1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850
|
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/* This example demonstrates how to use the CUDA Direct3D bindings to fill
* a vertex buffer with CUDA and use Direct3D to render the data.
* Host code.
*/
#pragma warning(disable : 4312)
#include <windows.h>
#include <mmsystem.h>
// this header inclues all the necessary D3D10 includes
#include <dynlink_d3d10.h>
#include <cuda_runtime_api.h>
#include <cuda_d3d10_interop.h>
// includes, project
#include <rendercheck_d3d10.h>
#include <helper_cuda.h>
#include <helper_functions.h>
int g_iFrameToCompare = 10;
bool g_bDone = false;
bool g_bPassed = true;
int *pArgc = NULL;
char **pArgv = NULL;
#define MAX_EPSILON 10
static char *SDK_name = "simpleD3D10RenderTarget";
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
IDXGIAdapter *g_pCudaCapableAdapter = NULL; // Adapter to use
ID3D10Device *g_pd3dDevice = NULL; // Our rendering device
IDXGISwapChain *g_pSwapChain = NULL; // The swap chain of the window
ID3D10RenderTargetView *g_pSwapChainRTV =
NULL; // The Render target view on the swap chain ( used for clear)
ID3D10RasterizerState *g_pRasterState = NULL;
struct Color {
ID3D10Texture2D *pBuffer; // The color buffer
ID3D10RenderTargetView
*pBufferRTV; // The Render target view on the color buffer
ID3D10ShaderResourceView
*pBufferSRV; // The shader resource view on the color buffer
cudaGraphicsResource *cudaResource; // resource of the Buffer on cuda side
int pitch;
cudaArray *pCudaArray; // the data in a cuda view
} g_color;
struct Histogram {
ID3D10Buffer *pBuffer; // Buffer to hold histogram
ID3D10ShaderResourceView *pBufferSRV; // View on the histogram buffer
cudaGraphicsResource *cudaResource; // resource of the Buffer on cuda side
unsigned int *cudaBuffer; // staging buffer to allow cuda to write results
// cudaArray* pCudaArray; // the data in a cuda view
size_t size;
} g_histogram;
ID3D10Effect *g_pDisplayEffect = NULL;
ID3D10EffectTechnique *g_pDisplayTechnique = NULL;
ID3D10EffectScalarVariable *g_pTime = NULL;
static const char g_displayEffectSrc[] =
"float g_Time; \n"
"uint2 g_vGrid = uint2(20,20); \n"
"float4 g_vGridSize = float4(0.05f, 0.05f, 0.046f, 0.046f); \n"
"\n"
"struct Fragment{ \n"
" float4 Pos : SV_POSITION;\n"
" float2 Tex : TEXCOORD0; \n"
" float4 Col : TEXCOORD1; };\n"
"\n"
"Fragment VS( uint instanceId : SV_InstanceID, uint vertexId : SV_VertexID "
")\n"
"{\n"
" Fragment f;\n"
" f.Tex = float2( 1.f*((vertexId == 1) || (vertexId == 3)), 1.f*( "
"vertexId >= 2)); \n"
" \n"
" uint2 cellId = uint2(instanceId % g_vGrid.x, instanceId / "
"g_vGrid.x);\n"
" f.Pos = float4( g_vGridSize.xy*cellId + 0.5f*(g_vGridSize.xy - "
"g_vGridSize.zw) + f.Tex * g_vGridSize.zw, 0, 1);\n"
" f.Pos.xy = (f.Pos.xy*2.f - 1.f);\n"
" \n"
" f.Col = float4( ((g_vGrid.x-1.f) - cellId.x) / (g_vGrid.x-1.f), "
"(cellId.x + (g_vGrid.y-1.f) - cellId.y) / (g_vGrid.x+g_vGrid.y-1.f), "
"cellId.y / (g_vGrid.y-1.f), 1.f);\n"
" f.Col *= float4( 0.5 + 0.5*sin(g_Time), 0.5 + "
