mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-24 23:19:18 +08:00
568 lines
22 KiB
C++
Executable File
568 lines
22 KiB
C++
Executable File
/* 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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#include <windows.h>
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#include "d3dx12.h"
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#include <string>
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#include <wrl.h>
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#include <shellapi.h>
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#include <cuda_runtime.h>
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#include "ShaderStructs.h"
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#include "simpleD3D12.h"
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#include <aclapi.h>
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//////////////////////////////////////////////
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// WindowsSecurityAttributes implementation //
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//////////////////////////////////////////////
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class WindowsSecurityAttributes {
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protected:
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SECURITY_ATTRIBUTES m_winSecurityAttributes;
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PSECURITY_DESCRIPTOR m_winPSecurityDescriptor;
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public:
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WindowsSecurityAttributes();
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~WindowsSecurityAttributes();
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SECURITY_ATTRIBUTES *operator&();
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};
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WindowsSecurityAttributes::WindowsSecurityAttributes() {
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m_winPSecurityDescriptor = (PSECURITY_DESCRIPTOR)calloc(
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1, SECURITY_DESCRIPTOR_MIN_LENGTH + 2 * sizeof(void **));
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assert(m_winPSecurityDescriptor != (PSECURITY_DESCRIPTOR)NULL);
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PSID *ppSID = (PSID *)((PBYTE)m_winPSecurityDescriptor +
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SECURITY_DESCRIPTOR_MIN_LENGTH);
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PACL *ppACL = (PACL *)((PBYTE)ppSID + sizeof(PSID *));
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InitializeSecurityDescriptor(m_winPSecurityDescriptor,
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SECURITY_DESCRIPTOR_REVISION);
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SID_IDENTIFIER_AUTHORITY sidIdentifierAuthority =
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SECURITY_WORLD_SID_AUTHORITY;
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AllocateAndInitializeSid(&sidIdentifierAuthority, 1, SECURITY_WORLD_RID, 0, 0,
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0, 0, 0, 0, 0, ppSID);
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EXPLICIT_ACCESS explicitAccess;
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ZeroMemory(&explicitAccess, sizeof(EXPLICIT_ACCESS));
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explicitAccess.grfAccessPermissions =
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STANDARD_RIGHTS_ALL | SPECIFIC_RIGHTS_ALL;
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explicitAccess.grfAccessMode = SET_ACCESS;
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explicitAccess.grfInheritance = INHERIT_ONLY;
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explicitAccess.Trustee.TrusteeForm = TRUSTEE_IS_SID;
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explicitAccess.Trustee.TrusteeType = TRUSTEE_IS_WELL_KNOWN_GROUP;
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explicitAccess.Trustee.ptstrName = (LPTSTR)*ppSID;
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SetEntriesInAcl(1, &explicitAccess, NULL, ppACL);
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SetSecurityDescriptorDacl(m_winPSecurityDescriptor, TRUE, *ppACL, FALSE);
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m_winSecurityAttributes.nLength = sizeof(m_winSecurityAttributes);
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m_winSecurityAttributes.lpSecurityDescriptor = m_winPSecurityDescriptor;
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m_winSecurityAttributes.bInheritHandle = TRUE;
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}
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WindowsSecurityAttributes::~WindowsSecurityAttributes() {
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PSID *ppSID = (PSID *)((PBYTE)m_winPSecurityDescriptor +
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SECURITY_DESCRIPTOR_MIN_LENGTH);
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PACL *ppACL = (PACL *)((PBYTE)ppSID + sizeof(PSID *));
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if (*ppSID) {
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FreeSid(*ppSID);
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}
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if (*ppACL) {
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LocalFree(*ppACL);
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}
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free(m_winPSecurityDescriptor);
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}
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SECURITY_ATTRIBUTES *WindowsSecurityAttributes::operator&() {
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return &m_winSecurityAttributes;
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}
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DX12CudaInterop::DX12CudaInterop(UINT width, UINT height, std::string name)
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: DX12CudaSample(width, height, name),
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m_frameIndex(0),
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m_scissorRect(0, 0, static_cast<LONG>(width), static_cast<LONG>(height)),
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m_fenceValues{},
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m_rtvDescriptorSize(0) {
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m_viewport = {0.0f, 0.0f, static_cast<float>(width),
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static_cast<float>(height)};
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m_AnimTime = 1.0f;
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}
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void DX12CudaInterop::OnInit() {
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LoadPipeline();
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InitCuda();
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LoadAssets();
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}
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// Load the rendering pipeline dependencies.
