mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-28 15:29:17 +08:00
1261 lines
37 KiB
C++
1261 lines
37 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 sample program models formation of V-shaped flocks by big birds,
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* such as geese and cranes, as an example of simple AI. It demonstrates
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* that the CUDA-based implementation is much faster than a CPU-based one.
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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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#pragma warning(disable : 4996) // disable deprecated warning
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#include <strsafe.h>
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#pragma warning(default : 4996)
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#include <cstdio>
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#include <stdlib.h>
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#include <time.h>
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#include <iostream>
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#include <vector>
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#include <algorithm>
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// This header includes all the necessary D3D10 includes
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#include <dynlink_d3d10.h>
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#include <cuda_runtime.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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#include "VFlockingD3D10.h"
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#define MAX_EPSILON 10
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static char *SDK_name = "VFlockingD3D10";
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bool g_bPassed = true;
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int g_iFrameToCompare = 1300;
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int *pArgc = NULL;
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char **pArgv = NULL;
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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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ID3D10Buffer *g_pPositions = NULL;
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cudaGraphicsResource *g_pCudaResourcePos;
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ID3D10Buffer *g_pNewPositions = NULL;
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cudaGraphicsResource *g_pCudaResourceNewPos;
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ID3D10ShaderResourceView *g_pPositionsSRV = NULL;
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ID3D10InputLayout *g_pInputLayout = NULL;
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ID3D10Effect *g_pSimpleEffect = NULL;
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ID3D10EffectTechnique *g_pDrawQuadTechnique = NULL;
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ID3D10EffectTechnique *g_pDrawBirdsTechnique = NULL;
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ID3D10EffectVectorVariable *g_pvQuadRect = NULL;
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ID3D10EffectShaderResourceVariable *g_pTexture2D = NULL;
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static const char g_simpleEffectSrc[] =
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"Buffer<float2> g_BirdsPositions : register(t0); \n"
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"float4 g_vQuadRect; \n"
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"Texture2D g_Texture2D; \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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"\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( 0.f, 0.f, 0.f); \n"
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" if (vertexId == 1) f.Tex.x = 1.f; \n"
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" else if (vertexId == 2) f.Tex.y = 1.f; \n"
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" else if (vertexId == 3) f.Tex.xy = float2(1.f, 1.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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" 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 g_Texture2D.Sample( samLinear, f.Tex.xy ); \n"
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" // return float4(f.Tex, 1);\n"
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"}\n"
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"\n"