"0.5*sin(g_Time)*cos(g_Time), 0.5 + 0.5*cos(g_Time), 1.f);\n"
" return f;\n"
"}\n"
"\n"
"float4 PS( Fragment f ) : SV_Target\n"
"{\n"
" return f.Col;\n"
"}\n"
"\n"
"technique10 Render\n"
"{\n"
" pass P0\n"
" {\n"
" SetVertexShader( CompileShader( vs_4_0, VS() ) );\n"
" SetGeometryShader( NULL );\n"
" SetPixelShader( CompileShader( ps_4_0, PS() ) );\n"
" }\n"
"}\n"
"\n";
ID3D10Effect *g_pCompositeEffect = NULL;
ID3D10EffectTechnique *g_pCompositeTechnique = NULL;
ID3D10EffectVectorVariable *g_pvQuadRect = NULL;
ID3D10EffectScalarVariable *g_pUseCase = NULL;
ID3D10EffectShaderResourceVariable *g_pTexture2D = NULL;
ID3D10EffectShaderResourceVariable *g_pHistogram = NULL;
static const char g_compositeEffectSrc[] =
"float4 g_vQuadRect; \n"
"int g_UseCase; \n"
"Texture2D g_Texture2D; \n"
"Buffer<uint> g_Histogram; \n"
"\n"
"SamplerState samLinear{ \n"
" Filter = MIN_MAG_LINEAR_MIP_POINT; \n"
"};\n"
"\n"
"struct Fragment{ \n"
" float4 Pos : SV_POSITION;\n"
" float3 Tex : TEXCOORD0; \n"
" float2 uv : TEXCOORD1; };\n"
"\n"
"Fragment VS( uint vertexId : SV_VertexID )\n"
"{\n"
" Fragment f;\n"
" f.Tex = float3( 1.f*((vertexId == 1) || (vertexId == 3)), 1.f*( "
"vertexId >= 2), 0.f); \n"
" \n"
" f.Pos = float4( g_vQuadRect.xy + f.Tex * g_vQuadRect.zw, 0, 1);\n"
" \n"
" f.uv = float2( f.Tex.x*255.f, f.Tex.y*50000.f ); \n"
" return f;\n"
"}\n"
"\n"
"float4 PS( Fragment f ) : SV_Target\n"
"{\n"
" if (g_UseCase == 0) \n"
" return g_Texture2D.Sample( samLinear, f.Tex.xy ); \n"
" else if (g_UseCase == 1) { \n"
" uint index = f.uv.x; \n"
" float value = g_Histogram.Load( index ); \n"
" //float value = index * 1000; \n"
" float red = ( value >= f.uv.y ? (0.5f * f.uv.y / value) + 0.5f : "
"0.f ); \n"
" return float4(red, 0, 0, 1); \n"
" } else return float4(f.Tex, 1);\n"
"}\n"
"\n"
"technique10 Render\n"
"{\n"
" pass P0\n"
" {\n"
" SetVertexShader( CompileShader( vs_4_0, VS() ) );\n"
" SetGeometryShader( NULL );\n"
" SetPixelShader( CompileShader( ps_4_0, PS() ) );\n"
" }\n"
"}\n"
"\n";
// testing/tracing function used pervasively in tests. if the condition is
// unsatisfied then spew and fail the function immediately (doing no cleanup)
#define AssertOrQuit(x) \
if (!(x)) { \
fprintf(stdout, "Assert unsatisfied in %s at %s:%d\n", __FUNCTION__, \
__FILE__, __LINE__); \
return 1; \
}
const unsigned int g_WindowWidth = 800;
const unsigned int g_WindowHeight = 800;
const unsigned int g_HistogramSize = 256;
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void runTest(int argc, char **argv, char *ref_file);
void runCuda();
HRESULT InitD3D(HWND hWnd);
VOID Cleanup();
VOID Render();
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// CUDA/D3D10 kernels
extern "C" void checkCudaError();
extern "C" void createHistogramTex(unsigned int *histogram, unsigned int width,
unsigned int height, cudaArray *colorArray);
#define NAME_LEN 512
bool findCUDADevice() {
int nGraphicsGPU = 0;
int deviceCount = 0;
bool bFoundGraphics = false;
char devname[NAME_LEN];
// This function call returns 0 if there are no CUDA capable devices.
