mirror of
https://github.com/NVIDIA/cuda-samples.git
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851 lines
28 KiB
C++
851 lines
28 KiB
C++
/* Copyright (c) 2021, 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 Direct3D bindings to fill
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* a vertex buffer with CUDA and use Direct3D to render the data.
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* Host code.
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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 D3D10 includes
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#include <dynlink_d3d10.h>
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#include <cuda_runtime_api.h>
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#include <cuda_d3d10_interop.h>
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// includes, project
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#include <rendercheck_d3d10.h>
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#include <helper_cuda.h>
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#include <helper_functions.h>
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int g_iFrameToCompare = 10;
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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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#define MAX_EPSILON 10
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static char *SDK_name = "simpleD3D10RenderTarget";
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDXGIAdapter *g_pCudaCapableAdapter = NULL; // Adapter to use
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ID3D10Device *g_pd3dDevice = NULL; // Our rendering device
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IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window
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ID3D10RenderTargetView *g_pSwapChainRTV =
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NULL; // The Render target view on the swap chain ( used for clear)
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ID3D10RasterizerState *g_pRasterState = NULL;
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struct Color {
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ID3D10Texture2D *pBuffer; // The color buffer
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ID3D10RenderTargetView
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*pBufferRTV; // The Render target view on the color buffer
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ID3D10ShaderResourceView
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*pBufferSRV; // The shader resource view on the color buffer
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cudaGraphicsResource *cudaResource; // resource of the Buffer on cuda side
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int pitch;
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cudaArray *pCudaArray; // the data in a cuda view
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} g_color;
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struct Histogram {
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ID3D10Buffer *pBuffer; // Buffer to hold histogram
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ID3D10ShaderResourceView *pBufferSRV; // View on the histogram buffer
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cudaGraphicsResource *cudaResource; // resource of the Buffer on cuda side
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unsigned int *cudaBuffer; // staging buffer to allow cuda to write results
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// cudaArray* pCudaArray; // the data in a cuda view
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size_t size;
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} g_histogram;
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ID3D10Effect *g_pDisplayEffect = NULL;
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ID3D10EffectTechnique *g_pDisplayTechnique = NULL;
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ID3D10EffectScalarVariable *g_pTime = NULL;
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static const char g_displayEffectSrc[] =
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"float g_Time; \n"
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"uint2 g_vGrid = uint2(20,20); \n"
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"float4 g_vGridSize = float4(0.05f, 0.05f, 0.046f, 0.046f); \n"
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"\n"
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"struct Fragment{ \n"
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" float4 Pos : SV_POSITION;\n"
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" float2 Tex : TEXCOORD0; \n"
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" float4 Col : TEXCOORD1; };\n"
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"\n"
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"Fragment VS( uint instanceId : SV_InstanceID, uint vertexId : SV_VertexID "
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")\n"
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"{\n"
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" Fragment f;\n"
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" f.Tex = float2( 1.f*((vertexId == 1) || (vertexId == 3)), 1.f*( "
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"vertexId >= 2)); \n"
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" \n"
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" uint2 cellId = uint2(instanceId % g_vGrid.x, instanceId / "
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"g_vGrid.x);\n"
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" f.Pos = float4( g_vGridSize.xy*cellId + 0.5f*(g_vGridSize.xy - "
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"g_vGridSize.zw) + f.Tex * g_vGridSize.zw, 0, 1);\n"
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" f.Pos.xy = (f.Pos.xy*2.f - 1.f);\n"
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" \n"
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" f.Col = float4( ((g_vGrid.x-1.f) - cellId.x) / (g_vGrid.x-1.f), "
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"(cellId.x + (g_vGrid.y-1.f) - cellId.y) / (g_vGrid.x+g_vGrid.y-1.f), "
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"cellId.y / (g_vGrid.y-1.f), 1.f);\n"
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" f.Col *= float4( 0.5 + 0.5*sin(g_Time), 0.5 + "
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"0.5*sin(g_Time)*cos(g_Time), 0.5 + 0.5*cos(g_Time), 1.f);\n"
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" return f;\n"
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"}\n"
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"\n"
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"float4 PS( Fragment f ) : SV_Target\n"
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"{\n"
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" return f.Col;\n"
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"}\n"
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"\n"
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"technique10 Render\n"
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"{\n"
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" pass P0\n"
