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/* 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>
#pragma warning(disable : 4996) // disable deprecated warning
#include <strsafe.h>
#pragma warning(default : 4996)
#include <cassert>
// includes, cuda
#include <cuda_runtime_api.h>
#include <cuda_d3d9_interop.h>
// includes, project
#include <rendercheck_d3d9.h>
#include <helper_functions.h> // Helper functions for other non-cuda utilities
#include <helper_cuda.h> // CUDA Helper Functions for initialization
#include <DirectXMath.h>
using namespace DirectX;
#define MAX_EPSILON 10
static char *sSDKsample = "simpleD3D9";
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
IDirect3D9Ex *g_pD3D = NULL; // Used to create the D3DDevice
unsigned int g_iAdapter = NULL; // Our adapter
IDirect3DDevice9Ex *g_pD3DDevice = NULL; // Our rendering device
IDirect3DVertexBuffer9 *g_pVB = NULL; // Buffer to hold vertices
struct cudaGraphicsResource *cuda_VB_resource; // handles D3D9-CUDA exchange
D3DDISPLAYMODEEX g_d3ddm;
D3DPRESENT_PARAMETERS g_d3dpp;
bool g_bWindowed = true;
bool g_bDeviceLost = false;
bool g_bPassed = true;
// A structure for our custom vertex type
struct CUSTOMVERTEX {
FLOAT x, y, z; // The untransformed, 3D position for the vertex
DWORD color; // The vertex color
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)
const unsigned int g_WindowWidth = 512;
const unsigned int g_WindowHeight = 512;
const unsigned int g_MeshWidth = 256;
const unsigned int g_MeshHeight = 256;
const unsigned int g_NumVertices = g_MeshWidth * g_MeshHeight;
bool g_bQAReadback = false;
int g_iFrameToCompare = 10;
int *pArgc = NULL;
char **pArgv = NULL;
float anim;
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void runTest(int argc, char **argv, char *ref_file);
void runCuda();
bool SaveVBResult(int argc, char **argv);
HRESULT InitD3D9(HWND hWnd);
HRESULT InitD3D9RenderState();
HRESULT InitCUDA();
HRESULT RestoreContextResources();
HRESULT InitVertexBuffer();
HRESULT FreeVertexBuffer();
VOID Cleanup();
VOID SetupMatrices();
HRESULT Render();
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// CUDA D3D9 kernel
extern "C" void simpleD3DKernel(float4 *pos, unsigned int width,
unsigned int height, float time);
#define NAME_LEN 512
char device_name[NAME_LEN];
////////////////////////////////////////////////////////////////////////////////
// Program main
////////////////////////////////////////////////////////////////////////////////
int main(int argc, char **argv) {
char *ref_file = NULL;
pArgc = &argc;
pArgv = argv;
printf("> %s starting...\n", sSDKsample);
// command line options
if (argc > 1) {
if (checkCmdLineFlag(argc, (const char **)argv, "file")) {
getCmdLineArgumentString(argc, (const char **)argv, "file",
(char **)&ref_file);
}
}
runTest(argc, argv, ref_file);
//
// and exit
//
printf("%s running on %s exiting...\n", sSDKsample, device_name);
printf("%s sample finished returned: %s\n", sSDKsample,
(g_bPassed ? "OK" : "ERROR!"));
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/D3D9 simpleD3D9", NULL};
RegisterClassEx(&wc);
// Create the application's window
int xBorder = ::GetSystemMetrics(SM_CXSIZEFRAME);
int yBorder = ::GetSystemMetrics(SM_CYSIZEFRAME);
int yMenu = ::GetSystemMetrics(SM_CYMENU);
HWND hWnd = CreateWindow(
wc.lpszClassName, "CUDA/D3D9 simpleD3D9", WS_OVERLAPPEDWINDOW, 0, 0,
g_WindowWidth + 2 * xBorder, g_WindowHeight + 2 * yBorder + yMenu, NULL,
NULL, wc.hInstance, NULL);
// Initialize Direct3D9
if (SUCCEEDED(InitD3D9(hWnd)) && SUCCEEDED(InitCUDA())) {
// Create the scene geometry
if (SUCCEEDED(InitVertexBuffer())) {
// This is the normal case (D3D9 device is present)
if (!g_bDeviceLost) {
// Initialize D3D9 vertex buffer contents using CUDA kernel
runCuda();
// Save result
SaveVBResult(argc, argv);
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
}
// Enter the message loop
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 != NULL) {
for (int count = 0; count < g_iFrameToCompare; count++) {
Render();
}
const char *cur_image_path = "simpleD3D9.ppm";
// Save a reference of our current test run image
CheckRenderD3D9::BackbufferToPPM(g_pD3DDevice, cur_image_path);
// compare to offical reference image, printing PASS or FAIL.
