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Remove legacy fluidsD3D9
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CHANGELOG.md
Samples/5_Domain_Specific/fluidsD3D9
@ -17,6 +17,7 @@
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* `batchedLabelMarkersAndLabelCompressionNPP` demonstrating NPP features (reason: some functionality removed from library)
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* `5_Domain_Specific`
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* Legacy Direct3D 9 and 10 interoperability samples:
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* `fluidsD3D9`
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* `simpleD3D10`
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* `simpleD3D10RenderTarget`
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* `simpleD3D10Texture`
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@ -1,46 +0,0 @@
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################################################################################
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# Copyright (c) 2022, 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
|
||||
# notice, this list of conditions and the following disclaimer.
|
||||
# * 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
|
||||
# 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
|
||||
# EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
# 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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################################################################################
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#
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# Makefile project only supported on Mac OS X and Linux Platforms)
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#
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################################################################################
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# Target rules
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all: build
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build:
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$(info >>> WARNING - fluidsD3D9 is not supported on Linux - waiving sample <<<)
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run: build
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testrun: build
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clean:
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clobber: clean
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@ -1,49 +0,0 @@
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# fluidsD3D9 - Fluids (Direct3D Version)
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## Description
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An example of fluid simulation using CUDA and CUFFT, with Direct3D 9 rendering. A Direct3D Capable device is required.
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## Key Concepts
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Graphics Interop, CUFFT Library, Physically-Based Simulation
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## Supported SM Architectures
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[SM 5.0 ](https://developer.nvidia.com/cuda-gpus) [SM 5.2 ](https://developer.nvidia.com/cuda-gpus) [SM 5.3 ](https://developer.nvidia.com/cuda-gpus) [SM 6.0 ](https://developer.nvidia.com/cuda-gpus) [SM 6.1 ](https://developer.nvidia.com/cuda-gpus) [SM 7.0 ](https://developer.nvidia.com/cuda-gpus) [SM 7.2 ](https://developer.nvidia.com/cuda-gpus) [SM 7.5 ](https://developer.nvidia.com/cuda-gpus) [SM 8.0 ](https://developer.nvidia.com/cuda-gpus) [SM 8.6 ](https://developer.nvidia.com/cuda-gpus) [SM 8.7 ](https://developer.nvidia.com/cuda-gpus) [SM 8.9 ](https://developer.nvidia.com/cuda-gpus) [SM 9.0 ](https://developer.nvidia.com/cuda-gpus)
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## Supported OSes
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Windows
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## Supported CPU Architecture
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x86_64
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## CUDA APIs involved
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### [CUDA Runtime API](http://docs.nvidia.com/cuda/cuda-runtime-api/index.html)
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cudaGraphicsUnmapResources, cudaMemcpy, cudaMallocArray, cudaFreeArray, cudaFree, cudaMallocPitch, cudaGraphicsResourceGetMappedPointer, cudaGetLastError, cudaGraphicsMapResources, cudaDestroyTextureObject, cudaGetDevice, cudaCreateTextureObject, cudaGraphicsUnregisterResource, cudaMalloc, cudaGetDeviceProperties
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## Dependencies needed to build/run
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[DirectX](../../../README.md#directx)
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## Prerequisites
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Download and install the [CUDA Toolkit 12.5](https://developer.nvidia.com/cuda-downloads) for your corresponding platform.
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Make sure the dependencies mentioned in [Dependencies]() section above are installed.
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## Build and Run
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### Windows
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The Windows samples are built using the Visual Studio IDE. Solution files (.sln) are provided for each supported version of Visual Studio, using the format:
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```
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*_vs<version>.sln - for Visual Studio <version>
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```
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Each individual sample has its own set of solution files in its directory:
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To build/examine all the samples at once, the complete solution files should be used. To build/examine a single sample, the individual sample solution files should be used.
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> **Note:** Some samples require that the Microsoft DirectX SDK (June 2010 or newer) be installed and that the VC++ directory paths are properly set up (**Tools > Options...**). Check DirectX Dependencies section for details."
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## References (for more details)
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@ -1,829 +0,0 @@
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/* Copyright (c) 2022, 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 warning(disable : 4312)
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
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#define WINDOWS_LEAN_AND_MEAN
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#include <windows.h>
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#endif
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// including CUDA headers and helper functions
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#include <builtin_types.h>
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#include <cuda_runtime.h>
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#include <cufft.h>
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#include <cuda_d3d9_interop.h>
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// SDK helper functions
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#include <helper_cuda.h>
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#include <helper_functions.h>
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#include "fluidsD3D9_kernels.h"
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#include <rendercheck_d3d9.h>
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#include <DirectXMath.h>
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using namespace DirectX;
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#define MAX_EPSILON 10
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static char *SDK_name = "fluidsD3D9";
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int *pArgc = NULL;
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char **pArgv = NULL;
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// CUDA example code that implements the frequency space version of
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// Jos Stam's paper 'Stable Fluids' in 2D. This application uses the
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// CUDA FFT library (CUFFT) to perform velocity diffusion and to
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// force non-divergence in the velocity field at each time step. It uses
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// CUDA-OpenGL interoperability to update the particle field directly
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// instead of doing a copy to system memory before drawing. Texture is
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// used for automatic bilinear interpolation at the velocity advection step.