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void DX12CudaInterop::LoadPipeline() {
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UINT dxgiFactoryFlags = 0;
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#if defined(_DEBUG)
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// Enable the debug layer (requires the Graphics Tools "optional feature").
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// NOTE: Enabling the debug layer after device creation will invalidate the
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// active device.
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{
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ComPtr<ID3D12Debug> debugController;
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if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
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debugController->EnableDebugLayer();
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// Enable additional debug layers.
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dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
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}
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}
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#endif
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ComPtr<IDXGIFactory4> factory;
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ThrowIfFailed(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
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if (m_useWarpDevice) {
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ComPtr<IDXGIAdapter> warpAdapter;
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ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));
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ThrowIfFailed(D3D12CreateDevice(warpAdapter.Get(), D3D_FEATURE_LEVEL_11_0,
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IID_PPV_ARGS(&m_device)));
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} else {
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ComPtr<IDXGIAdapter1> hardwareAdapter;
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GetHardwareAdapter(factory.Get(), &hardwareAdapter);
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ThrowIfFailed(D3D12CreateDevice(hardwareAdapter.Get(),
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D3D_FEATURE_LEVEL_11_0,
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IID_PPV_ARGS(&m_device)));
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DXGI_ADAPTER_DESC1 desc;
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hardwareAdapter->GetDesc1(&desc);
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m_dx12deviceluid = desc.AdapterLuid;
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}
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// Describe and create the command queue.
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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ThrowIfFailed(
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m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
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// Describe and create the swap chain.
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
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swapChainDesc.BufferCount = FrameCount;
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swapChainDesc.Width = m_width;
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swapChainDesc.Height = m_height;
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swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swapChainDesc.SampleDesc.Count = 1;
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ComPtr<IDXGISwapChain1> swapChain;
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ThrowIfFailed(factory->CreateSwapChainForHwnd(
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m_commandQueue.Get(), // Swap chain needs the queue so that it can force
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// a flush on it.
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Win32Application::GetHwnd(), &swapChainDesc, nullptr, nullptr,
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&swapChain));
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// This sample does not support fullscreen transitions.
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ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(),
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DXGI_MWA_NO_ALT_ENTER));
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ThrowIfFailed(swapChain.As(&m_swapChain));
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m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
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// Create descriptor heaps.
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{
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// Describe and create a render target view (RTV) descriptor heap.
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D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
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rtvHeapDesc.NumDescriptors = FrameCount;
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rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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ThrowIfFailed(
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m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
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m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(
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D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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}
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// Create frame resources.
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{
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CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(
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m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
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// Create a RTV and a command allocator for each frame.
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for (UINT n = 0; n < FrameCount; n++) {
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ThrowIfFailed(
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m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
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m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr,
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rtvHandle);
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rtvHandle.Offset(1, m_rtvDescriptorSize);
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ThrowIfFailed(m_device->CreateCommandAllocator(
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D3D12_COMMAND_LIST_TYPE_DIRECT,
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IID_PPV_ARGS(&m_commandAllocators[n])));
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}
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}
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}
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void DX12CudaInterop::InitCuda() {
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int num_cuda_devices = 0;
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checkCudaErrors(cudaGetDeviceCount(&num_cuda_devices));
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if (!num_cuda_devices) {
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throw std::exception("No CUDA Devices found");
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}
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for (UINT devId = 0; devId < num_cuda_devices; devId++) {
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cudaDeviceProp devProp;
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checkCudaErrors(cudaGetDeviceProperties(&devProp, devId));
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if ((memcmp(&m_dx12deviceluid.LowPart, devProp.luid,
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sizeof(m_dx12deviceluid.LowPart)) == 0) &&
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(memcmp(&m_dx12deviceluid.HighPart,
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devProp.luid + sizeof(m_dx12deviceluid.LowPart),
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sizeof(m_dx12deviceluid.HighPart)) == 0)) {
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checkCudaErrors(cudaSetDevice(devId));
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m_cudaDeviceID = devId;
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m_nodeMask = devProp.luidDeviceNodeMask;
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checkCudaErrors(cudaStreamCreate(&m_streamToRun));
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printf("CUDA Device Used [%d] %s\n", devId, devProp.name);
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break;
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}
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}
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}
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// Load the sample assets.
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void DX12CudaInterop::LoadAssets() {
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// Create a root signature.