g_bPassed = CheckRenderD3D9::PPMvsPPM(cur_image_path, ref_file,
argv[0], MAX_EPSILON, 0.15f);
Cleanup();
PostQuitMessage(0);
}
}
}
}
}
UnregisterClass(wc.lpszClassName, wc.hInstance);
}
////////////////////////////////////////////////////////////////////////////////
//! Run the Cuda part of the computation
////////////////////////////////////////////////////////////////////////////////
void runCuda() {
HRESULT hr = S_OK;
// Map vertex buffer to Cuda
float4 *d_ptr;
// CUDA Map call to the Vertex Buffer and return a pointer
checkCudaErrors(cudaGraphicsMapResources(1, &cuda_VB_resource, 0));
getLastCudaError("cudaGraphicsMapResources failed");
// This gets a pointer from the Vertex Buffer
size_t num_bytes;
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
(void **)&d_ptr, &num_bytes, cuda_VB_resource));
getLastCudaError("cudaGraphicsResourceGetMappedPointer failed");
// Execute kernel
simpleD3DKernel(d_ptr, g_MeshWidth, g_MeshHeight, anim);
// CUDA Map Unmap vertex buffer
checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_VB_resource, 0));
getLastCudaError("cudaGraphicsUnmapResource failed");
}
////////////////////////////////////////////////////////////////////////////////
//! Check if the result is correct or write data to file for external
//! regression testing
////////////////////////////////////////////////////////////////////////////////
bool SaveVBResult(int argc, char **argv) {
// Lock vertex buffer
float *data;
if (FAILED(g_pVB->Lock(0, 0, (void **)&data, 0))) {
return false;
}
// Save result
if (checkCmdLineFlag(argc, (const char **)argv, "regression")) {
// write file for regression test
sdkWriteFile<float>("./data/regression.dat", data, sizeof(CUSTOMVERTEX),
0.0f, false);
}
// unlock
if (FAILED(g_pVB->Unlock())) {
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Name: InitD3D9()
// Desc: Initializes Direct3D9
//-----------------------------------------------------------------------------
HRESULT InitD3D9(HWND hWnd) {
// Create the D3D object.
if (S_OK != Direct3DCreate9Ex(D3D_SDK_VERSION, &g_pD3D)) {
return E_FAIL;
}
D3DADAPTER_IDENTIFIER9 adapterId;
int device;
bool bDeviceFound = false;
printf("\n");
cudaError cuStatus;
for (g_iAdapter = 0; g_iAdapter < g_pD3D->GetAdapterCount(); g_iAdapter++) {
HRESULT hr = g_pD3D->GetAdapterIdentifier(g_iAdapter, 0, &adapterId);
if (FAILED(hr)) {
continue;
}
cuStatus = cudaD3D9GetDevice(&device, adapterId.DeviceName);
// This prints and resets the cudaError to cudaSuccess
printLastCudaError("cudaD3D9GetDevice failed");
printf("> Display Device #%d: \"%s\" %s Direct3D9\n", g_iAdapter,
adapterId.Description,
(cuStatus == cudaSuccess) ? "supports" : "does not support");
if (cudaSuccess == cuStatus) {
bDeviceFound = true;
STRCPY(device_name, NAME_LEN, adapterId.Description);
break;
}
}
// we check to make sure we have found a cuda-compatible D3D device to work on
if (!bDeviceFound) {
printf("\n");
printf(" No CUDA-compatible Direct3D9 device available\n");
printf("PASSED\n");
// destroy the D3D device
g_pD3D->Release();
exit(EXIT_SUCCESS);
}
RECT rc;
GetClientRect(hWnd, &rc);
g_pD3D->GetAdapterDisplayModeEx(g_iAdapter, &g_d3ddm, NULL);
// Set up the structure used to create the D3DDevice
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = g_bWindowed;
g_d3dpp.BackBufferCount = 1;