cudaError_t error_id = cudaGetDeviceCount(&deviceCount);
if (error_id != cudaSuccess) {
printf("cudaGetDeviceCount returned %d\n-> %s\n", (int)error_id,
cudaGetErrorString(error_id));
exit(EXIT_FAILURE);
}
if (deviceCount == 0) {
printf("> There are no device(s) supporting CUDA\n");
return false;
} else {
printf("> Found %d CUDA Capable Device(s)\n", deviceCount);
}
// Get CUDA device properties
cudaDeviceProp deviceProp;
for (int dev = 0; dev < deviceCount; ++dev) {
cudaGetDeviceProperties(&deviceProp, dev);
STRCPY(devname, NAME_LEN, deviceProp.name);
printf("> GPU %d: %s\n", dev, devname);
}
return true;
}
bool findDXDevice(char *dev_name) {
HRESULT hr = S_OK;
cudaError cuStatus;
// Iterate through the candidate adapters
IDXGIFactory *pFactory;
hr = sFnPtr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)(&pFactory));
if (!SUCCEEDED(hr)) {
printf("> No DXGI Factory created.\n");
return false;
}
UINT adapter = 0;
for (; !g_pCudaCapableAdapter; ++adapter) {
// Get a candidate DXGI adapter
IDXGIAdapter *pAdapter = NULL;
hr = pFactory->EnumAdapters(adapter, &pAdapter);
if (FAILED(hr)) {
break; // no compatible adapters found
}
// Query to see if there exists a corresponding compute device
int cuDevice;
cuStatus = cudaD3D10GetDevice(&cuDevice, pAdapter);
printLastCudaError("cudaD3D10GetDevice failed"); // This prints and resets
// the cudaError to
// cudaSuccess
if (cudaSuccess == cuStatus) {
// If so, mark it as the one against which to create our d3d10 device
g_pCudaCapableAdapter = pAdapter;
g_pCudaCapableAdapter->AddRef();
}
pAdapter->Release();
}
printf("> Found %d D3D10 Adapater(s).\n", (int)adapter);
pFactory->Release();
if (!g_pCudaCapableAdapter) {
printf("> Found 0 D3D10 Adapater(s) /w Compute capability.\n");
return false;
}
DXGI_ADAPTER_DESC adapterDesc;
g_pCudaCapableAdapter->GetDesc(&adapterDesc);
wcstombs(dev_name, adapterDesc.Description, 128);
printf("> Found 1 D3D10 Adapater(s) /w Compute capability.\n");
printf("> %s\n", dev_name);
return true;
}
////////////////////////////////////////////////////////////////////////////////
// Program main
////////////////////////////////////////////////////////////////////////////////
int main(int argc, char **argv) {
char device_name[256];
char *ref_file = NULL;
pArgc = &argc;
pArgv = argv;
printf("[%s] - Starting...\n", SDK_name);
if (!findCUDADevice()) // Search for CUDA GPU
{
printf("> CUDA Device NOT found on \"%s\".. Exiting.\n", device_name);
exit(EXIT_SUCCESS);
}
if (!dynlinkLoadD3D10API()) // Search for D3D API (locate drivers, does not
// mean device is found)
{
printf("> D3D10 API libraries NOT found.. Exiting.\n");
dynlinkUnloadD3D10API();
exit(EXIT_SUCCESS);
}
if (!findDXDevice(device_name)) // Search for D3D Hardware Device
{
printf("> D3D10 Graphics Device NOT found.. Exiting.\n");
dynlinkUnloadD3D10API();
exit(EXIT_SUCCESS);
}
// command line options
if (argc > 1) {
// automatied build testing harness
if (checkCmdLineFlag(argc, (const char **)argv, "file"))
getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file);
}
// run D3D10/CUDA test
runTest(argc, argv, ref_file);
//
// and exit
//
printf("%s running on %s exiting...\n", SDK_name, device_name);
exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
}
////////////////////////////////////////////////////////////////////////////////
//! Run a simple test for CUDA
////////////////////////////////////////////////////////////////////////////////
void runTest(int argc, char **argv, char *ref_file) {
// Register the window class
WNDCLASSEX wc = {sizeof(WNDCLASSEX),
CS_CLASSDC,
MsgProc,
0L,
0L,
GetModuleHandle(NULL),
NULL,
NULL,
NULL,
NULL,
"CUDA SDK",
NULL};
RegisterClassEx(&wc);
// Create the application's window
HWND hWnd = CreateWindow(wc.lpszClassName, "CUDA/D3D10 RenderTarget InterOP",
WS_OVERLAPPEDWINDOW, 100, 100, g_WindowWidth,
g_WindowHeight, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (SUCCEEDED(InitD3D(hWnd))) {
// Initialize interoperability between CUDA and Direct3D
// Register vertex buffer with CUDA
cudaGraphicsD3D10RegisterResource(&g_histogram.cudaResource,
g_histogram.pBuffer,
cudaGraphicsMapFlagsNone);
getLastCudaError("cudaGraphicsD3D10RegisterResource (g_pHistogram) failed");
// Register color buffer with CUDA
cudaGraphicsD3D10RegisterResource(&g_color.cudaResource, g_color.pBuffer,
cudaGraphicsMapFlagsNone);
getLastCudaError(
"cudaGraphicsD3D10RegisterResource (g_color.pBuffer) failed");
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
}
//
// 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 = "simpleD3D10RenderTarget.ppm";
// Save a reference of our current test run image
CheckRenderD3D10::ActiveRenderTargetToPPM(g_pd3dDevice,
cur_image_path);
// compare to offical reference image, printing PASS or FAIL.