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HWND hWnd; // Window handle
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LPDIRECT3D9EX g_pD3D = NULL; // Used to create the D3DDevice
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unsigned int g_iAdapter = NULL; // Adapter
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LPDIRECT3DDEVICE9EX g_pD3DDevice = NULL; // Rendering device
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LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold particles
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LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Texture to render points
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struct cudaGraphicsResource *cuda_VB_resource; // handles D3D9-CUDA exchange
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HRESULT InitD3D9(HWND hWnd);
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HRESULT InitD3D9RenderState();
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HRESULT InitCUDA();
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HRESULT InitCUFFT();
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HRESULT InitVertexBuffer();
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HRESULT FreeVertexBuffer();
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HRESULT InitPointTexture();
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HRESULT RestoreContextResources();
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)
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void updateVB(void);
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void initParticles(cData *p, int dx, int dy);
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// CUFFT plan handle
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static cufftHandle g_planr2c;
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static cufftHandle g_planc2r;
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static cData *g_vxfield = NULL;
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static cData *g_vyfield = NULL;
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cData *g_hvfield = NULL;
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cData *g_dvfield = NULL;
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static int wWidth = MAX(512, DIM);
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static int wHeight = MAX(512, DIM);
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static int clicked = 0;
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static int fpsCount = 0;
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static int fpsLimit = 1;
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StopWatchInterface *timer = NULL;
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// Particle data
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static Vertex *g_mparticles = NULL;
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static cData *g_particles = NULL;
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static int lastx = 0, lasty = 0;
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// Texture pitch
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// unsigned int g_tPitch = 0;
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size_t g_tPitch = 0;
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D3DDISPLAYMODEEX g_d3ddm;
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D3DPRESENT_PARAMETERS g_d3dpp;
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bool g_bWindowed = true;
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bool g_bDeviceLost = false;
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bool g_bPassed = true;
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int g_iFrameToCompare = 100;
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bool g_bQAAddTestForce = true;
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char *ref_file = NULL;
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#define NAME_LEN 512
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char device_name[NAME_LEN];
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VOID Cleanup() {
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// Unregister vertex buffer
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FreeVertexBuffer();
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deleteTexture();
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// Free all host and device resources
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free(g_hvfield);
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free(g_particles);
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cudaFree(g_dvfield);
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cudaFree(g_vxfield);
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cudaFree(g_vyfield);
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cufftDestroy(g_planr2c);
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cufftDestroy(g_planc2r);
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if (g_pTexture != NULL) {
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g_pTexture->Release();
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g_pTexture = NULL;
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}
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if (g_pD3DDevice != NULL) {
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g_pD3DDevice->Release();
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g_pD3DDevice = NULL;
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}
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if (g_pD3D != NULL) {
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g_pD3D->Release();
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g_pD3D = NULL;
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}
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sdkDeleteTimer(&timer);
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}
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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switch (msg) {
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case WM_DESTROY:
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Cleanup();
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PostQuitMessage(0);
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exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
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return 0;
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case WM_KEYDOWN:
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switch (wParam) {
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case 27:
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Cleanup();
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PostQuitMessage(0);
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break;
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case 0x52:
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memset(g_hvfield, 0, sizeof(cData) * DS);
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cudaMemcpy(g_dvfield, g_hvfield, sizeof(cData) * DS,
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cudaMemcpyHostToDevice);
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initParticles(g_particles, DIM, DIM);
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cudaGraphicsUnregisterResource(cuda_VB_resource);
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updateVB();
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cudaGraphicsD3D9RegisterResource(&cuda_VB_resource, g_pVB,
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cudaD3D9RegisterFlagsNone);
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getLastCudaError("cudaGraphicsD3D9RegisterResource failed");
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break;
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default:
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break;
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}
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break;
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case WM_SIZE:
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wWidth = LOWORD(lParam);
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wHeight = HIWORD(lParam);
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break;
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case WM_MOUSEMOVE:
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if (wParam == MK_LBUTTON) {
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clicked = 1;
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} else {
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clicked = 0;
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}
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int x = LOWORD(lParam), y = HIWORD(lParam);
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// Convert motion coordinates to domain
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float fx = (x / (float)wWidth);
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float fy = (y / (float)wHeight);
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int nx = (int)(fx * DIM);
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int ny = (int)(fy * DIM);
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if (clicked && nx < DIM - FR && nx > FR - 1 && ny < DIM - FR &&
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ny > FR - 1) {
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int ddx = LOWORD(lParam) - lastx;
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int ddy = HIWORD(lParam) - lasty;
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fx = ddx / (float)wWidth;
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fy = ddy / (float)wHeight;
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int spy = ny - FR;
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int spx = nx - FR;
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addForces(g_dvfield, DIM, DIM, spx, spy, FORCE * DT * fx,
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FORCE * DT * fy, FR, g_tPitch);
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lastx = x;
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lasty = y;
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}
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break;
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}
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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HRESULT InitVertexBuffer() {
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// Create the vertex buffer.