g_d3dpp.hDeviceWindow = hWnd;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = g_d3ddm.Format;
g_d3dpp.FullScreen_RefreshRateInHz = 0; // set to 60 for fullscreen, and also
// don't forget to set Windowed to
// FALSE
g_d3dpp.PresentationInterval =
D3DPRESENT_INTERVAL_ONE; // D3DPRESENT_DONOTWAIT;
g_d3dpp.BackBufferWidth = g_WindowWidth;
g_d3dpp.BackBufferHeight = g_WindowHeight;
// Create the D3DDevice
if (FAILED(g_pD3D->CreateDeviceEx(g_iAdapter, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&g_d3dpp, NULL, &g_pD3DDevice))) {
return E_FAIL;
}
if (FAILED(InitD3D9RenderState())) {
return E_FAIL;
}
return S_OK;
}
// Initialize the D3D Rendering State
HRESULT InitD3D9RenderState() {
// Turn off culling, so we see the front and back of the triangle
if (FAILED(g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE))) {
return E_FAIL;
}
// Turn off D3D lighting, since we are providing our own vertex colors
if (FAILED(g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE))) {
return E_FAIL;
}
return S_OK;
}
HRESULT InitCUDA() {
printf("InitCUDA() g_pD3DDevice = %p\n", g_pD3DDevice);
// Now we need to bind a CUDA context to the DX9 device
// This is the CUDA 2.0 DX9 interface (required for Windows XP and Vista)
cudaD3D9SetDirect3DDevice(g_pD3DDevice);
getLastCudaError("cudaD3D9SetDirect3DDevice failed");
return S_OK;
}
////////////////////////////////////////////////////////////////////////////////
//! RestoreContextResourcess
// - this function restores all of the CUDA/D3D resources and contexts
////////////////////////////////////////////////////////////////////////////////
HRESULT RestoreContextResources() {
// Reinitialize D3D9 resources, CUDA resources/contexts
InitCUDA();
InitVertexBuffer();
InitD3D9RenderState();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitVertexBuffer()
// Desc: Creates the scene geometry (Vertex Buffer)
//-----------------------------------------------------------------------------
HRESULT InitVertexBuffer() {
// Create vertex buffer
if (FAILED(g_pD3DDevice->CreateVertexBuffer(
g_NumVertices * sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL))) {
return E_FAIL;
}
// Initialize interoperability between CUDA and Direct3D9
// Register vertex buffer with CUDA
cudaGraphicsD3D9RegisterResource(&cuda_VB_resource, g_pVB,
cudaD3D9RegisterFlagsNone);
getLastCudaError("cudaGraphicsD3D9RegisterResource failed");
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FreeVertexBuffer()
// Desc: Free's the Vertex Buffer resource
//-----------------------------------------------------------------------------
HRESULT FreeVertexBuffer() {
if (g_pVB != NULL) {
// Unregister vertex buffer
cudaGraphicsUnregisterResource(cuda_VB_resource);
getLastCudaError("cudaGraphicsUnregisterResource failed");
g_pVB->Release();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup() {
FreeVertexBuffer();
if (g_pD3DDevice != NULL) {
g_pD3DDevice->Release();
}
if (g_pD3D != NULL) {
g_pD3D->Release();
}
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices() {
// For our world matrix, we will just rotate the object about the y-axis.
XMFLOAT4X4 matWorldFloat;
XMMATRIX matWorld;
matWorld = XMMatrixIdentity();
XMStoreFloat4x4(&matWorldFloat, matWorld);
g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorldFloat);
// Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the
// origin, and define "up" to be in the y-direction.