g_bPassed = CheckRenderD3D10::PPMvsPPM(cur_image_path, ref_file,
argv[0], MAX_EPSILON, 0.15f);
g_bDone = true;
Cleanup();
PostQuitMessage(0);
} else {
g_bPassed = true;
}
}
}
}
// Release D3D Library (after message loop)
dynlinkUnloadD3D10API();
// Unregister windows class
UnregisterClass(wc.lpszClassName, wc.hInstance);
}
////////////////////////////////////////////////////////////////////////////////
//! Run the Cuda part of the computation
////////////////////////////////////////////////////////////////////////////////
void runCuda() {
cudaStream_t stream = 0;
const int nbResources = 2;
cudaGraphicsResource *ppResources[nbResources] = {
g_histogram.cudaResource, g_color.cudaResource,
};
// Map resources for Cuda
checkCudaErrors(cudaGraphicsMapResources(nbResources, ppResources, stream));
getLastCudaError("cudaGraphicsMapResources(2) failed");
// Get pointers
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
(void **)&g_histogram.cudaBuffer, &g_histogram.size,
g_histogram.cudaResource));
getLastCudaError(
"cudaGraphicsResourceGetMappedPointer (g_color.pBuffer) failed");
cudaGraphicsSubResourceGetMappedArray(&g_color.pCudaArray,
g_color.cudaResource, 0, 0);
getLastCudaError(
"cudaGraphicsSubResourceGetMappedArray (g_color.pBuffer) failed");
// Execute kernel
createHistogramTex(g_histogram.cudaBuffer, g_WindowWidth, g_WindowHeight,
g_color.pCudaArray);
checkCudaError();
//
// unmap the resources
//
checkCudaErrors(cudaGraphicsUnmapResources(nbResources, ppResources, stream));
getLastCudaError("cudaGraphicsUnmapResources(2) failed");
}
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D(HWND hWnd) {
// Set up the structure used to create the device and swapchain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = g_WindowWidth;
sd.BufferDesc.Height = g_WindowHeight;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
// Create device and swapchain
HRESULT hr = sFnPtr_D3D10CreateDeviceAndSwapChain(
g_pCudaCapableAdapter, D3D10_DRIVER_TYPE_HARDWARE, NULL,
0, // D3D10_CREATE_DEVICE_DEBUG,
D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
AssertOrQuit(SUCCEEDED(hr));
g_pCudaCapableAdapter->Release();
// Create a render target view of the swapchain
ID3D10Texture2D *pBuffer;
hr =
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID *)&pBuffer);
AssertOrQuit(SUCCEEDED(hr));
hr = g_pd3dDevice->CreateRenderTargetView(pBuffer, NULL, &g_pSwapChainRTV);
AssertOrQuit(SUCCEEDED(hr));
pBuffer->Release();
// Create a color buffer, corresponding render target view and shader resource
// view
D3D10_TEXTURE2D_DESC tex2Ddesc;
ZeroMemory(&tex2Ddesc, sizeof(D3D10_TEXTURE2D_DESC));
tex2Ddesc.Width = g_WindowWidth;
tex2Ddesc.Height = g_WindowHeight;
tex2Ddesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
tex2Ddesc.MipLevels = 1;
tex2Ddesc.ArraySize = 1;
tex2Ddesc.SampleDesc.Count = 1;
tex2Ddesc.Usage = D3D10_USAGE_DEFAULT;
tex2Ddesc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
hr = g_pd3dDevice->CreateTexture2D(&tex2Ddesc, NULL, &g_color.pBuffer);
AssertOrQuit(SUCCEEDED(hr));
hr = g_pd3dDevice->CreateShaderResourceView(g_color.pBuffer, NULL,
&g_color.pBufferSRV);
AssertOrQuit(SUCCEEDED(hr));
hr = g_pd3dDevice->CreateRenderTargetView(g_color.pBuffer, NULL,
&g_color.pBufferRTV);
AssertOrQuit(SUCCEEDED(hr));
// Create a buffer which will contain the resulting histogram and the SRV to
// plug it
D3D10_BUFFER_DESC bufferDesc;
bufferDesc.Usage = D3D10_USAGE_DEFAULT;
// NOTE: allocation of more than what is needed to display in the shader
// but this 64 factor is required for CUDA to work with this buffer (see
// BLOCK_N in .cu code...)