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if (FAILED(g_pD3DDevice->CreateVertexBuffer(DS * sizeof(Vertex), 0,
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D3DFVF_CUSTOMVERTEX,
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D3DPOOL_DEFAULT, &g_pVB, NULL))) {
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return E_FAIL;
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}
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// Initialize the Vertex Buffer with the particles
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updateVB();
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cudaGraphicsD3D9RegisterResource(&cuda_VB_resource, g_pVB,
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cudaD3D9RegisterFlagsNone);
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getLastCudaError("cudaGraphicsD3D9RegisterResource failed");
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return S_OK;
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}
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HRESULT InitPointTexture() {
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// Create the texture.
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int width = 64;
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int height = width;
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if (FAILED(g_pD3DDevice->CreateTexture(
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width, height, 0, D3DUSAGE_AUTOGENMIPMAP | D3DUSAGE_DYNAMIC,
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D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_pTexture, NULL))) {
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return E_FAIL;
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}
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// Fill in top level
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D3DLOCKED_RECT rect;
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if (FAILED(g_pTexture->LockRect(0, &rect, 0, 0))) {
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return E_FAIL;
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}
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typedef unsigned int TexelType;
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TexelType *texel = (TexelType *)rect.pBits;
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for (int y = -height / 2; y < height / 2; ++y) {
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float yf = y + 0.5f;
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TexelType *t = texel;
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for (int x = -width / 2; x < width / 2; ++x) {
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float xf = x + 0.5f;
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float radius = (float)width / 32;
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float dist = sqrtf(xf * xf + yf * yf) / radius;
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float n = 0.1f;
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float value;
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if (dist < 1) {
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value = 1 - 0.5f * powf(dist, n);
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} else if (dist < 2) {
|
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value = 0.5f * powf(2 - dist, n);
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} else {
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value = 0;
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}
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value *= 75;
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unsigned char *c = (unsigned char *)t;
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c[0] = c[1] = c[2] = c[3] = (unsigned char)value;
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++t;
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}
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texel += rect.Pitch / sizeof(TexelType);
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}
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if (FAILED(g_pTexture->UnlockRect(0))) {
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return E_FAIL;
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}
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// Set sampler state
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if (FAILED(g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER,
|
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D3DTEXF_LINEAR))) {
|
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return E_FAIL;
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||||
}
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||||
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if (FAILED(g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER,
|
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D3DTEXF_LINEAR))) {
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return E_FAIL;
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}
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|
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FreeVertexBuffer()
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// Desc: Free's the Vertex Buffer resource
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//-----------------------------------------------------------------------------
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HRESULT FreeVertexBuffer() {
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if (g_pVB != NULL) {