XMVECTOR vEyePt = {0.0f, 3.0f, -2.0f};
XMVECTOR vLookatPt = {0.0f, 0.0f, 0.0f};
XMVECTOR vUpVec = {0.0f, 1.0f, 0.0f};
XMMATRIX matView;
XMFLOAT4X4 matViewFloat;
matView = XMMatrixLookAtLH(vEyePt, vLookatPt, vUpVec);
XMStoreFloat4x4(&matViewFloat, matView);
g_pD3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX *)&matViewFloat);
// For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
XMMATRIX matProj;
XMFLOAT4X4 matProjFloat;
matProj = XMMatrixPerspectiveFovLH((float)XM_PI / 4, 1.0f, 1.0f, 100.0f);
XMStoreFloat4x4(&matProjFloat, matProj);
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *)&matProjFloat);
}
////////////////////////////////////////////////////////////////////////////////
//! DeviceLostHandler
// - this function handles reseting and initialization of the D3D device
// in the event this Device gets Lost
////////////////////////////////////////////////////////////////////////////////
HRESULT DeviceLostHandler() {
HRESULT hr = S_OK;
// test the cooperative level to see if it's okay
// to render
if (FAILED(hr = g_pD3DDevice->TestCooperativeLevel())) {
// if the device was truly lost, (i.e., a fullscreen device just lost
// focus), wait
// until we g_et it back
if (hr == D3DERR_DEVICELOST) {
return S_OK;
}
// eventually, we will g_et this return value,
// indicating that we can now reset the device
if (hr == D3DERR_DEVICENOTRESET) {
// if we are windowed, read the desktop mode and use the same format for
// the back buffer; this effectively turns off color conversion
if (g_bWindowed) {
g_pD3D->GetAdapterDisplayModeEx(g_iAdapter, &g_d3ddm, NULL);
g_d3dpp.BackBufferFormat = g_d3ddm.Format;
}
// now try to reset the device
if (FAILED(hr = g_pD3DDevice->Reset(&g_d3dpp))) {
return hr;
} else {
// This is a common function we use to restore all hardware
// resources/state
RestoreContextResources();
// we have acquired the device
g_bDeviceLost = false;
}
}
}
return hr;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
HRESULT Render() {
HRESULT hr = S_OK;
// Begin code to handle case where the D3D gets lost
if (g_bDeviceLost) {
if (FAILED(hr = DeviceLostHandler())) {
fprintf(stderr, "DeviceLostHandler FAILED returned %08x\n", hr);
return hr;
}
fprintf(stderr, "Render DeviceLost handler\n");
// test the cooperative level to see if it's okay
// to render
if (FAILED(hr = g_pD3DDevice->TestCooperativeLevel())) {
fprintf(stderr,
"TestCooperativeLevel = %08x failed, will attempt to reset\n",
hr);
// if the device was truly lost, (i.e., a fullscreen device just lost
// focus), wait
// until we g_et it back
if (hr == D3DERR_DEVICELOST) {
fprintf(
stderr,
"TestCooperativeLevel = %08x DeviceLost, will retry next call\n",
hr);
return S_OK;
}
// eventually, we will g_et this return value,
// indicating that we can now reset the device
if (hr == D3DERR_DEVICENOTRESET) {
fprintf(stderr,
"TestCooperativeLevel = %08x will try to RESET the device\n",
hr);
// if we are windowed, read the desktop mode and use the same format for
// the back buffer; this effectively turns off color conversion
if (g_bWindowed) {
g_pD3D->GetAdapterDisplayModeEx(g_iAdapter, &g_d3ddm, NULL);
g_d3dpp.BackBufferFormat = g_d3ddm.Format;
}
// now try to reset the device
if (FAILED(hr = g_pD3DDevice->Reset(&g_d3dpp))) {
fprintf(stderr, "TestCooperativeLevel = %08x RESET device FAILED\n",
hr);
return hr;
} else {
fprintf(stderr, "TestCooperativeLevel = %08x RESET device SUCCESS!\n",
hr);
// Reinitialize D3D9 resources, CUDA resources/contexts
InitCUDA();
InitVertexBuffer();
InitD3D9RenderState();
fprintf(stderr, "TestCooperativeLevel = %08x INIT device SUCCESS!\n",
hr);
// we have acquired the device
g_bDeviceLost = false;
}
}
return hr;
}
}
if (!g_bDeviceLost) {
// Clear the backbuffer to a black color
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f,
0);
// Run CUDA to update vertex positions
runCuda();
// Begin the scene
if (SUCCEEDED(g_pD3DDevice->BeginScene())) {
// Setup the world, view, and projection matrices
SetupMatrices();
// Render the vertex buffer contents
g_pD3DDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pD3DDevice->DrawPrimitive(D3DPT_POINTLIST, 0, g_NumVertices);
// End the scene
g_pD3DDevice->EndScene();
}
// Present the backbuffer contents to the display
hr = g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
if (hr == D3DERR_DEVICELOST) {
fprintf(stderr, "drawScene Present = %08x detected D3D DeviceLost\n", hr);
g_bDeviceLost = true;
FreeVertexBuffer();
}
}
anim += 0.1f;
return hr;
}
//-----------------------------------------------------------------------------
// 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) {
Cleanup();
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
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