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{
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CD3DX12_DESCRIPTOR_RANGE range;
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CD3DX12_ROOT_PARAMETER parameter;
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range.Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);
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parameter.InitAsDescriptorTable(1, &range, D3D12_SHADER_VISIBILITY_VERTEX);
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D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
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// Only the input assembler stage needs access to the constant buffer.
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
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CD3DX12_ROOT_SIGNATURE_DESC descRootSignature;
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descRootSignature.Init(1, ¶meter, 0, nullptr, rootSignatureFlags);
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ComPtr<ID3DBlob> pSignature;
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ComPtr<ID3DBlob> pError;
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ThrowIfFailed(D3D12SerializeRootSignature(
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&descRootSignature, D3D_ROOT_SIGNATURE_VERSION_1,
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pSignature.GetAddressOf(), pError.GetAddressOf()));
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ThrowIfFailed(m_device->CreateRootSignature(
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0, pSignature->GetBufferPointer(), pSignature->GetBufferSize(),
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IID_PPV_ARGS(&m_rootSignature)));
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}
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// Create the pipeline state, which includes compiling and loading shaders.
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{
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ComPtr<ID3DBlob> vertexShader;
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ComPtr<ID3DBlob> pixelShader;
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#if defined(_DEBUG)
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// Enable better shader debugging with the graphics debugging tools.
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UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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#else
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UINT compileFlags = 0;
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#endif
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std::wstring filePath = GetAssetFullPath("shaders.hlsl");
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LPCWSTR result = filePath.c_str();
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ThrowIfFailed(D3DCompileFromFile(result, nullptr, nullptr, "VSMain",
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"vs_5_0", compileFlags, 0, &vertexShader,
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nullptr));
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ThrowIfFailed(D3DCompileFromFile(result, nullptr, nullptr, "PSMain",
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"ps_5_0", compileFlags, 0, &pixelShader,
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nullptr));
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// Define the vertex input layout.
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D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
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D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12,
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D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}};
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// Describe and create the graphics pipeline state object (PSO).
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.InputLayout = {inputElementDescs, _countof(inputElementDescs)};
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psoDesc.pRootSignature = m_rootSignature.Get();
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psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShader.Get());
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psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShader.Get());
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psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
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psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
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psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
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psoDesc.SampleMask = UINT_MAX;
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
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psoDesc.NumRenderTargets = 1;
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psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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psoDesc.SampleDesc.Count = 1;
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ThrowIfFailed(m_device->CreateGraphicsPipelineState(
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&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
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}
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// Create the command list.
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ThrowIfFailed(m_device->CreateCommandList(
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0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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m_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get(),
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IID_PPV_ARGS(&m_commandList)));
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// Command lists are created in the recording state, but there is nothing
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// to record yet. The main loop expects it to be closed, so close it now.
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ThrowIfFailed(m_commandList->Close());
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// Create the vertex buffer.
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{
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// Define the geometry for a triangle.
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vertBufWidth = m_width / 2;
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vertBufHeight = m_height / 2;
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const UINT vertexBufferSize = sizeof(Vertex) * vertBufWidth * vertBufHeight;
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ThrowIfFailed(m_device->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
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D3D12_HEAP_FLAG_SHARED,
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&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, nullptr,
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IID_PPV_ARGS(&m_vertexBuffer)));
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// Initialize the vertex buffer view.
