory;
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hr = sFnPtr_CreateDXGIFactory(__uuidof(IDXGIFactory1), (void **)(&pFactory));
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if (! SUCCEEDED(hr))
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{
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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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{
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// Get a candidate DXGI adapter
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IDXGIAdapter1 *pAdapter = NULL;
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hr = pFactory->EnumAdapters1(adapter, &pAdapter);
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if (FAILED(hr))
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{
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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 = cudaD3D11GetDevice(&cuDevice, pAdapter);
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printLastCudaError("cudaD3D11GetDevice failed"); //This prints and resets the cudaError to cudaSuccess
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if (cudaSuccess == cuStatus)
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{
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// If so, mark it as the one against which to create our d3d11 device
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g_pCudaCapableAdapter = pAdapter;
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g_pCudaCapableAdapter->AddRef();
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cuda_dev = cuDevice;
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printf("\ncuda device id selected = %d\n", cuda_dev);
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}
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pAdapter->Release();
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}
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printf("> Found %d D3D11 Adapater(s).\n", (int) adapter);
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pFactory->Release();
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if (!g_pCudaCapableAdapter)
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{
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printf("> Found 0 D3D11 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(dev_name, adapterDesc.Description, 128);
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checkCudaErrors(cudaSetDevice(cuda_dev));
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checkCudaErrors(cudaStreamCreateWithFlags(&cuda_stream, cudaStreamNonBlocking));
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printf("> Found 1 D3D11 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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{
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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", 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 (!dynlinkLoadD3D11API()) // Search for D3D API (locate drivers, does not mean device is found)
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{
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printf("> D3D11 API libraries NOT found on.. Exiting.\n");
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dynlinkUnloadD3D11API();
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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("> D3D11 Graphics Device NOT found.. Exiting.\n");
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dynlinkUnloadD3D11API();
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exit(EXIT_SUCCESS);
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}
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// command line options
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if (argc > 1)
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{
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// automatied build testing harness
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if (checkCmdLineFlag(argc, (const char **)argv, "file"))
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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), CS_CLASSDC, MsgProc, 0L, 0L,
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GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
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"CUDA SDK", NULL
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};
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RegisterClassEx(&wc);
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// Create the application's window
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int xBorder = ::GetSystemMetrics(SM_CXSIZEFRAME);
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int yMenu = ::GetSystemMetrics(SM_CYMENU);
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int yBorder = ::GetSystemMetrics(SM_CYSIZEFRAME);
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HWND hWnd = CreateWindow(wc.lpszClassName, "CUDA/D3D11 InterOP",
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WS_OVERLAPPEDWINDOW, 0, 0, g_WindowWidth + 2*xBorder, g_WindowHeight+ 2*yBorder+yMenu,
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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)))
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{
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printf("InitD3D Failed.. Exiting..\n");
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exit(EXIT_FAILURE);
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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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{
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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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{
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if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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else
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{
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Render();
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if (ref_file)
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{
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for (int count=0; count<g_iFrameToCompare; count++)
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{
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Render();
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}
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const char *cur_image_path = "simpleD3D11.ppm";
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// Save a reference of our current test run image
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CheckRenderD3D11::ActiveRenderTargetToPPM(g_pd3dDevice,cur_image_path);
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// compare to offical reference image, printing PASS or FAIL.