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// Unregister vertex buffer
|
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cudaGraphicsUnregisterResource(cuda_VB_resource);
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getLastCudaError("cudaGraphicsUnregisterResource failed");
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|
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g_pVB->Release();
|
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}
|
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return S_OK;
|
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}
|
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|
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void updateVB(void) {
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Vertex *data = new Vertex[DS];
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g_pVB->Lock(0, DS * sizeof(Vertex), (void **)&data, 0);
|
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|
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for (int i = 0; i < DS; i++) {
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data[i].x = g_particles[i].x;
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data[i].y = g_particles[i].y;
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data[i].z = 0.f;
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data[i].c = 0xff00ff00;
|
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}
|
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|
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g_pVB->Unlock();
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}
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HRESULT InitD3D9(HWND hWnd) {
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// 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;
|
||||
}
|
||||
|
||||
// clear any errors we got while querying invalid compute devices
|
||||
cuStatus = cudaGetLastError();
|
||||
cuStatus = cudaD3D9GetDevice(&device, adapterId.DeviceName);
|
||||
printLastCudaError("cudaD3D9GetDevice failed"); // This prints and resets
|
||||
// the cudaError to
|
||||
// cudaSuccess
|
||||
|
||||
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("\nNo CUDA-compatible Direct3D9 device available\n");
|
||||
// Release the D3D device
|
||||
g_pD3D->Release();
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
cudaGetDevice(&device);
|
||||
cudaDeviceProp deviceProp;
|
||||
cudaGetDeviceProperties(&deviceProp, device);
|
||||
strcpy(device_name, deviceProp.name);
|
||||
|
||||
RECT rc;
|
||||
GetClientRect(hWnd, &rc);
|
||||
g_pD3D->GetAdapterDisplayModeEx(g_iAdapter, &g_d3ddm, NULL);
|
||||
|
||||
// Set up the structure used to create the D3DDevice
|
||||
D3DPRESENT_PARAMETERS d3dpp;
|
||||
ZeroMemory(&d3dpp, sizeof(d3dpp));
|
||||
d3dpp.Windowed = TRUE;
|
||||
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
d3dpp.BackBufferFormat = g_d3ddm.Format; // D3DFMT_UNKNOWN;
|
||||
|
||||
// Create the D3DDevice
|
||||
if (FAILED(g_pD3D->CreateDeviceEx(g_iAdapter, D3DDEVTYPE_HAL, hWnd,
|
||||
D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp,
|
||||
NULL, &g_pD3DDevice))) {
|
||||
return E_FAIL;
|
||||
} else {
|
||||
return S_OK;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the D3D Rendering State
|
||||
HRESULT InitD3D9RenderState() {
|
||||
// Set projection matrix
|
||||
XMMATRIX matProj;
|
||||
XMFLOAT4X4 matProjFloat;
|
||||
matProj = XMMatrixOrthographicOffCenterLH(0, 1, 1, 0, 0, 1);
|
||||
XMStoreFloat4x4(&matProjFloat, matProj);
|
||||
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *)&matProjFloat);
|
||||
|
||||
// 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();
|
||||
InitD3D9RenderState();
|
||||
InitCUFFT();
|
||||
InitVertexBuffer();
|
||||
InitPointTexture();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
//! 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;
|
||||
}
|
||||
|
||||
HRESULT InitCUFFT() {
|
||||
// You can only call CUDA D3D9 device has been bound to the CUDA
|
||||
// context, otherwise it will not work
|
||||
g_hvfield = (cData *)malloc(sizeof(cData) * DS);
|
||||
memset(g_hvfield, 0, sizeof(cData) * DS);
|
||||
|
||||
// Allocate and initialize device data
|
||||
cudaMallocPitch((void **)&g_dvfield, &g_tPitch, sizeof(cData) * DIM, DIM);
|
||||
|
||||
cudaMemcpy(g_dvfield, g_hvfield, sizeof(cData) * DS, cudaMemcpyHostToDevice);
|
||||
|
||||
// Temporary complex velocity field data
|
||||
cudaMalloc((void **)&g_vxfield, sizeof(cData) * PDS);
|
||||
cudaMalloc((void **)&g_vyfield, sizeof(cData) * PDS);
|
||||
|
||||
setupTexture(DIM, DIM);
|
||||
|
||||
// Create particle array
|
||||
g_particles = (cData *)malloc(sizeof(cData) * DS);
|
||||
memset(g_particles, 0, sizeof(cData) * DS);
|
||||
|
||||
initParticles(g_particles, DIM, DIM);
|
||||
|
||||
// Create CUFFT transform plan configuration
|
||||
cufftPlan2d(&g_planr2c, DIM, DIM, CUFFT_R2C);
|
||||
cufftPlan2d(&g_planc2r, DIM, DIM, CUFFT_C2R);
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT Render(void) {
|
||||
HRESULT hr = S_OK;
|
||||
|
||||
// Normal case where CUDA Device is not lost
|
||||
if (!g_bDeviceLost) {
|
||||
sdkStartTimer(&timer);
|
||||
|
||||
advectVelocity(g_dvfield, (float *)g_vxfield, (float *)g_vyfield, DIM,
|
||||
RPADW, DIM, DT, g_tPitch);
|
||||
{
|
||||
// Forward FFT
|
||||
cufftExecR2C(g_planr2c, (cufftReal *)g_vxfield,
|
||||
(cufftComplex *)g_vxfield);
|
||||
cufftExecR2C(g_planr2c, (cufftReal *)g_vyfield,
|
||||
(cufftComplex *)g_vyfield);
|
||||
|
||||
diffuseProject(g_vxfield, g_vyfield, CPADW, DIM, DT, VIS, g_tPitch);