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m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
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m_vertexBufferView.StrideInBytes = sizeof(Vertex);
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m_vertexBufferView.SizeInBytes = vertexBufferSize;
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HANDLE sharedHandle;
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WindowsSecurityAttributes windowsSecurityAttributes;
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LPCWSTR name = NULL;
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ThrowIfFailed(m_device->CreateSharedHandle(
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m_vertexBuffer.Get(), &windowsSecurityAttributes, GENERIC_ALL, name,
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&sharedHandle));
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D3D12_RESOURCE_ALLOCATION_INFO d3d12ResourceAllocationInfo;
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d3d12ResourceAllocationInfo = m_device->GetResourceAllocationInfo(
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m_nodeMask, 1, &CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize));
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size_t actualSize = d3d12ResourceAllocationInfo.SizeInBytes;
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size_t alignment = d3d12ResourceAllocationInfo.Alignment;
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cudaExternalMemoryHandleDesc externalMemoryHandleDesc;
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memset(&externalMemoryHandleDesc, 0, sizeof(externalMemoryHandleDesc));
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externalMemoryHandleDesc.type = cudaExternalMemoryHandleTypeD3D12Resource;
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externalMemoryHandleDesc.handle.win32.handle = sharedHandle;
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externalMemoryHandleDesc.size = actualSize;
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externalMemoryHandleDesc.flags = cudaExternalMemoryDedicated;
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checkCudaErrors(
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cudaImportExternalMemory(&m_externalMemory, &externalMemoryHandleDesc));
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CloseHandle(sharedHandle);
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cudaExternalMemoryBufferDesc externalMemoryBufferDesc;
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memset(&externalMemoryBufferDesc, 0, sizeof(externalMemoryBufferDesc));
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externalMemoryBufferDesc.offset = 0;
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externalMemoryBufferDesc.size = vertexBufferSize;
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externalMemoryBufferDesc.flags = 0;
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checkCudaErrors(cudaExternalMemoryGetMappedBuffer(
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&m_cudaDevVertptr, m_externalMemory, &externalMemoryBufferDesc));
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RunSineWaveKernel(vertBufWidth, vertBufHeight, (Vertex *)m_cudaDevVertptr,
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m_streamToRun, 1.0f);
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checkCudaErrors(cudaStreamSynchronize(m_streamToRun));
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}
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// Create synchronization objects and wait until assets have been uploaded to
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// the GPU.
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{
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ThrowIfFailed(m_device->CreateFence(m_fenceValues[m_frameIndex],
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D3D12_FENCE_FLAG_SHARED,
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IID_PPV_ARGS(&m_fence)));
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cudaExternalSemaphoreHandleDesc externalSemaphoreHandleDesc;
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memset(&externalSemaphoreHandleDesc, 0,
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sizeof(externalSemaphoreHandleDesc));
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WindowsSecurityAttributes windowsSecurityAttributes;
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LPCWSTR name = NULL;
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HANDLE sharedHandle;
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externalSemaphoreHandleDesc.type =
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cudaExternalSemaphoreHandleTypeD3D12Fence;
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m_device->CreateSharedHandle(m_fence.Get(), &windowsSecurityAttributes,
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GENERIC_ALL, name, &sharedHandle);
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externalSemaphoreHandleDesc.handle.win32.handle = (void *)sharedHandle;
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externalSemaphoreHandleDesc.flags = 0;
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checkCudaErrors(cudaImportExternalSemaphore(&m_externalSemaphore,
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&externalSemaphoreHandleDesc));
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m_fenceValues[m_frameIndex]++;
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// Create an event handle to use for frame synchronization.
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m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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if (m_fenceEvent == nullptr) {
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ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
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}
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// Wait for the command list to execute; we are reusing the same command
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// list in our main loop but for now, we just want to wait for setup to
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// complete before continuing.
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WaitForGpu();
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}
|
|
}
|
|
|
|
// Render the scene.
|
|
void DX12CudaInterop::OnRender() {
|
|
// Record all the commands we need to render the scene into the command list.
|
|
PopulateCommandList();
|
|
|
|
// Execute the command list.
|
|
ID3D12CommandList *ppCommandLists[] = {m_commandList.Get()};
|
|
m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
|
|
|
|
// Present the frame.
|
|
ThrowIfFailed(m_swapChain->Present(1, 0));
|
|
|
|
// Schedule a Signal command in the queue.
|
|
const UINT64 currentFenceValue = m_fenceValues[m_frameIndex];
|
|
ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), currentFenceValue));
|
|
|
|
MoveToNextFrame();
|
|
}
|
|
|
|
void DX12CudaInterop::OnDestroy() {
|
|
// Ensure that the GPU is no longer referencing resources that are about to be
|
|
// cleaned up by the destructor.
|
|
WaitForGpu();
|
|
checkCudaErrors(cudaDestroyExternalSemaphore(m_externalSemaphore));
|
|
checkCudaErrors(cudaDestroyExternalMemory(m_externalMemory));
|
|
checkCudaErrors(cudaFree(m_cudaDevVertptr));
|
|
CloseHandle(m_fenceEvent);
|
|
}
|
|
|
|
void DX12CudaInterop::PopulateCommandList() {
|
|
// Command list allocators can only be reset when the associated
|
|
// command lists have finished execution on the GPU; apps should use
|
|
// fences to determine GPU execution progress.
|
|
ThrowIfFailed(m_commandAllocators[m_frameIndex]->Reset());
|
|
|
|
// However, when ExecuteCommandList() is called on a particular command
|
|
// list, that command list can then be reset at any time and must be before
|
|
// re-recording.