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"float4 VSBird( uint VertexID : SV_VertexID ) : SV_Position \n"
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"{ \n"
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" float4 position = float4( 0, 0, 0.5, 1 ) ; \n"
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" \n"
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" int bn = VertexID / 3 ; \n"
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" int vn = VertexID % 3 ; \n"
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" \n"
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" float2 birdcenter = 0.0014 * g_BirdsPositions.Load(bn) - float2(-0.15, "
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"0.15) ; \n"
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" \n"
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" float wing = 0.12 ; \n"
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" switch(vn) \n"
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" { \n"
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" case 0 : \n"
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" position.x = birdcenter.x - wing ; \n"
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" position.y = birdcenter.y - 0.01 ; \n"
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" break ; \n"
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" case 1 : \n"
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" position.x = birdcenter.x + wing ; \n"
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" position.y = birdcenter.y - 0.01 ; \n"
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" break ; \n"
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" case 2 : \n"
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" position.x = birdcenter.x ; \n"
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" position.y = birdcenter.y + 0.005 ; \n"
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" break ; \n"
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" } \n"
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" \n"
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" position.z = 0.5; \n"
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" position.w = 1.0; \n"
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" \n"
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" return position ; \n"
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"} \n"
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" \n"
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"float4 PSBird( float4 input : SV_Position ) : SV_Target \n"
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"{ \n"
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" return float4( 1, 1, 1, 1 ); \n"
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"} \n"
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"RasterizerState NoCull \n"
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"{ \n"
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" CullMode = None; \n"
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"}; \n"
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"BlendState Opaque \n"
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"{ \n"
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" BlendEnable[0] = false; \n"
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"}; \n"
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" \n"
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"DepthStencilState DisableDepthTestWrite \n"
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"{ \n"
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" DepthEnable = FALSE; \n"
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" DepthWriteMask = 0; \n"
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"}; \n"
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" \n"
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"technique10 DrawBirds \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, VSBird() ) ); \n"
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" SetGeometryShader( NULL ); \n"
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" SetPixelShader( CompileShader( ps_4_0, PSBird() ) ); \n"
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" \n"
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" SetDepthStencilState( DisableDepthTestWrite, 1 ); \n"
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" SetBlendState(Opaque,float4(0,0,0,0),0xffffffff); \n"
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" SetRasterizerState(NoCull); \n"
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" } \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
