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VFlockingD3D10.cpp
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/* Copyright (c) 2021, 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 sample program models formation of V-shaped flocks by big birds,
* such as geese and cranes, as an example of simple AI. It demonstrates
* that the CUDA-based implementation is much faster than a CPU-based one.
*/
#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 <cstdio>
#include <stdlib.h>
#include <time.h>
#include <iostream>
#include <vector>
#include <algorithm>
// This header includes all the necessary D3D10 includes
#include <dynlink_d3d10.h>
#include <cuda_runtime.h>
#include <cuda_d3d10_interop.h>
// includes, project
#include <rendercheck_d3d10.h>
#include <helper_cuda.h>
#include <helper_functions.h>
#include "VFlockingD3D10.h"
#define MAX_EPSILON 10
static char *SDK_name = "VFlockingD3D10";
bool g_bPassed = true;
int g_iFrameToCompare = 1300;
int *pArgc = NULL;
char **pArgv = NULL;
//-----------------------------------------------------------------------------
// 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;
ID3D10Buffer *g_pPositions = NULL;
cudaGraphicsResource *g_pCudaResourcePos;
ID3D10Buffer *g_pNewPositions = NULL;
cudaGraphicsResource *g_pCudaResourceNewPos;
ID3D10ShaderResourceView *g_pPositionsSRV = NULL;
ID3D10InputLayout *g_pInputLayout = NULL;
ID3D10Effect *g_pSimpleEffect = NULL;
ID3D10EffectTechnique *g_pDrawQuadTechnique = NULL;
ID3D10EffectTechnique *g_pDrawBirdsTechnique = NULL;
ID3D10EffectVectorVariable *g_pvQuadRect = NULL;
ID3D10EffectShaderResourceVariable *g_pTexture2D = NULL;
static const char g_simpleEffectSrc[] =
"Buffer<float2> g_BirdsPositions : register(t0); \n"
"float4 g_vQuadRect; \n"
"Texture2D g_Texture2D; \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"
"\n"
"Fragment VS( uint vertexId : SV_VertexID )\n"
"{\n"
" Fragment f;\n"
" f.Tex = float3( 0.f, 0.f, 0.f); \n"
" if (vertexId == 1) f.Tex.x = 1.f; \n"
" else if (vertexId == 2) f.Tex.y = 1.f; \n"
" else if (vertexId == 3) f.Tex.xy = float2(1.f, 1.f); \n"
" \n"
" f.Pos = float4( g_vQuadRect.xy + f.Tex * g_vQuadRect.zw, 0, 1);\n"
" \n"
" return f;\n"
"}\n"
"\n"
"float4 PS( Fragment f ) : SV_Target\n"
"{\n"
" return g_Texture2D.Sample( samLinear, f.Tex.xy ); \n"
" // return float4(f.Tex, 1);\n"
"}\n"
"\n"
"float4 VSBird( uint VertexID : SV_VertexID ) : SV_Position \n"
"{ \n"
" float4 position = float4( 0, 0, 0.5, 1 ) ; \n"
" \n"
" int bn = VertexID / 3 ; \n"
" int vn = VertexID % 3 ; \n"
" \n"
" float2 birdcenter = 0.0014 * g_BirdsPositions.Load(bn) - float2(-0.15, "
"0.15) ; \n"
" \n"
" float wing = 0.12 ; \n"
" switch(vn) \n"
" { \n"
" case 0 : \n"
" position.x = birdcenter.x - wing ; \n"
" position.y = birdcenter.y - 0.01 ; \n"
" break ; \n"
" case 1 : \n"
" position.x = birdcenter.x + wing ; \n"
" position.y = birdcenter.y - 0.01 ; \n"
" break ; \n"
" case 2 : \n"
" position.x = birdcenter.x ; \n"
" position.y = birdcenter.y + 0.005 ; \n"
" break ; \n"
" } \n"
" \n"
" position.z = 0.5; \n"
" position.w = 1.0; \n"
" \n"
" return position ; \n"
"} \n"
" \n"
"float4 PSBird( float4 input : SV_Position ) : SV_Target \n"
"{ \n"
" return float4( 1, 1, 1, 1 ); \n"
"} \n"
"RasterizerState NoCull \n"
"{ \n"
" CullMode = None; \n"
"}; \n"
"BlendState Opaque \n"
"{ \n"
" BlendEnable[0] = false; \n"
"}; \n"
" \n"
"DepthStencilState DisableDepthTestWrite \n"
"{ \n"
" DepthEnable = FALSE; \n"
" DepthWriteMask = 0; \n"
"}; \n"
" \n"
"technique10 DrawBirds \n"
"{ \n"
" pass P0 \n"
" { \n"
" SetVertexShader( CompileShader( vs_4_0, VSBird() ) ); \n"
" SetGeometryShader( NULL ); \n"
" SetPixelShader( CompileShader( ps_4_0, PSBird() ) ); \n"
" \n"
" SetDepthStencilState( DisableDepthTestWrite, 1 ); \n"