|
||||
|
||||
// Inverse FFT
|
||||
cufftExecC2R(g_planc2r, (cufftComplex *)g_vxfield,
|
||||
(cufftReal *)g_vxfield);
|
||||
cufftExecC2R(g_planc2r, (cufftComplex *)g_vyfield,
|
||||
(cufftReal *)g_vyfield);
|
||||
}
|
||||
updateVelocity(g_dvfield, (float *)g_vxfield, (float *)g_vyfield, DIM,
|
||||
RPADW, DIM, g_tPitch);
|
||||
|
||||
// Map D3D9 vertex buffer to CUDA
|
||||
{
|
||||
size_t num_bytes;
|
||||
checkCudaErrors(cudaGraphicsMapResources(1, &cuda_VB_resource, 0));
|
||||
getLastCudaError("cudaGraphicsMapResources failed");
|
||||
// This gets a pointer from the Vertex Buffer
|
||||
checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
|
||||
(void **)&g_mparticles, &num_bytes, cuda_VB_resource));
|
||||
getLastCudaError("cudaGraphicsResourceGetMappedPointer failed");
|
||||
|
||||
advectParticles(g_mparticles, g_dvfield, DIM, DIM, DT, g_tPitch);
|
||||
|
||||
// Unmap vertex buffer
|
||||
checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_VB_resource, 0));
|
||||
getLastCudaError("cudaGraphicsUnmapResource failed");
|
||||
}
|
||||
|
||||
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f,
|
||||
0);
|
||||
g_pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
||||
g_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
g_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
|
||||
g_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
|
||||
g_pD3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
|
||||
float size = 16;
|
||||
g_pD3DDevice->SetRenderState(D3DRS_POINTSIZE, *((DWORD *)&size));
|
||||
g_pD3DDevice->SetTexture(0, g_pTexture);
|
||||
|
||||
if (SUCCEEDED(g_pD3DDevice->BeginScene())) {
|
||||
// Draw particles
|
||||
g_pD3DDevice->SetStreamSource(0, g_pVB, 0, sizeof(Vertex));
|
||||
g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
g_pD3DDevice->DrawPrimitive(D3DPT_POINTLIST, 0, DS);
|
||||
|
||||
g_pD3DDevice->EndScene();
|
||||
}
|
||||
|
||||
// Finish timing before swap buffers to avoid refresh sync
|
||||
sdkStopTimer(&timer);
|
||||
// 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();
|
||||
}
|
||||
|
||||
fpsCount++;
|
||||
|
||||
if (fpsCount == fpsLimit) {
|
||||
char fps[256];
|
||||
float ifps = 1.f / (sdkGetAverageTimerValue(&timer) / 1000.f);
|
||||
sprintf(fps, "CUDA/D3D9 Stable Fluids (%d x %d): %3.1f fps", DIM, DIM,
|
||||
ifps);
|
||||
SetWindowText(hWnd, fps);
|
||||
fpsCount = 0;
|
||||
fpsLimit = (int)MAX(ifps, 1.f);
|
||||
sdkResetTimer(&timer);
|
||||
}
|
||||
} else {
|
||||
// Begin code to handle case where the D3D9 device is lost
|
||||
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
|
||||
RestoreContextResources();
|
||||
|
||||
fprintf(stderr, "TestCooperativeLevel = %08x INIT device SUCCESS!\n",
|
||||
hr);
|
||||
|
||||
// we have acquired the device
|
||||
g_bDeviceLost = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return hr;
|
||||
}
|
||||
|
||||
// very simple von neumann middle-square prng. can't use rand() in -qatest
|
||||
// mode because its implementation varies across platforms which makes testing
|
||||
// for consistency in the important parts of this program difficult.
|
||||
float myrand(void) {
|
||||
static int seed = 72191;
|
||||
char sq[22];
|
||||
|
||||
if (ref_file) {
|
||||
seed *= seed;
|
||||
sprintf(sq, "%010d", seed);
|
||||
// pull the middle 5 digits out of sq
|
||||
sq[8] = 0;
|
||||
seed = atoi(&sq[3]);
|
||||
|
||||
return seed / 99999.f;
|
||||
} else {
|
||||
return rand() / (float)RAND_MAX;
|
||||
}
|
||||
}
|
||||
|
||||
void initParticles(cData *p, int dx, int dy) {
|
||||
int i, j;
|
||||
|
||||
for (i = 0; i < dy; i++) {
|
||||
for (j = 0; j < dx; j++) {
|
||||
p[i * dx + j].x = (j + 0.5f + (myrand() - 0.5f)) / dx;
|
||||
p[i * dx + j].y = (i + 0.5f + (myrand() - 0.5f)) / dy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
pArgc = &argc;
|
||||
pArgv = argv;
|
||||
|
||||
printf("%s Starting...\n\n", argv[0]);
|
||||
|
||||
printf(
|
||||
"NOTE: The CUDA Samples are not meant for performance measurements. "
|
||||
"Results may vary when GPU Boost is enabled.\n\n");
|
||||
|
||||
sdkCreateTimer(&timer);
|
||||
sdkResetTimer(&timer);
|
||||
|
||||
// command line options
|
||||
// automated build testing harness
|
||||
if (checkCmdLineFlag(argc, (const char **)argv, "file")) {
|
||||
getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file);
|
||||
}
|
||||
|
||||
HINSTANCE hInst = GetModuleHandle(NULL);
|
||||
// Register the window class
|
||||
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
|
||||
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
|
||||
"fluidsD3D9", NULL};
|
||||
RegisterClassEx(&wc);
|
||||
|
||||
// Create the application's window
|
||||
int xBorder = ::GetSystemMetrics(SM_CXSIZEFRAME);
|
||||
int yCaption = ::GetSystemMetrics(SM_CYCAPTION);
|
||||
int yBorder = ::GetSystemMetrics(SM_CYSIZEFRAME);
|
||||
hWnd = CreateWindow("fluidsD3D9", "CUDA/D3D9 Stable Fluids",
|
||||
WS_OVERLAPPEDWINDOW, 100, 100, wWidth + 2 * xBorder,
|
||||
wHeight + 2 * yBorder + yCaption, NULL, NULL,
|
||||
wc.hInstance, NULL);
|
||||
|
||||
if (SUCCEEDED(InitD3D9(hWnd)) && SUCCEEDED(InitCUDA()) &&
|
||||
SUCCEEDED(InitD3D9RenderState()) && SUCCEEDED(InitCUFFT()) &&
|
||||
SUCCEEDED(InitVertexBuffer()) && SUCCEEDED(InitPointTexture())) {
|
||||
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hWnd);
|
||||
|
||||
// Rendering 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) {
|
||||
for (int count = 0; count < g_iFrameToCompare; count++) {
|
||||
// add in a little force so the automated testing is interesing.