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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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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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#ifndef SAFE_RELEASE
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#define SAFE_RELEASE(p) \
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{ \
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if (p) { \
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(p)->Release(); \
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(p) = NULL; \
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} \
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}
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#endif
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bool g_runCPU = false;
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bool g_bDone = false;
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int g_seed = 126832513; // 1247227967
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typedef unsigned int uint;
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const uint g_WindowWidth = 784;
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const uint g_WindowHeight = 784;
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// simulation parameters
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float alpha = 90.f;
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float upwashX = 30.f;
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float upwashY = 50.f;
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float wingspan = 50.f;
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float dX = .5f;
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float dY = .5f;
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float epsilon = 30.f;
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float lambda = -0.1073f * wingspan;
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// number of birds
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const uint nBirds = 25;
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// positions on host
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float2 *positions = NULL;
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float2 *new_positions = NULL;
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struct WingTip {
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float x; // x coordinate
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float y; // y coordinate
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int lr; // 1 if left, -1 if right
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};
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struct Gap {
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float2 left; // left bordering point
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float2 right; // right bordering point
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};
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struct ViewGoal {
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float2 pos; // x coordinate of a bird's goal when pursuing unobstructed view
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float dist; // distance
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};
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WingTip *g_wingTips = NULL;
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uint2 *pairs = NULL;
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uint2 *d_pairs = NULL;
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uint3 *triples = NULL;
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uint3 *d_triples = NULL;
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bool *hasproxy = NULL;
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bool *d_hasproxy = NULL;
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bool *d_neighbors = NULL;
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bool *leftgoals = NULL;
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bool *d_leftgoals = NULL;
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bool *rightgoals = NULL;
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bool *d_rightgoals = NULL;
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Params *params = NULL;
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Params *d_params = NULL;
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// The CUDA kernel launchers that get called
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extern "C" void cuda_simulate(float2 *newPos, float2 *curPos, uint numBirds,