" SetBlendState(Opaque,float4(0,0,0,0),0xffffffff); \n"
" SetRasterizerState(NoCull); \n"
" } \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; \
}
#ifndef SAFE_RELEASE
#define SAFE_RELEASE(p) \
{ \
if (p) { \
(p)->Release(); \
(p) = NULL; \
} \
}
#endif
bool g_runCPU = false;
bool g_bDone = false;
int g_seed = 126832513; // 1247227967
typedef unsigned int uint;
const uint g_WindowWidth = 784;
const uint g_WindowHeight = 784;
// simulation parameters
float alpha = 90.f;
float upwashX = 30.f;
float upwashY = 50.f;
float wingspan = 50.f;
float dX = .5f;
float dY = .5f;
float epsilon = 30.f;
float lambda = -0.1073f * wingspan;
// number of birds
const uint nBirds = 25;
// positions on host
float2 *positions = NULL;
float2 *new_positions = NULL;
struct WingTip {
float x; // x coordinate
float y; // y coordinate
int lr; // 1 if left, -1 if right
};
struct Gap {
float2 left; // left bordering point
float2 right; // right bordering point
};
struct ViewGoal {
float2 pos; // x coordinate of a bird's goal when pursuing unobstructed view
float dist; // distance
};
WingTip *g_wingTips = NULL;
uint2 *pairs = NULL;
uint2 *d_pairs = NULL;
uint3 *triples = NULL;
uint3 *d_triples = NULL;
bool *hasproxy = NULL;
bool *d_hasproxy = NULL;
bool *d_neighbors = NULL;
bool *leftgoals = NULL;
bool *d_leftgoals = NULL;
bool *rightgoals = NULL;
bool *d_rightgoals = NULL;
Params *params = NULL;
Params *d_params = NULL;
// The CUDA kernel launchers that get called
extern "C" void cuda_simulate(float2 *newPos, float2 *curPos, uint numBirds,
bool *d_hasproxy, bool *d_neighbors,
bool *d_leftgoals, bool *d_rightgoals,
uint2 *d_pairs, uint3 *d_triples,
Params *m_params);
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
HRESULT InitD3D(HWND hWnd);
void DrawScene();
void Cleanup();
void Render();
float2 diff(float2 pos0, float2 pos1);
float norm(float2 pos);
float dist(float2 pos0, float2 pos1);
bool isInsideQuad(float2 pos0, float2 pos1, float width, float height);
void initialize(uint numBirds);
void simulate(float2 *newPos, float2 *curPos, uint numBirds);
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
bool findCUDADevice() {
int nGraphicsGPU = 0;
int deviceCount = 0;
bool bFoundGraphics = false;
char devname[256];
// 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, 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);
// This prints and resets the cudaError to cudaSuccess
printLastCudaError("cudaD3D10GetDevice failed");
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 Adapter(s).\n", (int)adapter);
pFactory->Release();
if (!g_pCudaCapableAdapter) {
printf("> Found 0 D3D10 Adapter(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 Adapter(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\n", SDK_name);
printf(
"NOTE: The CUDA Samples are not meant for performance measurements. "
"Results may vary when GPU Boost is enabled.\n\n");
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 on.. 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) {
// automated build testing harness
if (checkCmdLineFlag(argc, (const char **)argv, "file")) {
getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file);
}
}
//
// create window
//
// 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, "VFlocking", WS_OVERLAPPEDWINDOW, 0, 0, g_WindowWidth,
g_WindowHeight, GetDesktopWindow() /*NULL*/, NULL, wc.hInstance, NULL);
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Initialize Direct3D
if (SUCCEEDED(InitD3D(hWnd))) {
{
// register the Direct3D resources that we'll use
// we'll read to and write from g_texture_2d, so don't set any special map
// flags for it
cudaError_t error = cudaSuccess;
error = cudaGraphicsD3D10RegisterResource(