|
||||
int x = wWidth / (count + 1);
|
||||
int y = wHeight / (count + 1);
|
||||
float fx = (x / (float)wWidth);
|
||||
float fy = (y / (float)wHeight);
|
||||
int nx = (int)(fx * DIM);
|
||||
int ny = (int)(fy * DIM);
|
||||
|
||||
int ddx = 35;
|
||||
int ddy = 35;
|
||||
fx = ddx / (float)wWidth;
|
||||
fy = ddy / (float)wHeight;
|
||||
int spy = ny - FR;
|
||||
int spx = nx - FR;
|
||||
|
||||
addForces(g_dvfield, DIM, DIM, spx, spy, FORCE * DT * fx,
|
||||
FORCE * DT * fy, FR, g_tPitch);
|
||||
// g_bQAAddTestForce = false; // only add it once
|
||||
|
||||
Render();
|
||||
}
|
||||
|
||||
const char *cur_image_path = "qatest_fluidsD3D9.ppm";
|
||||
|
||||
// Save a reference of our current test run image
|
||||
CheckRenderD3D9::BackbufferToPPM(g_pD3DDevice, cur_image_path);
|
||||
|
||||
// compare to official reference image, printing PASS or FAIL.
|
||||
g_bPassed = CheckRenderD3D9::PPMvsPPM(cur_image_path, ref_file,
|
||||
argv[0], MAX_EPSILON, 0.30f);
|
||||
|
||||
PostQuitMessage(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UnregisterClass("fluidsD3D9", wc.hInstance);
|
||||
|
||||
//
|
||||
// and exit
|
||||
//
|
||||
printf("> %s running on %s exiting...\n", SDK_name, device_name);
|
||||
exit(g_bPassed ? EXIT_SUCCESS : EXIT_FAILURE);
|
||||
}
|
@ -1,333 +0,0 @@
|
||||
/* 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.
|
||||
*/
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <cuda.h>
|
||||
#include <builtin_types.h>
|
||||
#include <cufft.h>
|
||||
#include <cuda_runtime.h>
|
||||
#include <helper_cuda.h>
|
||||
#include "fluidsD3D9_kernels.h"
|
||||
|
||||
// Texture object for reading velocity field
|
||||
cudaTextureObject_t texObj;
|
||||
static cudaArray *array = NULL;
|
||||
|
||||
void setupTexture(int x, int y) {
|
||||
cudaChannelFormatDesc desc = cudaCreateChannelDesc<float2>();
|
||||
|
||||
cudaMallocArray(&array, &desc, y, x);
|
||||
getLastCudaError("cudaMalloc failed");
|
||||
|
||||
cudaResourceDesc texRes;
|
||||
memset(&texRes, 0, sizeof(cudaResourceDesc));
|
||||
|
||||
texRes.resType = cudaResourceTypeArray;
|
||||
texRes.res.array.array = array;
|
||||
|
||||
cudaTextureDesc texDescr;
|
||||
memset(&texDescr, 0, sizeof(cudaTextureDesc));
|
||||
|
||||
texDescr.normalizedCoords = false;
|
||||
texDescr.filterMode = cudaFilterModeLinear;
|
||||
texDescr.addressMode[0] = cudaAddressModeWrap;
|
||||
texDescr.readMode = cudaReadModeElementType;
|
||||
|
||||
checkCudaErrors(cudaCreateTextureObject(&texObj, &texRes, &texDescr, NULL));
|
||||
}
|
||||
|
||||
void updateTexture(cData *data, size_t wib, size_t h, size_t pitch) {
|
||||
checkCudaErrors(cudaMemcpy2DToArray(array, 0, 0, data, pitch, wib, h,
|
||||
cudaMemcpyDeviceToDevice));
|
||||
}
|
||||
|
||||
void deleteTexture(void) {
|
||||
checkCudaErrors(cudaDestroyTextureObject(texObj));
|
||||
checkCudaErrors(cudaFreeArray(array));
|
||||
}
|
||||
|
||||
// Note that these kernels are designed to work with arbitrary
|
||||
// domain sizes, not just domains that are multiples of the tile
|
||||
// size. Therefore, we have extra code that checks to make sure
|
||||
// a given thread location falls within the domain boundaries in
|
||||
// both X and Y. Also, the domain is covered by looping over
|
||||
// multiple elements in the Y direction, while there is a one-to-one
|
||||
// mapping between threads in X and the tile size in X.