|
|
ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_frameIndex].Get(),
|
|
m_pipelineState.Get()));
|
|
|
|
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
|
|
|
|
// Set necessary state.
|
|
m_commandList->RSSetViewports(1, &m_viewport);
|
|
m_commandList->RSSetScissorRects(1, &m_scissorRect);
|
|
|
|
// Indicate that the back buffer will be used as a render target.
|
|
m_commandList->ResourceBarrier(
|
|
1, &CD3DX12_RESOURCE_BARRIER::Transition(
|
|
m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT,
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET));
|
|
|
|
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(
|
|
m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex,
|
|
m_rtvDescriptorSize);
|
|
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
|
|
|
|
// Record commands.
|
|
const float clearColor[] = {0.0f, 0.2f, 0.4f, 1.0f};
|
|
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
|
|
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
|
|
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
|
|
m_commandList->DrawInstanced(vertBufHeight * vertBufWidth, 1, 0, 0);
|
|
|
|
// Indicate that the back buffer will now be used to present.
|
|
m_commandList->ResourceBarrier(
|
|
1, &CD3DX12_RESOURCE_BARRIER::Transition(
|
|
m_renderTargets[m_frameIndex].Get(),
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
|
|
|
|
ThrowIfFailed(m_commandList->Close());
|
|
}
|
|
|
|
// Wait for pending GPU work to complete.
|
|
void DX12CudaInterop::WaitForGpu() {
|
|
// Schedule a Signal command in the queue.
|
|
ThrowIfFailed(
|
|
m_commandQueue->Signal(m_fence.Get(), m_fenceValues[m_frameIndex]));
|
|
|
|
// Wait until the fence has been processed.
|
|
ThrowIfFailed(
|
|
m_fence->SetEventOnCompletion(m_fenceValues[m_frameIndex], m_fenceEvent));
|
|
WaitForSingleObjectEx(m_fenceEvent, INFINITE, FALSE);
|
|
|
|
// Increment the fence value for the current frame.
|
|
m_fenceValues[m_frameIndex]++;
|
|
}
|
|
|
|
// Prepare to render the next frame.
|
|
void DX12CudaInterop::MoveToNextFrame() {
|
|
const UINT64 currentFenceValue = m_fenceValues[m_frameIndex];
|
|
cudaExternalSemaphoreWaitParams externalSemaphoreWaitParams;
|
|
memset(&externalSemaphoreWaitParams, 0, sizeof(externalSemaphoreWaitParams));
|
|
|
|
externalSemaphoreWaitParams.params.fence.value = currentFenceValue;
|
|
externalSemaphoreWaitParams.flags = 0;
|
|
|
|
checkCudaErrors(cudaWaitExternalSemaphoresAsync(
|
|
&m_externalSemaphore, &externalSemaphoreWaitParams, 1, m_streamToRun));
|
|
|
|
m_AnimTime += 0.01f;
|
|
RunSineWaveKernel(vertBufWidth, vertBufHeight, (Vertex *)m_cudaDevVertptr,
|
|
m_streamToRun, m_AnimTime);
|
|
|
|
cudaExternalSemaphoreSignalParams externalSemaphoreSignalParams;
|
|
memset(&externalSemaphoreSignalParams, 0,
|
|
sizeof(externalSemaphoreSignalParams));
|
|
m_fenceValues[m_frameIndex] = currentFenceValue + 1;
|
|
externalSemaphoreSignalParams.params.fence.value =
|
|
m_fenceValues[m_frameIndex];
|
|
externalSemaphoreSignalParams.flags = 0;
|
|
|
|
checkCudaErrors(cudaSignalExternalSemaphoresAsync(
|
|
&m_externalSemaphore, &externalSemaphoreSignalParams, 1, m_streamToRun));
|
|
|
|
// Update the frame index.
|
|
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
|
|
|
|
// If the next frame is not ready to be rendered yet, wait until it is ready.
|
|
if (m_fence->GetCompletedValue() < m_fenceValues[m_frameIndex]) {
|
|
ThrowIfFailed(m_fence->SetEventOnCompletion(m_fenceValues[m_frameIndex],
|
|
m_fenceEvent));
|
|
WaitForSingleObjectEx(m_fenceEvent, INFINITE, FALSE);
|
|
}
|
|
|
|
// Set the fence value for the next frame.
|
|
m_fenceValues[m_frameIndex] = currentFenceValue + 2;
|
|
}
|