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" {\n"
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" SetVertexShader( CompileShader( vs_4_0, VS() ) );\n"
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" SetGeometryShader( NULL );\n"
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" SetPixelShader( CompileShader( ps_4_0, PS() ) );\n"
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" }\n"
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"}\n"
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"\n";
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ID3D10Effect *g_pCompositeEffect = NULL;
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ID3D10EffectTechnique *g_pCompositeTechnique = NULL;
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ID3D10EffectVectorVariable *g_pvQuadRect = NULL;
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ID3D10EffectScalarVariable *g_pUseCase = NULL;
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ID3D10EffectShaderResourceVariable *g_pTexture2D = NULL;
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ID3D10EffectShaderResourceVariable *g_pHistogram = NULL;
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static const char g_compositeEffectSrc[] =
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"float4 g_vQuadRect; \n"
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"int g_UseCase; \n"
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"Texture2D g_Texture2D; \n"
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"Buffer<uint> g_Histogram; \n"
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"\n"
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"SamplerState samLinear{ \n"
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" Filter = MIN_MAG_LINEAR_MIP_POINT; \n"
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"};\n"
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"\n"
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"struct Fragment{ \n"
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" float4 Pos : SV_POSITION;\n"
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" float3 Tex : TEXCOORD0; \n"
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" float2 uv : TEXCOORD1; };\n"
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"\n"
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"Fragment VS( uint vertexId : SV_VertexID )\n"
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"{\n"
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" Fragment f;\n"
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" f.Tex = float3( 1.f*((vertexId == 1) || (vertexId == 3)), 1.f*( "
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"vertexId >= 2), 0.f); \n"
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" \n"
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" f.Pos = float4( g_vQuadRect.xy + f.Tex * g_vQuadRect.zw, 0, 1);\n"
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" \n"
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" f.uv = float2( f.Tex.x*255.f, f.Tex.y*50000.f ); \n"
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" return f;\n"
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"}\n"
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"\n"
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"float4 PS( Fragment f ) : SV_Target\n"
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"{\n"
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" if (g_UseCase == 0) \n"
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" return g_Texture2D.Sample( samLinear, f.Tex.xy ); \n"
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" else if (g_UseCase == 1) { \n"
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" uint index = f.uv.x; \n"
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" float value = g_Histogram.Load( index ); \n"
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" //float value = index * 1000; \n"
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" float red = ( value >= f.uv.y ? (0.5f * f.uv.y / value) + 0.5f : "
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"0.f ); \n"
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" return float4(red, 0, 0, 1); \n"
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" } else return float4(f.Tex, 1);\n"
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"}\n"
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"\n"
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"technique10 Render\n"
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"{\n"
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" pass P0\n"
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" {\n"
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" SetVertexShader( CompileShader( vs_4_0, VS() ) );\n"
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" SetGeometryShader( NULL );\n"
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" SetPixelShader( CompileShader( ps_4_0, PS() ) );\n"
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" }\n"
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"}\n"
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"\n";
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// testing/tracing function used pervasively in tests. if the condition is
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// unsatisfied 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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fprintf(stdout, "Assert unsatisfied in %s at %s:%d\n", __FUNCTION__, \
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__FILE__, __LINE__); \
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return 1; \
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}
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const unsigned int g_WindowWidth = 800;
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const unsigned int g_WindowHeight = 800;
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const unsigned int g_HistogramSize = 256;
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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void runTest(int argc, char **argv, char *ref_file);
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void runCuda();
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HRESULT InitD3D(HWND hWnd);
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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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// CUDA/D3D10 kernels
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extern "C" void checkCudaError();
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extern "C" void createHistogramTex(unsigned int *histogram, unsigned int width,
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unsigned int height, cudaArray *colorArray);
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#define NAME_LEN 512
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bool findCUDADevice() {
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int nGraphicsGPU = 0;
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int deviceCount = 0;
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bool bFoundGraphics = false;
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char devname[NAME_LEN];
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// This function call returns 0 if there are no CUDA capable devices.