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bool *d_hasproxy, bool *d_neighbors,
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bool *d_leftgoals, bool *d_rightgoals,
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uint2 *d_pairs, uint3 *d_triples,
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Params *m_params);
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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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void DrawScene();
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void Cleanup();
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void Render();
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float2 diff(float2 pos0, float2 pos1);
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float norm(float2 pos);
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float dist(float2 pos0, float2 pos1);
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bool isInsideQuad(float2 pos0, float2 pos1, float width, float height);
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void initialize(uint numBirds);
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void simulate(float2 *newPos, float2 *curPos, uint numBirds);
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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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[256];
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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, 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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// This prints and resets the cudaError to cudaSuccess
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printLastCudaError("cudaD3D10GetDevice failed");
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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 Adapter(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 Adapter(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 Adapter(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\n", SDK_name);
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printf(
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"NOTE: The CUDA Samples are not meant for performance measurements. "
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"Results may vary when GPU Boost is enabled.\n\n");
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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 on.. 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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// automated 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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//
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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),
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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(
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wc.lpszClassName, "VFlocking", WS_OVERLAPPEDWINDOW, 0, 0, g_WindowWidth,
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g_WindowHeight, GetDesktopWindow() /*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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// register the Direct3D resources that we'll use
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// we'll read to and write from g_texture_2d, so don't set any special map
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// flags for it
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cudaError_t error = cudaSuccess;
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error = cudaGraphicsD3D10RegisterResource(
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&g_pCudaResourcePos, g_pPositions, cudaGraphicsRegisterFlagsNone);
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getLastCudaError(
|
|
"cudaGraphicsD3D10RegisterResource (g_texture_2d) failed");
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error = cudaGraphicsResourceSetMapFlags(g_pCudaResourcePos,
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cudaD3D10MapFlagsWriteDiscard);
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getLastCudaError("cudaGraphicsResourceSetMapFlags (g_texture_2d) failed");
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cudaGraphicsD3D10RegisterResource(&g_pCudaResourceNewPos, g_pNewPositions,
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cudaGraphicsRegisterFlagsNone);
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getLastCudaError(
|
|
"cudaGraphicsD3D10RegisterResource (g_texture_2d) failed");