bufferDesc.ByteWidth =
sizeof(unsigned int) * g_HistogramSize * 64 /*BLOCK_N*/;
bufferDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
// useless values... we could remove this...
unsigned int values[256 * 64];
for (int i = 0; i < 256 * 64; i++) {
values[i] = i;
}
D3D10_SUBRESOURCE_DATA data;
data.pSysMem = values;
data.SysMemPitch = 0;
data.SysMemSlicePitch = 0;
hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &data, &g_histogram.pBuffer);
AssertOrQuit(SUCCEEDED(hr));
D3D10_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc;
bufferSRVDesc.Format = DXGI_FORMAT_R32_UINT;
bufferSRVDesc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
bufferSRVDesc.Buffer.ElementOffset = 0;
bufferSRVDesc.Buffer.ElementWidth =
g_HistogramSize; // 4*sizeof(unsigned int);
hr = g_pd3dDevice->CreateShaderResourceView(
g_histogram.pBuffer, &bufferSRVDesc, &g_histogram.pBufferSRV);
AssertOrQuit(SUCCEEDED(hr));
// Create the equivalent as a cuda staging buffer that we'll use to write from
// Cuda. Then we'll copy it to the texture
// cudaMalloc(g_histogram.cudaBuffer, sizeof(float) * g_HistogramSize;
// getLastCudaError("cudaMallocPitch (g_histogram) failed");
// Setup the viewport
D3D10_VIEWPORT vp;
vp.Width = g_WindowWidth;
vp.Height = g_WindowHeight;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDevice->RSSetViewports(1, &vp);
// Setup the effect
{
ID3D10Blob *pErrors = NULL;
ID3D10Blob *pCompiledEffect;
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_displayEffectSrc,
sizeof(g_displayEffectSrc), NULL,
NULL, // pDefines
NULL, // pIncludes
0, // HLSL flags
0, // FXFlags
&pCompiledEffect, &pErrors);
if (pErrors) {
LPVOID l_pError = NULL;
l_pError = pErrors->GetBufferPointer(); // then cast to a char* to see it
// in the locals window
fprintf(stdout, "Compilation error: \n %s", (char *)l_pError);
}
AssertOrQuit(SUCCEEDED(hr));
hr = sFnPtr_D3D10CreateEffectFromMemory(
pCompiledEffect->GetBufferPointer(), pCompiledEffect->GetBufferSize(),
0, // FXFlags
g_pd3dDevice, NULL, &g_pDisplayEffect);
pCompiledEffect->Release();
g_pDisplayTechnique = g_pDisplayEffect->GetTechniqueByName("Render");
g_pTime = g_pDisplayEffect->GetVariableByName("g_Time")->AsScalar();
}
// Setup the effect
{
ID3D10Blob *pCompiledEffect;
ID3D10Blob *pErrors = NULL;
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_compositeEffectSrc,
sizeof(g_compositeEffectSrc), NULL,
NULL, // pDefines
NULL, // pIncludes
0, // HLSL flags
0, // FXFlags
&pCompiledEffect, &pErrors);
if (pErrors) {
LPVOID l_pError = NULL;
l_pError = pErrors->GetBufferPointer(); // then cast to a char* to see it
// in the locals window
fprintf(stdout, "Compilation error: \n %s", (char *)l_pError);
}
AssertOrQuit(SUCCEEDED(hr));
hr = sFnPtr_D3D10CreateEffectFromMemory(
pCompiledEffect->GetBufferPointer(), pCompiledEffect->GetBufferSize(),
0, // FXFlags
g_pd3dDevice, NULL, &g_pCompositeEffect);
pCompiledEffect->Release();
g_pCompositeTechnique = g_pCompositeEffect->GetTechniqueByName("Render");
g_pvQuadRect =
g_pCompositeEffect->GetVariableByName("g_vQuadRect")->AsVector();
g_pUseCase = g_pCompositeEffect->GetVariableByName("g_UseCase")->AsScalar();
g_pTexture2D = g_pCompositeEffect->GetVariableByName("g_Texture2D")
->AsShaderResource();
g_pTexture2D->SetResource(g_color.pBufferSRV);
g_pHistogram = g_pCompositeEffect->GetVariableByName("g_Histogram")
->AsShaderResource();
g_pHistogram->SetResource(g_histogram.pBufferSRV);
}
D3D10_RASTERIZER_DESC rasterizerState;