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cudaError_t error_id = cudaGetDeviceCount(&deviceCount);
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if (error_id != cudaSuccess) {
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printf("cudaGetDeviceCount returned %d\n-> %s\n", (int)error_id,
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cudaGetErrorString(error_id));
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exit(EXIT_FAILURE);
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}
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if (deviceCount == 0) {
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printf("> There are no device(s) supporting CUDA\n");
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return false;
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} else {
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printf("> Found %d CUDA Capable Device(s)\n", deviceCount);
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}
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// Get CUDA device properties
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cudaDeviceProp deviceProp;
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for (int dev = 0; dev < deviceCount; ++dev) {
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cudaGetDeviceProperties(&deviceProp, dev);
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STRCPY(devname, NAME_LEN, deviceProp.name);
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printf("> GPU %d: %s\n", dev, devname);
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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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HRESULT hr = S_OK;
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cudaError cuStatus;
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// Iterate through the candidate adapters
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IDXGIFactory *pFactory;
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hr = sFnPtr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)(&pFactory));
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if (!SUCCEEDED(hr)) {
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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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// Get a candidate DXGI adapter
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IDXGIAdapter *pAdapter = NULL;
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hr = pFactory->EnumAdapters(adapter, &pAdapter);
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if (FAILED(hr)) {
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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 = cudaD3D10GetDevice(&cuDevice, pAdapter);
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printLastCudaError("cudaD3D10GetDevice failed"); // This prints and resets
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// the cudaError to
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// cudaSuccess
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if (cudaSuccess == cuStatus) {
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// If so, mark it as the one against which to create our d3d10 device
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g_pCudaCapableAdapter = pAdapter;
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g_pCudaCapableAdapter->AddRef();
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}
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pAdapter->Release();
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}
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printf("> Found %d D3D10 Adapater(s).\n", (int)adapter);
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pFactory->Release();
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if (!g_pCudaCapableAdapter) {
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printf("> Found 0 D3D10 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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printf("> Found 1 D3D10 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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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 (!dynlinkLoadD3D10API()) // Search for D3D API (locate drivers, does not
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// mean device is found)
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{
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printf("> D3D10 API libraries NOT found.. Exiting.\n");
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dynlinkUnloadD3D10API();
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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("> D3D10 Graphics Device NOT found.. Exiting.\n");
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dynlinkUnloadD3D10API();
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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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// 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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// run D3D10/CUDA test
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runTest(argc, argv, ref_file);
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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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//! Run a simple test for CUDA
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////////////////////////////////////////////////////////////////////////////////
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void runTest(int argc, char **argv, char *ref_file) {
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// Register the window class
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WNDCLASSEX wc = {sizeof(WNDCLASSEX),
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CS_CLASSDC,
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MsgProc,
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0L,
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0L,
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GetModuleHandle(NULL),
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NULL,
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NULL,
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NULL,
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NULL,
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"CUDA SDK",
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NULL};
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RegisterClassEx(&wc);
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// Create the application's window
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HWND hWnd = CreateWindow(wc.lpszClassName, "CUDA/D3D10 RenderTarget InterOP",
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WS_OVERLAPPEDWINDOW, 100, 100, g_WindowWidth,
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g_WindowHeight, NULL, NULL, wc.hInstance, NULL);
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// Initialize Direct3D
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if (SUCCEEDED(InitD3D(hWnd))) {
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// Initialize interoperability between CUDA and Direct3D
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// Register vertex buffer with CUDA
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cudaGraphicsD3D10RegisterResource(&g_histogram.cudaResource,
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g_histogram.pBuffer,
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cudaGraphicsMapFlagsNone);
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getLastCudaError("cudaGraphicsD3D10RegisterResource (g_pHistogram) failed");
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// Register color buffer with CUDA
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cudaGraphicsD3D10RegisterResource(&g_color.cudaResource, g_color.pBuffer,
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cudaGraphicsMapFlagsNone);
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getLastCudaError(
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"cudaGraphicsD3D10RegisterResource (g_color.pBuffer) failed");
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// Show the window
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ShowWindow(hWnd, SW_SHOWDEFAULT);
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UpdateWindow(hWnd);
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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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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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if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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} else {
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Render();
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if (ref_file) {
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for (int count = 0; count < g_iFrameToCompare; count++) {
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Render();
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}
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const char *cur_image_path = "simpleD3D10RenderTarget.ppm";
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// Save a reference of our current test run image
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CheckRenderD3D10::ActiveRenderTargetToPPM(g_pd3dDevice,
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cur_image_path);
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// compare to offical reference image, printing PASS or FAIL.
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g_bPassed = CheckRenderD3D10::PPMvsPPM(cur_image_path, ref_file,
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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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} else {
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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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dynlinkUnloadD3D10API();
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// Unregister windows class
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UnregisterClass(wc.lpszClassName, wc.hInstance);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run the Cuda part of the computation
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////////////////////////////////////////////////////////////////////////////////
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void runCuda() {
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cudaStream_t stream = 0;
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const int nbResources = 2;
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cudaGraphicsResource *ppResources[nbResources] = {
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g_histogram.cudaResource, g_color.cudaResource,
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};
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// Map resources for Cuda
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checkCudaErrors(cudaGraphicsMapResources(nbResources, ppResources, stream));
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getLastCudaError("cudaGraphicsMapResources(2) failed");
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// Get pointers
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checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
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(void **)&g_histogram.cudaBuffer, &g_histogram.size,
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g_histogram.cudaResource));
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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);
|
|
}
|