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error = cudaGraphicsResourceSetMapFlags(g_pCudaResourceNewPos,
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cudaD3D10MapFlagsWriteDiscard);
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getLastCudaError("cudaGraphicsResourceSetMapFlags (g_texture_2d) failed");
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}
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}
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srand(g_seed);
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// allocate device memory for positions
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checkCudaErrors(
|
|
cudaMalloc((void **)&d_pairs, nBirds * (nBirds - 1) * sizeof(uint2) / 2));
|
|
checkCudaErrors(
|
|
cudaMalloc((void **)&d_triples,
|
|
nBirds * (nBirds - 1) * (nBirds - 2) * sizeof(uint3) / 6));
|
|
|
|
checkCudaErrors(
|
|
cudaMalloc((void **)&d_neighbors, nBirds * nBirds * sizeof(bool)));
|
|
checkCudaErrors(
|
|
cudaMalloc((void **)&d_leftgoals, nBirds * nBirds * sizeof(bool)));
|
|
checkCudaErrors(
|
|
cudaMalloc((void **)&d_rightgoals, nBirds * nBirds * sizeof(bool)));
|
|
|
|
checkCudaErrors(cudaMalloc((void **)&d_hasproxy, nBirds * sizeof(bool)));
|
|
checkCudaErrors(cudaMalloc((void **)&d_params, sizeof(Params)));
|
|
|
|
initialize(nBirds);
|
|
|
|
g_pd3dDevice->UpdateSubresource(g_pPositions, 0, NULL, positions, 0, 0);
|
|
|
|
//
|
|
// 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 = "VFlockingD3D10.ppm";
|
|
|
|
// Save a reference of our current test run image
|
|
CheckRenderD3D10::ActiveRenderTargetToPPM(g_pd3dDevice,
|
|
cur_image_path);
|
|
|
|
// compare to official reference image, printing PASS or FAIL.
|
|
g_bPassed = CheckRenderD3D10::PPMvsPPM(cur_image_path, ref_file,
|
|
argv[0], MAX_EPSILON, 0.15f);
|
|
|
|
g_bDone = true;
|
|
PostQuitMessage(0);
|
|
} else {
|
|
g_bPassed = true;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
// Unregister windows class
|
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
|
|
|
// clean
|
|
delete[] positions;
|
|
|
|
delete[] new_positions;
|
|
|
|
delete[] g_wingTips;
|
|
|
|
//
|
|
// 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) {
|
|
// 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_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
|
|
AssertOrQuit(SUCCEEDED(hr));
|
|
g_pCudaCapableAdapter->Release();
|
|
|
|
// birds' buffer
|
|
D3D10_BUFFER_DESC bdesc;
|
|
memset(&bdesc, 0, sizeof(bdesc));
|
|
bdesc.Usage = D3D10_USAGE_DEFAULT;
|
|
bdesc.ByteWidth = nBirds * sizeof(float2); // sizeof(D3DXVECTOR2) ; //
|
|
bdesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
bdesc.CPUAccessFlags = 0;
|
|
bdesc.MiscFlags = 0;
|
|
|
|
g_pd3dDevice->CreateBuffer(&bdesc, NULL, &g_pPositions);
|
|
g_pd3dDevice->CreateBuffer(&bdesc, NULL, &g_pNewPositions);
|
|
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC rsvdesc;
|
|
memset(&rsvdesc, 0, sizeof(rsvdesc));
|
|
rsvdesc.Buffer.ElementOffset = 0;
|
|
rsvdesc.Buffer.ElementWidth = nBirds;
|
|
rsvdesc.Format = DXGI_FORMAT_R32G32_FLOAT;
|
|
rsvdesc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
|
|
g_pd3dDevice->CreateShaderResourceView(g_pPositions, &rsvdesc,
|
|
&g_pPositionsSRV);
|
|
|
|
// 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();
|
|
|
|
g_pd3dDevice->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
|
|
|
|
// 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 *pCompiledEffect;
|
|
ID3D10Blob *pErrors = NULL;
|
|
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_simpleEffectSrc,
|
|
sizeof(g_simpleEffectSrc), 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_pSimpleEffect);
|
|
pCompiledEffect->Release();
|
|
|
|
g_pDrawQuadTechnique = g_pSimpleEffect->GetTechniqueByName("Render");
|
|
|
|
g_pDrawBirdsTechnique = g_pSimpleEffect->GetTechniqueByName("DrawBirds");
|
|
|
|
g_pvQuadRect =
|
|
g_pSimpleEffect->GetVariableByName("g_vQuadRect")->AsVector();
|
|
|
|
g_pTexture2D =
|
|
g_pSimpleEffect->GetVariableByName("g_Texture2D")->AsShaderResource();
|
|
|
|
g_pd3dDevice->IASetInputLayout(NULL);
|
|
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//! Draw the final result on the screen
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void DrawScene() {
|
|
// Clear the backbuffer to a black color
|
|
float ClearColor[4] = {0.18f, 0.63f, 1.f, 1.0f};
|
|
g_pd3dDevice->ClearRenderTargetView(g_pSwapChainRTV, ClearColor);
|
|
|
|
//
|
|
// draw the 2d texture
|
|
//
|
|
float quadRect[4] = {-0.98f, -0.98f, 1.96f, 1.96f};
|
|
g_pvQuadRect->SetFloatVector((float *)&quadRect);
|
|
|
|
#if 0
|
|
g_pDrawQuadTechnique->GetPassByIndex(0)->Apply(0);
|
|
