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https://github.com/NVIDIA/cuda-samples.git
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143 lines
5.0 KiB
C++
Executable File
143 lines
5.0 KiB
C++
Executable File
/* Copyright (c) 2019, 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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#pragma once
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#include "DX12CudaSample.h"
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#include "ShaderStructs.h"
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using namespace DirectX;
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// Note that while ComPtr is used to manage the lifetime of resources on the
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// CPU, it has no understanding of the lifetime of resources on the GPU. Apps
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// must account for the GPU lifetime of resources to avoid destroying objects
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// that may still be referenced by the GPU. An example of this can be found in
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// the class method: OnDestroy().
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using Microsoft::WRL::ComPtr;
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static const char *shaderstr =
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" struct PSInput \n"
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" { \n"
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" float4 position : SV_POSITION; \n"
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" float4 color : COLOR; \n"
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" } \n"
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" PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n"
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" { \n"
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" PSInput result;\n"
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" result.position = float4(position, 1.0f);\n"
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" result.color = color;\n"
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" return result; \n"
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" } \n"
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" float4 PSMain(PSInput input) : SV_TARGET \n"
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" { \n"
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" return input.color;\n"
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" } \n";
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class DX12CudaInterop : public DX12CudaSample {
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public:
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DX12CudaInterop(UINT width, UINT height, std::string name);
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virtual void OnInit();
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virtual void OnRender();
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virtual void OnDestroy();
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private:
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// In this sample we overload the meaning of FrameCount to mean both the
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// maximum number of frames that will be queued to the GPU at a time, as well
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// as the number of back buffers in the DXGI swap chain. For the majority of
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// applications, this is convenient and works well. However, there will be
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// certain cases where an application may want to queue up more frames than
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// there are back buffers available. It should be noted that excessive
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// buffering of frames dependent on user input may result in noticeable
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// latency in your app.
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static const UINT FrameCount = 2;
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std::string shadersSrc = shaderstr;
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#if 0
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" struct PSInput \n" \
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" { \n" \
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" float4 position : SV_POSITION; \n" \
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" float4 color : COLOR; \n" \
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" } \n" \
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" PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n" \
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" { \n" \
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" PSInput result;\n" \
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" result.position = float4(position, 1.0f);\n" \
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" result.color = color;\n" \
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" return result; \n" \
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" } \n" \
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" float4 PSMain(PSInput input) : SV_TARGET \n" \
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" { \n" \
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" return input.color;\n" \
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" } \n";
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#endif
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// Vertex Buffer dimension
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size_t vertBufHeight, vertBufWidth;
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// Pipeline objects.
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D3D12_VIEWPORT m_viewport;
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CD3DX12_RECT m_scissorRect;
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ComPtr<IDXGISwapChain3> m_swapChain;
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ComPtr<ID3D12Device> m_device;
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ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
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ComPtr<ID3D12CommandAllocator> m_commandAllocators[FrameCount];
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ComPtr<ID3D12CommandQueue> m_commandQueue;
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ComPtr<ID3D12RootSignature> m_rootSignature;
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ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
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ComPtr<ID3D12PipelineState> m_pipelineState;
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ComPtr<ID3D12GraphicsCommandList> m_commandList;
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UINT m_rtvDescriptorSize;
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// App resources.
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ComPtr<ID3D12Resource> m_vertexBuffer;
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D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
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// Synchronization objects.
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UINT m_frameIndex;
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HANDLE m_fenceEvent;
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ComPtr<ID3D12Fence> m_fence;
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UINT64 m_fenceValues[FrameCount];
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// CUDA objects
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cudaExternalMemoryHandleType m_externalMemoryHandleType;
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cudaExternalMemory_t m_externalMemory;
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cudaExternalSemaphore_t m_externalSemaphore;
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cudaStream_t m_streamToRun;
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LUID m_dx12deviceluid;
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UINT m_cudaDeviceID;
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UINT m_nodeMask;
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float m_AnimTime;
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void *m_cudaDevVertptr = NULL;
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void LoadPipeline();
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void InitCuda();
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void LoadAssets();
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void PopulateCommandList();
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void MoveToNextFrame();
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void WaitForGpu();
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};
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