&g_pCudaResourcePos, g_pPositions, cudaGraphicsRegisterFlagsNone);
getLastCudaError(
"cudaGraphicsD3D10RegisterResource (g_texture_2d) failed");
error = cudaGraphicsResourceSetMapFlags(g_pCudaResourcePos,
cudaD3D10MapFlagsWriteDiscard);
getLastCudaError("cudaGraphicsResourceSetMapFlags (g_texture_2d) failed");
cudaGraphicsD3D10RegisterResource(&g_pCudaResourceNewPos, g_pNewPositions,
cudaGraphicsRegisterFlagsNone);
getLastCudaError(
"cudaGraphicsD3D10RegisterResource (g_texture_2d) failed");
error = cudaGraphicsResourceSetMapFlags(g_pCudaResourceNewPos,
cudaD3D10MapFlagsWriteDiscard);
getLastCudaError("cudaGraphicsResourceSetMapFlags (g_texture_2d) failed");
}
}
srand(g_seed);
// allocate device memory for positions
checkCudaErrors(
cudaMalloc((void **)&d_pairs, nBirds * (nBirds - 1) * sizeof(uint2) / 2));
checkCudaErrors(
cudaMalloc((void **)&d_triples,
nBirds * (nBirds - 1) * (nBirds - 2) * sizeof(uint3) / 6));
checkCudaErrors(
cudaMalloc((void **)&d_neighbors, nBirds * nBirds * sizeof(bool)));
checkCudaErrors(
cudaMalloc((void **)&d_leftgoals, nBirds * nBirds * sizeof(bool)));
checkCudaErrors(
cudaMalloc((void **)&d_rightgoals, nBirds * nBirds * sizeof(bool)));
checkCudaErrors(cudaMalloc((void **)&d_hasproxy, nBirds * sizeof(bool)));
checkCudaErrors(cudaMalloc((void **)&d_params, sizeof(Params)));
initialize(nBirds);
g_pd3dDevice->UpdateSubresource(g_pPositions, 0, NULL, positions, 0, 0);
//
// 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 = "VFlockingD3D10.ppm";
// Save a reference of our current test run image
CheckRenderD3D10::ActiveRenderTargetToPPM(g_pd3dDevice,
cur_image_path);
// compare to official reference image, printing PASS or FAIL.
g_bPassed = CheckRenderD3D10::PPMvsPPM(cur_image_path, ref_file,
argv[0], MAX_EPSILON, 0.15f);
g_bDone = true;
PostQuitMessage(0);
} else {
g_bPassed = true;
}
}
}
};
// Unregister windows class
UnregisterClass(wc.lpszClassName, wc.hInstance);
// clean
delete[] positions;
delete[] new_positions;
delete[] g_wingTips;
//
// and exit
//
printf("> %s running on %s exiting...\n", SDK_name, device_name);
exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
}
//-----------------------------------------------------------------------------
// 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_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
AssertOrQuit(SUCCEEDED(hr));
g_pCudaCapableAdapter->Release();
// birds' buffer
D3D10_BUFFER_DESC bdesc;
memset(&bdesc, 0, sizeof(bdesc));
bdesc.Usage = D3D10_USAGE_DEFAULT;
bdesc.ByteWidth = nBirds * sizeof(float2); // sizeof(D3DXVECTOR2) ; //
bdesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
bdesc.CPUAccessFlags = 0;
bdesc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&bdesc, NULL, &g_pPositions);
g_pd3dDevice->CreateBuffer(&bdesc, NULL, &g_pNewPositions);
D3D10_SHADER_RESOURCE_VIEW_DESC rsvdesc;
memset(&rsvdesc, 0, sizeof(rsvdesc));
rsvdesc.Buffer.ElementOffset = 0;
rsvdesc.Buffer.ElementWidth = nBirds;
rsvdesc.Format = DXGI_FORMAT_R32G32_FLOAT;
rsvdesc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
g_pd3dDevice->CreateShaderResourceView(g_pPositions, &rsvdesc,
&g_pPositionsSRV);
// 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();
g_pd3dDevice->OMSetRenderTargets(1, &g_pSwapChainRTV, NULL);
// 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 *pCompiledEffect;
ID3D10Blob *pErrors = NULL;
hr = sFnPtr_D3D10CompileEffectFromMemory((void *)g_simpleEffectSrc,
sizeof(g_simpleEffectSrc), 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_pSimpleEffect);
pCompiledEffect->Release();
g_pDrawQuadTechnique = g_pSimpleEffect->GetTechniqueByName("Render");
g_pDrawBirdsTechnique = g_pSimpleEffect->GetTechniqueByName("DrawBirds");
g_pvQuadRect =
g_pSimpleEffect->GetVariableByName("g_vQuadRect")->AsVector();