g_pd3dDevice->Draw(4, 0);
|
|
#else
|
|
g_pDrawBirdsTechnique->GetPassByIndex(0)->Apply(0);
|
|
|
|
ID3D10ShaderResourceView *pSRVViews[1];
|
|
pSRVViews[0] = g_pPositionsSRV;
|
|
g_pd3dDevice->VSSetShaderResources(0, 1, pSRVViews);
|
|
|
|
g_pd3dDevice->Draw(3 * nBirds, 0);
|
|
|
|
#endif
|
|
|
|
// Present the backbuffer contents to the display
|
|
g_pSwapChain->Present(0, 0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Cleanup()
|
|
// Desc: Releases all previously initialized objects
|
|
//-----------------------------------------------------------------------------
|
|
void Cleanup() {
|
|
// unregister the Cuda resources
|
|
cudaGraphicsUnregisterResource(g_pCudaResourcePos);
|
|
getLastCudaError(
|
|
"cudaGraphicsUnregisterResource (g_pCudaResourcePos) failed");
|
|
cudaGraphicsUnregisterResource(g_pCudaResourceNewPos);
|
|
getLastCudaError(
|
|
"cudaGraphicsUnregisterResource (g_pCudaResourceNewPos) failed");
|
|
|
|
//
|
|
// clean up Direct3D
|
|
//
|
|
{
|
|
if (g_pInputLayout != NULL) {
|
|
g_pInputLayout->Release();
|
|
}
|
|
|
|
if (g_pSimpleEffect != NULL) {
|
|
g_pSimpleEffect->Release();
|
|
}
|
|
|
|
if (g_pSwapChainRTV != NULL) {
|
|
g_pSwapChainRTV->Release();
|
|
}
|
|
|
|
if (g_pSwapChain != NULL) {
|
|
g_pSwapChain->Release();
|
|
}
|
|
|
|
if (g_pd3dDevice != NULL) {
|
|
g_pd3dDevice->Release();
|
|
}
|
|
}
|
|
|
|
// Uninitialize CUDA
|
|
checkCudaErrors(cudaFree(d_pairs));
|
|
checkCudaErrors(cudaFree(d_triples));
|
|
|
|
checkCudaErrors(cudaFree(d_neighbors));
|
|
checkCudaErrors(cudaFree(d_leftgoals));
|
|
checkCudaErrors(cudaFree(d_rightgoals));
|
|
|
|
checkCudaErrors(cudaFree(d_hasproxy));
|
|
checkCudaErrors(cudaFree(d_params));
|
|
|
|
SAFE_RELEASE(g_pPositions);
|
|
SAFE_RELEASE(g_pNewPositions);
|
|
SAFE_RELEASE(g_pPositionsSRV);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: Render()
|
|
// Desc: Launches the CUDA kernels to fill in the texture data
|
|
//-----------------------------------------------------------------------------
|
|
void Render() {
|
|
//
|
|
// map the resources we've registered so we can access them in Cuda
|
|
// - it is most efficient to map and unmap all resources in a single call,
|
|
// and to have the map/unmap calls be the boundary between using the GPU
|
|
// for Direct3D and Cuda
|
|
cudaGraphicsMapResources(1, &g_pCudaResourcePos, 0);
|
|
getLastCudaError("cudaGraphicsMapResources(3) failed");
|
|
cudaGraphicsMapResources(1, &g_pCudaResourceNewPos, 0);
|
|
getLastCudaError("cudaGraphicsMapResources(3) failed");
|
|
|
|
getLastCudaError("cudaD3D10MapResources(3) failed");
|
|
|
|
float2 *mappedpositions, *new_mappedpositions;
|
|
static clock_t start, nextstart, end, end2, end3;
|
|
static DWORD tick_start, next_tick_start = 0, tick_end;
|
|
static uint step = 0;
|
|
|
|
if (g_runCPU) {
|
|
if (!step) {
|
|
std::cout << "CPU simulation \n";
|
|
}
|
|
|
|
if (!(step % 100)) {
|
|
tick_start = next_tick_start;
|
|
next_tick_start = GetTickCount();
|
|
}
|
|
|
|
simulate(new_positions, positions, nBirds);
|
|
std::swap(positions, new_positions);
|
|
g_pd3dDevice->UpdateSubresource(g_pPositions, 0, NULL, positions, 0, 0);
|
|
|
|
if (!(step % 100) && step) {
|
|
tick_end = GetTickCount();
|
|
std::cout << "CPU, step " << step << " \n";
|
|
std::cout << "time per step " << float(tick_end - tick_start) / 100.f
|
|
<< " ms \n";
|
|
}
|
|
|
|
step++;
|
|
} else {
|
|
if (!step) {
|
|
std::cout << "CUDA simulation \n";
|
|
}
|
|
|
|
size_t num_bytes;
|
|
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
|
|
(void **)&mappedpositions, &num_bytes, g_pCudaResourcePos));
|
|
getLastCudaError("cudaGraphicsResourceGetMappedPointer 1 failed \n");
|
|
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
|
|
(void **)&new_mappedpositions, &num_bytes, g_pCudaResourceNewPos));
|
|
getLastCudaError("cudaGraphicsResourceGetMappedPointer 2 failed \n");
|
|
|
|
cuda_simulate(new_mappedpositions, mappedpositions, nBirds, d_hasproxy,
|
|
d_neighbors, d_leftgoals, d_rightgoals, d_pairs, d_triples,
|
|
d_params);
|
|
std::swap(g_pCudaResourceNewPos, g_pCudaResourcePos);
|
|
step++;
|
|
}
|
|
|
|
//
|
|
// unmap the resources
|
|
//
|
|
cudaGraphicsUnmapResources(1, &g_pCudaResourcePos, 0);
|
|
getLastCudaError("cudaGraphicsUnmapResources(3) failed");
|
|
cudaGraphicsUnmapResources(1, &g_pCudaResourceNewPos, 0);
|
|
getLastCudaError("cudaGraphicsUnmapResources(3) failed");
|
|
|
|
// draw the scene using them
|
|
//
|
|
DrawScene();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
}
|
|
|
|
if (wParam == 'r' || wParam == 'R') {
|
|
g_seed = (unsigned)time(NULL);
|
|
srand(g_seed);
|
|
|
|
for (uint i = 0; i < nBirds; i++) {