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g_bPassed = CheckRenderD3D11::PPMvsPPM(cur_image_path, ref_file, 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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}
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else
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{
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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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// Release D3D Library (after message loop)
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dynlinkUnloadD3D11API();
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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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exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
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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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{
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HRESULT hr = S_OK;
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cudaError cuStatus;
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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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D3D_FEATURE_LEVEL tour_fl[] =
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{
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0
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};
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D3D_FEATURE_LEVEL flRes;
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// Create device and swapchain
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hr = sFnPtr_D3D11CreateDeviceAndSwapChain(
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g_pCudaCapableAdapter,
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D3D_DRIVER_TYPE_UNKNOWN,//D3D_DRIVER_TYPE_HARDWARE,
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NULL, //HMODULE Software
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0, //UINT Flags
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tour_fl, // D3D_FEATURE_LEVEL* pFeatureLevels
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2, //FeatureLevels
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D3D11_SDK_VERSION, //UINT SDKVersion
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&sd, // DXGI_SWAP_CHAIN_DESC* pSwapChainDesc
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&g_pSwapChain, //IDXGISwapChain** ppSwapChain
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&g_pd3dDevice, //ID3D11Device** ppDevice
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&flRes, //D3D_FEATURE_LEVEL* pFeatureLevel
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&g_pd3dDeviceContext//ID3D11DeviceContext** ppImmediateContext
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);
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AssertOrQuit(SUCCEEDED(hr));
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g_pCudaCapableAdapter->Release();
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// Get the immediate DeviceContext
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g_pd3dDevice->GetImmediateContext(&g_pd3dDeviceContext);
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// Create a render target view of the swapchain
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ID3D11Texture2D *pBuffer;
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hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&pBuffer);
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AssertOrQuit(SUCCEEDED(hr));
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hr = g_pd3dDevice->CreateRenderTargetView(pBuffer, NULL, &g_pSwapChainRTV);
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AssertOrQuit(SUCCEEDED(hr));
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pBuffer->Release();
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
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// Setup the viewport
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D3D11_VIEWPORT vp;
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vp.Width = g_WindowWidth;
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vp.Height = g_WindowHeight;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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g_pd3dDeviceContext->RSSetViewports(1, &vp);
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ID3DBlob *VS;
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ID3DBlob *PS;
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ID3DBlob *pErrorMsgs;
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// Vertex shader
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{
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hr = D3DCompile(g_simpleShaders, strlen(g_simpleShaders), "Memory", NULL, NULL,"VSMain", "vs_4_0", 0/*Flags1*/, 0/*Flags2*/, &VS, &pErrorMsgs);
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if (FAILED(hr))
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{
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const char *pStr = (const char *)pErrorMsgs->GetBufferPointer();
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printf(pStr);
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}
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AssertOrQuit(SUCCEEDED(hr));
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hr = g_pd3dDevice->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &g_pVertexShader);
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AssertOrQuit(SUCCEEDED(hr));
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// Let's bind it now : no other vtx shader will replace it...
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g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
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}
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// Pixel shader
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{
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hr = D3DCompile(g_simpleShaders, strlen(g_simpleShaders), "Memory", NULL, NULL, "PSMain", "ps_4_0", 0/*Flags1*/, 0/*Flags2*/, &PS, &pErrorMsgs);
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AssertOrQuit(SUCCEEDED(hr));
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hr = g_pd3dDevice->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &g_pPixelShader);
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AssertOrQuit(SUCCEEDED(hr));
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// Let's bind it now : no other pix shader will replace it...
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g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
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}
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D3D11_BUFFER_DESC bufferDesc;
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bufferDesc.Usage = D3D11_USAGE_DEFAULT;
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bufferDesc.ByteWidth = sizeof(Vertex) * g_WindowWidth * g_WindowHeight;
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufferDesc.CPUAccessFlags = 0;
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bufferDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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hr = g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_VertexBuffer);
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AssertOrQuit(SUCCEEDED(hr));
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hr = g_VertexBuffer->QueryInterface(__uuidof(IDXGIKeyedMutex), (void**)&g_pKeyedMutex11);
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AssertOrQuit(SUCCEEDED(hr));
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D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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hr = g_pd3dDevice->CreateInputLayout(inputElementDescs, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &g_pLayout);
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AssertOrQuit(SUCCEEDED(hr));
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// Setup Input Layout
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g_pd3dDeviceContext->IASetInputLayout(g_pLayout);
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AssertOrQuit(SUCCEEDED(hr));
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g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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AssertOrQuit(SUCCEEDED(hr));
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IDXGIResource1* pResource;
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HANDLE sharedHandle;
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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);
|
|
}
|
|
|