g_pTexture2D =
g_pSimpleEffect->GetVariableByName("g_Texture2D")->AsShaderResource();
g_pd3dDevice->IASetInputLayout(NULL);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
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;
}
////////////////////////////////////////////////////////////////////////////////
//! Draw the final result on the screen
////////////////////////////////////////////////////////////////////////////////
void DrawScene() {
// Clear the backbuffer to a black color
float ClearColor[4] = {0.18f, 0.63f, 1.f, 1.0f};
g_pd3dDevice->ClearRenderTargetView(g_pSwapChainRTV, ClearColor);
//
// draw the 2d texture
//
float quadRect[4] = {-0.98f, -0.98f, 1.96f, 1.96f};
g_pvQuadRect->SetFloatVector((float *)&quadRect);
#if 0
g_pDrawQuadTechnique->GetPassByIndex(0)->Apply(0);
g_pd3dDevice->Draw(4, 0);
#else
g_pDrawBirdsTechnique->GetPassByIndex(0)->Apply(0);
ID3D10ShaderResourceView *pSRVViews[1];
pSRVViews[0] = g_pPositionsSRV;
g_pd3dDevice->VSSetShaderResources(0, 1, pSRVViews);
g_pd3dDevice->Draw(3 * nBirds, 0);
#endif
// Present the backbuffer contents to the display
g_pSwapChain->Present(0, 0);
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
void Cleanup() {
// unregister the Cuda resources
cudaGraphicsUnregisterResource(g_pCudaResourcePos);
getLastCudaError(
"cudaGraphicsUnregisterResource (g_pCudaResourcePos) failed");
cudaGraphicsUnregisterResource(g_pCudaResourceNewPos);
getLastCudaError(
"cudaGraphicsUnregisterResource (g_pCudaResourceNewPos) failed");
//
// clean up Direct3D
//
{
if (g_pInputLayout != NULL) {
g_pInputLayout->Release();
}
if (g_pSimpleEffect != NULL) {
g_pSimpleEffect->Release();
}
if (g_pSwapChainRTV != NULL) {
g_pSwapChainRTV->Release();
}
if (g_pSwapChain != NULL) {
g_pSwapChain->Release();
}
if (g_pd3dDevice != NULL) {
g_pd3dDevice->Release();
}
}
// Uninitialize CUDA
checkCudaErrors(cudaFree(d_pairs));
checkCudaErrors(cudaFree(d_triples));
checkCudaErrors(cudaFree(d_neighbors));
checkCudaErrors(cudaFree(d_leftgoals));
checkCudaErrors(cudaFree(d_rightgoals));
checkCudaErrors(cudaFree(d_hasproxy));
checkCudaErrors(cudaFree(d_params));
SAFE_RELEASE(g_pPositions);
SAFE_RELEASE(g_pNewPositions);
SAFE_RELEASE(g_pPositionsSRV);
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Launches the CUDA kernels to fill in the texture data
//-----------------------------------------------------------------------------
void Render() {
//
// map the resources we've registered so we can access them in Cuda
// - it is most efficient to map and unmap all resources in a single call,
// and to have the map/unmap calls be the boundary between using the GPU
// for Direct3D and Cuda
cudaGraphicsMapResources(1, &g_pCudaResourcePos, 0);
getLastCudaError("cudaGraphicsMapResources(3) failed");
cudaGraphicsMapResources(1, &g_pCudaResourceNewPos, 0);
getLastCudaError("cudaGraphicsMapResources(3) failed");
getLastCudaError("cudaD3D10MapResources(3) failed");
float2 *mappedpositions, *new_mappedpositions;
static clock_t start, nextstart, end, end2, end3;
static DWORD tick_start, next_tick_start = 0, tick_end;
static uint step = 0;
if (g_runCPU) {
if (!step) {
std::cout << "CPU simulation \n";
}
if (!(step % 100)) {
tick_start = next_tick_start;
next_tick_start = GetTickCount();
}
simulate(new_positions, positions, nBirds);
std::swap(positions, new_positions);
g_pd3dDevice->UpdateSubresource(g_pPositions, 0, NULL, positions, 0, 0);
if (!(step % 100) && step) {
tick_end = GetTickCount();
std::cout << "CPU, step " << step << " \n";
std::cout << "time per step " << float(tick_end - tick_start) / 100.f
<< " ms \n";
}
step++;
} else {
if (!step) {
std::cout << "CUDA simulation \n";
}
size_t num_bytes;
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