rasterizerState.FillMode = D3D10_FILL_SOLID;
rasterizerState.CullMode = D3D10_CULL_FRONT;
rasterizerState.FrontCounterClockwise = false;
rasterizerState.DepthBias = false;
rasterizerState.DepthBiasClamp = 0;
rasterizerState.SlopeScaledDepthBias = 0;
rasterizerState.DepthClipEnable = false;
rasterizerState.ScissorEnable = false;
rasterizerState.MultisampleEnable = false;
rasterizerState.AntialiasedLineEnable = false;
g_pd3dDevice->CreateRasterizerState(&rasterizerState, &g_pRasterState);
g_pd3dDevice->RSSetState(g_pRasterState);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup() {
if (g_histogram.pBuffer != NULL) {
// Unregister vertex buffer
cudaGraphicsUnregisterResource(g_histogram.cudaResource);
getLastCudaError("cudaGraphicsUnregisterResource failed");
g_histogram.pBuffer->Release();
}
if (g_histogram.pBufferSRV != NULL) {
g_histogram.pBufferSRV->Release();
}
if (g_pDisplayEffect != NULL) {
g_pDisplayEffect->Release();
}
if (g_pCompositeEffect != NULL) {
g_pCompositeEffect->Release();
}
if (g_color.pBufferSRV != NULL) {
g_color.pBufferSRV->Release();
}
if (g_color.pBufferRTV != NULL) {
g_color.pBufferRTV->Release();
}
if (g_color.pBuffer != NULL) {
// Unregister vertex buffer
cudaGraphicsUnregisterResource(g_color.cudaResource);
getLastCudaError("cudaD3D10UnregisterResource failed");
g_color.pBuffer->Release();
}
if (g_pRasterState != NULL) {
g_pRasterState->Release();
}
if (g_pSwapChainRTV != NULL) {
g_pSwapChainRTV->Release();
}
if (g_pSwapChain != NULL) {
g_pSwapChain->Release();
}
if (g_pd3dDevice != NULL) {
g_pd3dDevice->Release();
}
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render() {
g_pd3dDevice->RSSetState(g_pRasterState);
// Draw frame
{
static float time = 0.f;
time += 0.001f;
g_pTime->SetFloat(time);
// Clear the Color to a black color
float ClearColor[4] = {0.f, 0.1f, 0.1f, 1.f};
g_pd3dDevice->ClearRenderTargetView(g_color.pBufferRTV, ClearColor);
g_pd3dDevice->OMSetRenderTargets(1, &g_color.pBufferRTV, NULL);
g_pd3dDevice->IASetInputLayout(0);
g_pd3dDevice->IASetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
g_pDisplayTechnique->GetPassByIndex(0)->Apply(0);
g_pd3dDevice->DrawInstanced(4, 400, 0, 0);
}
// Run CUDA to compute the histogram
runCuda();
// draw the 2d texture
{
// Clear the Color to a black color
float ClearColor[4] = {0, 0, 0, 1.f};
g_pd3dDevice->ClearRenderTargetView(g_pSwapChainRTV, ClearColor);
g_pd3dDevice->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
g_pd3dDevice->IASetInputLayout(0);
g_pd3dDevice->IASetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
g_pTexture2D->SetResource(g_color.pBufferSRV);
g_pHistogram->SetResource(g_histogram.pBufferSRV);
g_pUseCase->SetInt(0);
float quadRect1[4] = {-1.0f, -0.8f, 2.0f, 1.8f};
g_pvQuadRect->SetFloatVector((float *)&quadRect1);
g_pCompositeTechnique->GetPassByIndex(0)->Apply(0);
g_pd3dDevice->Draw(4, 0);
g_pUseCase->SetInt(1);
float quadRect2[4] = {-0.8f, -0.99f, 1.6f, 0.19f};
g_pvQuadRect->SetFloatVector((float *)&quadRect2);
g_pCompositeTechnique->GetPassByIndex(0)->Apply(0);
g_pd3dDevice->Draw(4, 0);
g_pTexture2D->SetResource(NULL);
g_pHistogram->SetResource(NULL);
g_pCompositeTechnique->GetPassByIndex(0)->Apply(0);
}
// Present the backbuffer contents to the display
g_pSwapChain->Present(0, 0);
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_DESTROY:
case WM_KEYDOWN:
if (msg != WM_KEYDOWN || wParam == 27) {
g_bDone = true;
Cleanup();
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
|