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simpleD3D12.h
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simpleD3D12.h
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/* Copyright (c) 2019, 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.
*/
#pragma once
#include "DX12CudaSample.h"
#include "ShaderStructs.h"
using namespace DirectX;
// Note that while ComPtr is used to manage the lifetime of resources on the
// CPU, it has no understanding of the lifetime of resources on the GPU. Apps
// must account for the GPU lifetime of resources to avoid destroying objects
// that may still be referenced by the GPU. An example of this can be found in
// the class method: OnDestroy().
using Microsoft::WRL::ComPtr;
static const char *shaderstr =
" struct PSInput \n"
" { \n"
" float4 position : SV_POSITION; \n"
" float4 color : COLOR; \n"
" } \n"
" PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n"
" { \n"
" PSInput result;\n"
" result.position = float4(position, 1.0f);\n"
" result.color = color;\n"
" return result; \n"
" } \n"
" float4 PSMain(PSInput input) : SV_TARGET \n"
" { \n"
" return input.color;\n"
" } \n";
class DX12CudaInterop : public DX12CudaSample {
public:
DX12CudaInterop(UINT width, UINT height, std::string name);
virtual void OnInit();
virtual void OnRender();
virtual void OnDestroy();
private:
// In this sample we overload the meaning of FrameCount to mean both the
// maximum number of frames that will be queued to the GPU at a time, as well
// as the number of back buffers in the DXGI swap chain. For the majority of
// applications, this is convenient and works well. However, there will be
// certain cases where an application may want to queue up more frames than
// there are back buffers available. It should be noted that excessive
// buffering of frames dependent on user input may result in noticeable
// latency in your app.
static const UINT FrameCount = 2;
std::string shadersSrc = shaderstr;
#if 0
" struct PSInput \n" \
" { \n" \
" float4 position : SV_POSITION; \n" \
" float4 color : COLOR; \n" \
" } \n" \
" PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n" \
" { \n" \
" PSInput result;\n" \
" result.position = float4(position, 1.0f);\n" \
" result.color = color;\n" \
" return result; \n" \
" } \n" \
" float4 PSMain(PSInput input) : SV_TARGET \n" \
" { \n" \
" return input.color;\n" \
" } \n";
#endif
// Vertex Buffer dimension
size_t vertBufHeight, vertBufWidth;
// Pipeline objects.
D3D12_VIEWPORT m_viewport;
CD3DX12_RECT m_scissorRect;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocators[FrameCount];
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
UINT m_rtvDescriptorSize;
// App resources.
ComPtr<ID3D12Resource> m_vertexBuffer;
D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
// Synchronization objects.
UINT m_frameIndex;
HANDLE m_fenceEvent;
ComPtr<ID3D12Fence> m_fence;
UINT64 m_fenceValues[FrameCount];
// CUDA objects
cudaExternalMemoryHandleType m_externalMemoryHandleType;
cudaExternalMemory_t m_externalMemory;
cudaExternalSemaphore_t m_externalSemaphore;
cudaStream_t m_streamToRun;
LUID m_dx12deviceluid;
UINT m_cudaDeviceID;
UINT m_nodeMask;
float m_AnimTime;
void *m_cudaDevVertptr = NULL;
void LoadPipeline();
void InitCuda();
void LoadAssets();
void PopulateCommandList();
void MoveToNextFrame();
void WaitForGpu();
};