(void **)&mappedpositions, &num_bytes, g_pCudaResourcePos));
getLastCudaError("cudaGraphicsResourceGetMappedPointer 1 failed \n");
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
(void **)&new_mappedpositions, &num_bytes, g_pCudaResourceNewPos));
getLastCudaError("cudaGraphicsResourceGetMappedPointer 2 failed \n");
cuda_simulate(new_mappedpositions, mappedpositions, nBirds, d_hasproxy,
d_neighbors, d_leftgoals, d_rightgoals, d_pairs, d_triples,
d_params);
std::swap(g_pCudaResourceNewPos, g_pCudaResourcePos);
step++;
}
//
// unmap the resources
//
cudaGraphicsUnmapResources(1, &g_pCudaResourcePos, 0);
getLastCudaError("cudaGraphicsUnmapResources(3) failed");
cudaGraphicsUnmapResources(1, &g_pCudaResourceNewPos, 0);
getLastCudaError("cudaGraphicsUnmapResources(3) failed");
// draw the scene using them
//
DrawScene();
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
static LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam,
LPARAM lParam) {
switch (msg) {
case WM_KEYDOWN:
if (wParam == VK_ESCAPE) {
g_bDone = true;
Cleanup();
PostQuitMessage(0);
return 0;
}
if (wParam == 'r' || wParam == 'R') {
g_seed = (unsigned)time(NULL);
srand(g_seed);
for (uint i = 0; i < nBirds; i++) {
positions[i].x = (float)rand() / (RAND_MAX + 1) * 768 - 500;
positions[i].y = (float)rand() / (RAND_MAX + 1) * 768 - 300;
}
g_pd3dDevice->UpdateSubresource(g_pPositions, 0, NULL, positions, 0, 0);
}
if (wParam == 'g' || wParam == 'G') {
g_runCPU = !g_runCPU;
srand(g_seed);
for (uint i = 0; i < nBirds; i++) {
positions[i].x = (float)rand() / (RAND_MAX + 1) * 768 - 500;
positions[i].y = (float)rand() / (RAND_MAX + 1) * 768 - 300;
}
g_pd3dDevice->UpdateSubresource(g_pPositions, 0, NULL, positions, 0, 0);
}
break;
case WM_DESTROY:
g_bDone = true;
Cleanup();
PostQuitMessage(0);
return 0;
case WM_PAINT:
ValidateRect(hWnd, NULL);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
void initForCUDA(uint numBirds) {
uint i, j, k = 0, l = 0;
uint2 *p = pairs;
for (i = 0; i < numBirds; i++)
for (j = i + 1; j < numBirds; j++) {
p->x = i;
p->y = j;
p++;
}
checkCudaErrors(cudaMemcpy(d_pairs, pairs,
nBirds * (nBirds - 1) * sizeof(uint2) / 2,
cudaMemcpyHostToDevice));
for (i = 0; i < numBirds; i++)
for (j = i + 1; j < numBirds; j++)
for (k = j + 1; k < numBirds; k++) {
triples[l].x = i;
triples[l].y = j;
triples[l].z = k;
l++;
}
checkCudaErrors(
cudaMemcpy(d_triples, triples,
nBirds * (nBirds - 1) * (nBirds - 2) * sizeof(uint3) / 6,
cudaMemcpyHostToDevice));
params->alpha = 90.f;
params->upwashX = 30.f;
params->upwashY = 50.f;
params->wingspan = 50.f;
params->dX = .5f;
params->dY = .5f;
params->epsilon = 30.f;
params->lambda = -0.1073f * params->wingspan;
checkCudaErrors(
cudaMemcpy(d_params, params, sizeof(Params), cudaMemcpyHostToDevice));
memset(leftgoals, 0, nBirds * nBirds * sizeof(bool));
memset(rightgoals, 0, nBirds * nBirds * sizeof(bool));
cudaMemset(d_neighbors, 0, nBirds * nBirds * sizeof(bool));
cudaMemset(d_leftgoals, 0, nBirds * nBirds * sizeof(bool));
cudaMemset(d_rightgoals, 0, nBirds * nBirds * sizeof(bool));
cudaMemset(d_hasproxy, 0, nBirds * sizeof(bool));
}
void initialize(uint numBirds) {
positions = new float2[numBirds];
new_positions = new float2[numBirds];
pairs = new uint2[numBirds * (numBirds - 1) / 2];
triples = new uint3[numBirds * (numBirds - 1) * (numBirds - 2) / 6];
params = new Params;
leftgoals = new bool[numBirds * numBirds];
rightgoals = new bool[numBirds * numBirds];
for (uint i = 0; i < numBirds; i++) {
positions[i].x = (float)rand() / (RAND_MAX + 1) * 768 - 500;
positions[i].y = (float)rand() / (RAND_MAX + 1) * 768 - 300;
}
if (!g_runCPU) {
initForCUDA(numBirds);
}
g_wingTips = new WingTip[2 * numBirds];
}
float2 diff(float2 pos0, float2 pos1) {