|
||||
// Nolan Goodnight 9/22/06
|
||||
|
||||
// This method adds constant force vectors to the velocity field
|
||||
// stored in 'v' according to v(x,t+1) = v(x,t) + dt * f.
|
||||
__global__ void addForces_k(cData *v, int dx, int dy, int spx, int spy,
|
||||
float fx, float fy, int r, size_t pitch) {
|
||||
int tx = threadIdx.x;
|
||||
int ty = threadIdx.y;
|
||||
cData *fj = (cData *)((char *)v + (ty + spy) * pitch) + tx + spx;
|
||||
|
||||
cData vterm = *fj;
|
||||
tx -= r;
|
||||
ty -= r;
|
||||
float s = 1.f / (1.f + tx * tx * tx * tx + ty * ty * ty * ty);
|
||||
vterm.x += s * fx;
|
||||
vterm.y += s * fy;
|
||||
*fj = vterm;
|
||||
}
|
||||
|
||||
// This method performs the velocity advection step, where we
|
||||
// trace velocity vectors back in time to update each grid cell.
|
||||
// That is, v(x,t+1) = v(p(x,-dt),t). Here we perform bilinear
|
||||
// interpolation in the velocity space.
|
||||
__global__ void advectVelocity_k(cData *v, float *vx, float *vy, int dx,
|
||||
int pdx, int dy, float dt, int lb,
|
||||
cudaTextureObject_t texObject) {
|
||||
int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int gtidy = blockIdx.y * (lb * blockDim.y) + threadIdx.y * lb;
|
||||
int p;
|
||||
|
||||
cData vterm, ploc;
|
||||
float vxterm, vyterm;
|
||||
|
||||
// gtidx is the domain location in x for this thread
|
||||
if (gtidx < dx) {
|
||||
for (p = 0; p < lb; p++) {
|
||||
// fi is the domain location in y for this thread
|
||||
int fi = gtidy + p;
|
||||
|
||||
if (fi < dy) {
|
||||
int fj = fi * pdx + gtidx;
|
||||
vterm = tex2D<cData>(texObject, (float)gtidx, (float)fi);
|
||||
ploc.x = (gtidx + 0.5f) - (dt * vterm.x * dx);
|
||||
ploc.y = (fi + 0.5f) - (dt * vterm.y * dy);
|
||||
vterm = tex2D<cData>(texObject, ploc.x, ploc.y);
|
||||
vxterm = vterm.x;
|
||||
vyterm = vterm.y;
|
||||
vx[fj] = vxterm;
|
||||
vy[fj] = vyterm;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This method performs velocity diffusion and forces mass conservation
|
||||
// in the frequency domain. The inputs 'vx' and 'vy' are complex-valued
|
||||
// arrays holding the Fourier coefficients of the velocity field in
|
||||
// X and Y. Diffusion in this space takes a simple form described as:
|
||||
// v(k,t) = v(k,t) / (1 + visc * dt * k^2), where visc is the viscosity,
|
||||
// and k is the wavenumber. The projection step forces the Fourier
|
||||
// velocity vectors to be orthogonal to the vectors for each
|
||||
// wavenumber: v(k,t) = v(k,t) - ((k dot v(k,t) * k) / k^2.
|
||||
__global__ void diffuseProject_k(cData *vx, cData *vy, int dx, int dy, float dt,
|
||||
float visc, int lb) {
|
||||
int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int gtidy = blockIdx.y * (lb * blockDim.y) + threadIdx.y * lb;
|
||||
int p;
|
||||
|
||||
cData xterm, yterm;
|
||||
|
||||
// gtidx is the domain location in x for this thread
|
||||
if (gtidx < dx) {
|
||||
for (p = 0; p < lb; p++) {
|
||||
// fi is the domain location in y for this thread
|
||||
int fi = gtidy + p;
|
||||
|
||||
if (fi < dy) {
|
||||
int fj = fi * dx + gtidx;
|
||||
xterm = vx[fj];
|
||||
yterm = vy[fj];
|
||||
|
||||
// Compute the index of the wavenumber based on the
|
||||
// data order produced by a standard NN FFT.