|
|
positions[i].x = (float)rand() / (RAND_MAX + 1) * 768 - 500;
|
|
positions[i].y = (float)rand() / (RAND_MAX + 1) * 768 - 300;
|
|
}
|
|
|
|
g_pd3dDevice->UpdateSubresource(g_pPositions, 0, NULL, positions, 0, 0);
|
|
}
|
|
|
|
if (wParam == 'g' || wParam == 'G') {
|
|
g_runCPU = !g_runCPU;
|
|
srand(g_seed);
|
|
|
|
for (uint i = 0; i < nBirds; i++) {
|
|
positions[i].x = (float)rand() / (RAND_MAX + 1) * 768 - 500;
|
|
positions[i].y = (float)rand() / (RAND_MAX + 1) * 768 - 300;
|
|
}
|
|
|
|
g_pd3dDevice->UpdateSubresource(g_pPositions, 0, NULL, positions, 0, 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);
|
|
}
|
|
|
|
void initForCUDA(uint numBirds) {
|
|
uint i, j, k = 0, l = 0;
|
|
uint2 *p = pairs;
|
|
|
|
for (i = 0; i < numBirds; i++)
|
|
for (j = i + 1; j < numBirds; j++) {
|
|
p->x = i;
|
|
p->y = j;
|
|
p++;
|
|
}
|
|
|
|
checkCudaErrors(cudaMemcpy(d_pairs, pairs,
|
|
nBirds * (nBirds - 1) * sizeof(uint2) / 2,
|
|
cudaMemcpyHostToDevice));
|
|
|
|
for (i = 0; i < numBirds; i++)
|
|
for (j = i + 1; j < numBirds; j++)
|
|
for (k = j + 1; k < numBirds; k++) {
|
|
triples[l].x = i;
|
|
triples[l].y = j;
|
|
triples[l].z = k;
|
|
l++;
|
|
}
|
|
|
|
checkCudaErrors(
|
|
cudaMemcpy(d_triples, triples,
|
|
nBirds * (nBirds - 1) * (nBirds - 2) * sizeof(uint3) / 6,
|
|
cudaMemcpyHostToDevice));
|
|
params->alpha = 90.f;
|
|
params->upwashX = 30.f;
|
|
params->upwashY = 50.f;
|
|
params->wingspan = 50.f;
|
|
params->dX = .5f;
|
|
params->dY = .5f;
|
|
params->epsilon = 30.f;
|
|
params->lambda = -0.1073f * params->wingspan;
|
|
|
|
checkCudaErrors(
|
|
cudaMemcpy(d_params, params, sizeof(Params), cudaMemcpyHostToDevice));
|
|
|
|
memset(leftgoals, 0, nBirds * nBirds * sizeof(bool));
|
|
memset(rightgoals, 0, nBirds * nBirds * sizeof(bool));
|
|
|
|
cudaMemset(d_neighbors, 0, nBirds * nBirds * sizeof(bool));
|
|
cudaMemset(d_leftgoals, 0, nBirds * nBirds * sizeof(bool));
|
|
cudaMemset(d_rightgoals, 0, nBirds * nBirds * sizeof(bool));
|
|
|
|
cudaMemset(d_hasproxy, 0, nBirds * sizeof(bool));
|
|
}
|
|
|
|
void initialize(uint numBirds) {
|
|
positions = new float2[numBirds];
|
|
new_positions = new float2[numBirds];
|
|
pairs = new uint2[numBirds * (numBirds - 1) / 2];
|
|
triples = new uint3[numBirds * (numBirds - 1) * (numBirds - 2) / 6];
|
|
|
|
params = new Params;
|
|
leftgoals = new bool[numBirds * numBirds];
|
|
rightgoals = new bool[numBirds * numBirds];
|
|
|
|
for (uint i = 0; i < numBirds; i++) {
|
|
positions[i].x = (float)rand() / (RAND_MAX + 1) * 768 - 500;
|
|
positions[i].y = (float)rand() / (RAND_MAX + 1) * 768 - 300;
|
|
}
|
|
|
|
if (!g_runCPU) {
|
|
initForCUDA(numBirds);
|
|
}
|
|
|
|
g_wingTips = new WingTip[2 * numBirds];
|
|
}
|
|
|
|
float2 diff(float2 pos0, float2 pos1) {
|
|
float2 ret;
|
|
ret.x = pos1.x - pos0.x;
|
|
ret.y = pos1.y - pos0.y;
|
|
return ret;
|
|
}
|
|
|
|
float cross(float2 vec0, float2 vec1) {
|
|
return vec0.x * vec1.y - vec0.y * vec1.x;
|
|
}
|
|
|
|
float norm(float2 pos) { return sqrt(pos.x * pos.x + pos.y * pos.y); }
|
|
|
|
float dist(float2 pos0, float2 pos1) {
|
|
return sqrt((pos0.x - pos1.x) * (pos0.x - pos1.x) +
|
|
(pos0.y - pos1.y) * (pos0.y - pos1.y));
|
|
}
|
|
|
|
bool isInsideQuad(float2 pos0, float2 pos1, float width, float height) {
|
|
if (fabs(pos0.x - pos1.x) < 0.5f * width &&
|
|
fabs(pos0.y - pos1.y) < 0.5f * height) {
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool compare(WingTip &t1, WingTip &t2) { return t1.x < t2.x ? true : false; }
|
|
|
|
bool compareGoals(ViewGoal &g1, ViewGoal &g2) {
|
|
return g1.dist < g2.dist ? true : false;
|
|
}
|
|
|
|
float sign(float x) {
|
|
if (x > 0.f) {
|
|
return 1.f;
|
|
} else if (x < 0.f) {
|
|
return -1.f;
|
|
}
|
|
|
|
return 0.f;
|
|
}
|
|
|
|
bool isVisible(float2 pos, float2 goal) {
|
|
float2 leftBorder, rightBorder;
|
|
leftBorder.x = goal.x - (0.5f * wingspan + lambda) - pos.x;
|
|
leftBorder.y = goal.y - pos.y;
|
|
rightBorder.x = goal.x + (0.5f * wingspan + lambda) - pos.x;
|
|
rightBorder.y = goal.y - pos.y;
|
|
|
|
for (uint j = 0; j < nBirds; j++) {
|
|
if (positions[j].y >= goal.y || positions[j].y <= pos.y) {
|
|
continue;
|
|
}
|
|
|
|
float2 dirl, dirr;
|
|
dirl.x = positions[j].x - pos.x + 0.5f * wingspan;
|
|
dirl.y = positions[j].y - pos.y;
|
|
dirr.x = positions[j].x - pos.x - 0.5f * wingspan;
|
|
dirr.y = positions[j].y - pos.y;
|
|
|
|
if (cross(leftBorder, dirl) < 0 && cross(rightBorder, dirr) > 0) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void simulate(float2 *newPos, float2 *curPos, uint numBirds) {
|
|
uint i, j, k, nGaps;
|
|
|
|
std::vector<WingTip> vWingTips;
|
|
Gap g_gaps[nBirds + 1];
|
|
|
|
for (i = 0; i < numBirds; i++) {
|
|
WingTip tip;
|
|
tip.x = curPos[i].x - 0.5f * wingspan;
|
|
tip.y = curPos[i].y;
|
|
tip.lr = 1;
|
|
vWingTips.push_back(tip);
|
|
tip.x = curPos[i].x + 0.5f * wingspan;
|
|
tip.y = curPos[i].y;
|
|
tip.lr = -1;
|
|
vWingTips.push_back(tip);
|
|
}
|
|
|
|
bool isSorted = false;
|
|
|
|
for (i = 0; i < numBirds; i++) {
|
|
std::vector<ViewGoal> vViewGoals;
|
|
bool useRule1 = true;
|
|
|
|
newPos[i].x = curPos[i].x;
|
|
newPos[i].y = curPos[i].y;
|
|
|
|
uint upwashCount = 0;
|
|
std::vector<uint> vNeighbors;
|
|
|
|
for (j = 0; j < numBirds; j++) {
|
|
if (j == i || curPos[j].y < curPos[i].y) {
|
|
continue;
|
|
}
|
|
|
|
float2 curPosShiftedBack;
|
|
curPosShiftedBack.x = curPos[j].x;
|
|
curPosShiftedBack.y = curPos[j].y - 0.5f * upwashY;
|
|
|
|
if (isInsideQuad(curPos[i], curPosShiftedBack,
|
|
2.f * (wingspan + lambda + upwashX), upwashY)) {
|
|
uint neighbor = j;
|
|
vNeighbors.push_back(neighbor);
|
|
|
|
if (useRule1) {
|
|
useRule1 = false;
|
|
}
|
|
|
|
if (curPos[i].x > curPos[j].x + (wingspan + lambda + 0.5f * upwashX) ||
|
|
curPos[i].x < curPos[j].x - (wingspan + lambda + 0.5f * upwashX)) {
|
|
upwashCount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if rule 1 is valid, find nearest bird and move to it
|
|
float d = 0.f, minDist = 1000.f;
|
|
float2 dij;
|
|
dij.x = 0.f;
|
|
dij.y = 0.f;
|
|
uint nearest = 1000;
|
|
|
|
if (useRule1) {
|
|
for (j = 0; j < numBirds; j++) {
|
|
if (j == i || curPos[j].y < curPos[i].y) {
|
|
continue;
|
|
}
|
|
|
|
if ((d = norm(diff(curPos[i], curPos[j]))) < minDist) {
|
|
minDist = d;
|
|
nearest = j;
|
|
dij = diff(curPos[i], curPos[j]);
|
|
}
|
|
}
|
|
|
|
if (!d) {
|
|
continue;
|
|
}
|
|
|
|
d ? dij.x = dij.x / d : dij.x = 0.f;
|
|
d ? dij.y = dij.y / d : dij.y = 0.f;
|
|
newPos[i].x = curPos[i].x + dX * dij.x;
|
|
newPos[i].y = curPos[i].y + dY * dij.y;
|
|
} else {
|
|
if (!isSorted) {
|
|
std::sort(vWingTips.begin(), vWingTips.end(), compare);
|
|
isSorted = true;
|
|
}
|
|
|
|
// find all gaps that are big enough
|
|
int count = 0;
|
|
bool gapBegin = true;
|
|
g_gaps[0].left.x = -1000.f;
|
|
g_gaps[0].left.y = 0.f;
|
|
j = 0;
|
|
ViewGoal goal;
|
|
|
|
for (k = 0; k < 2 * numBirds; k++) {
|
|
if (vWingTips[k].y <= curPos[i].y) // look for gaps only ahead
|
|
{
|
|
continue;
|
|
}
|
|
|
|
count += vWingTips[k].lr;
|
|
|
|
if (gapBegin && 1 == count) {
|
|
gapBegin = false;
|
|
g_gaps[j].right.x = vWingTips[k].x;
|
|
g_gaps[j].right.y = vWingTips[k].y;
|
|
|
|
if (g_gaps[j].right.x - g_gaps[j].left.x > wingspan + 2.f * lambda) {
|
|
goal.pos.x = g_gaps[j].right.x - (0.5f * wingspan + lambda);
|
|
goal.pos.y = g_gaps[j].right.y;
|
|
goal.dist = fabs(goal.pos.x - curPos[i].x);
|
|
vViewGoals.push_back(goal);
|
|
|
|
if (j) {
|
|
goal.pos.x = g_gaps[j].left.x + (0.5f * wingspan + lambda);
|
|
goal.pos.y = g_gaps[j].left.y;
|
|
goal.dist = fabs(goal.pos.x - curPos[i].x);
|
|
vViewGoals.push_back(goal);
|
|
}
|
|
}
|
|
} else if (!count) {
|
|
j++;
|
|
gapBegin = true;
|
|
g_gaps[j].left.x = vWingTips[k].x; // + 0.5f * wingspan + lambda;
|
|
g_gaps[j].left.y = vWingTips[k].y;
|
|
}
|
|
}
|
|
|
|
g_gaps[j].right.x = 1000.f;
|
|
g_gaps[j].right.y = 0.f;
|
|
goal.pos.x = g_gaps[j].left.x + (0.5f * wingspan + lambda);
|
|
goal.pos.y = g_gaps[j].left.y;
|
|
goal.dist = fabs(goal.pos.x - curPos[i].x);
|
|
vViewGoals.push_back(goal);
|
|
nGaps = j + 1;
|
|
|
|
// search the closest gap for unobstructed view
|
|
minDist = 1000.f;
|
|
dij.x = 0.f;
|
|
dij.y = 0.f;
|
|
|
|
for (j = 0; j < nGaps; j++) {
|
|
if ((d = norm(diff(curPos[i], g_gaps[j].left))) < minDist) {
|
|
minDist = d;
|
|
dij = diff(curPos[i], g_gaps[j].left);
|
|
}
|
|
|
|
if ((d = norm(diff(curPos[i], g_gaps[j].right))) < minDist) {
|
|
minDist = d;
|
|
dij = diff(curPos[i], g_gaps[j].right);
|
|
}
|
|
}
|
|
|
|
std::sort(vViewGoals.begin(), vViewGoals.end(), compareGoals);
|
|
|
|
if (vViewGoals.size()) {
|
|
if (vViewGoals[0].dist <= dX) {
|
|
continue;
|
|
}
|
|
|
|
for (j = 0; j < vViewGoals.size(); j++) {
|
|
if (!isVisible(curPos[i], vViewGoals[j].pos)) {
|
|
continue;
|
|
}
|
|
|
|
newPos[i].x =
|
|
curPos[i].x + sign(vViewGoals[j].pos.x - curPos[i].x) * dX;
|
|
|
|
for (k = 0; k < vNeighbors.size(); k++) {
|
|
if (curPos[vNeighbors[k]].y >= curPos[i].y &&
|
|
curPos[vNeighbors[k]].y < curPos[i].y + epsilon) {
|
|
newPos[i].y = curPos[i].y - dY;
|
|
} else if (curPos[vNeighbors[k]].y < curPos[i].y &&
|
|
curPos[vNeighbors[k]].y > curPos[i].y - epsilon) {
|
|
newPos[i].y = curPos[i].y + dY;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
vNeighbors.clear();
|
|
vViewGoals.clear();
|
|
}
|
|
|
|
vWingTips.clear();
|
|
}
|