|
||||
int iix = gtidx;
|
||||
int iiy = (fi > dy / 2) ? (fi - (dy)) : fi;
|
||||
|
||||
// Velocity diffusion
|
||||
float kk = (float)(iix * iix + iiy * iiy); // k^2
|
||||
float diff = 1.f / (1.f + visc * dt * kk);
|
||||
xterm.x *= diff;
|
||||
xterm.y *= diff;
|
||||
yterm.x *= diff;
|
||||
yterm.y *= diff;
|
||||
|
||||
// Velocity projection
|
||||
if (kk > 0.f) {
|
||||
float rkk = 1.f / kk;
|
||||
// Real portion of velocity projection
|
||||
float rkp = (iix * xterm.x + iiy * yterm.x);
|
||||
// Imaginary portion of velocity projection
|
||||
float ikp = (iix * xterm.y + iiy * yterm.y);
|
||||
xterm.x -= rkk * rkp * iix;
|
||||
xterm.y -= rkk * ikp * iix;
|
||||
yterm.x -= rkk * rkp * iiy;
|
||||
yterm.y -= rkk * ikp * iiy;
|
||||
}
|
||||
|
||||
vx[fj] = xterm;
|
||||
vy[fj] = yterm;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This method updates the velocity field 'v' using the two complex
|
||||
// arrays from the previous step: 'vx' and 'vy'. Here we scale the
|
||||
// real components by 1/(dx*dy) to account for an unnormalized FFT.
|
||||
__global__ void updateVelocity_k(cData *v, float *vx, float *vy, int dx,
|
||||
int pdx, int dy, int lb, size_t pitch) {
|
||||
int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int gtidy = blockIdx.y * (lb * blockDim.y) + threadIdx.y * lb;
|
||||
int p;
|
||||
|
||||
float vxterm, vyterm;
|
||||
cData nvterm;
|
||||
|
||||
// gtidx is the domain location in x for this thread
|
||||
if (gtidx < dx) {
|
||||
for (p = 0; p < lb; p++) {
|
||||
// fi is the domain location in y for this thread
|
||||
int fi = gtidy + p;
|
||||
|
||||
if (fi < dy) {
|
||||
int fjr = fi * pdx + gtidx;
|
||||
vxterm = vx[fjr];
|
||||
vyterm = vy[fjr];
|
||||
|
||||
// Normalize the result of the inverse FFT
|
||||
float scale = 1.f / (dx * dy);
|
||||
nvterm.x = vxterm * scale;
|
||||
nvterm.y = vyterm * scale;
|
||||
|
||||
cData *fj = (cData *)((char *)v + fi * pitch) + gtidx;
|
||||
*fj = nvterm;
|
||||
}
|
||||
} // If this thread is inside the domain in Y
|
||||
} // If this thread is inside the domain in X
|
||||
}
|
||||
|
||||
// This method updates the particles by moving particle positions
|
||||
// according to the velocity field and time step. That is, for each
|
||||
// particle: p(t+1) = p(t) + dt * v(p(t)).
|
||||
__global__ void advectParticles_k(Vertex *part, cData *v, int dx, int dy,
|
||||
float dt, int lb, size_t pitch) {
|
||||
int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int gtidy = blockIdx.y * (lb * blockDim.y) + threadIdx.y * lb;
|
||||
int p;
|
||||
|
||||
// gtidx is the domain location in x for this thread
|
||||
cData vterm;
|
||||
Vertex pterm;
|
||||
|
||||
if (gtidx < dx) {
|
||||
for (p = 0; p < lb; p++) {
|
||||
// fi is the domain location in y for this thread
|
||||
int fi = gtidy + p;
|
||||
|
||||
if (fi < dy) {
|
||||
int fj = fi * dx + gtidx;
|
||||
pterm = part[fj];
|
||||
|
||||
int xvi = ((int)(pterm.x * dx));
|
||||
int yvi = ((int)(pterm.y * dy));
|
||||
vterm = *((cData *)((char *)v + yvi * pitch) + xvi);
|
||||
|
||||
pterm.x += dt * vterm.x;
|
||||
pterm.x = pterm.x - (int)pterm.x;
|
||||
pterm.x += 1.f;
|
||||
pterm.x = pterm.x - (int)pterm.x;
|
||||
pterm.y += dt * vterm.y;
|
||||
pterm.y = pterm.y - (int)pterm.y;
|
||||
pterm.y += 1.f;
|
||||
pterm.y = pterm.y - (int)pterm.y;
|
||||
|
||||
part[fj] = pterm;
|
||||
}
|
||||
} // If this thread is inside the domain in Y
|
||||
} // If this thread is inside the domain in X
|
||||
}
|
||||
|
||||
extern "C" void addForces(cData *v, int dx, int dy, int spx, int spy, float fx,
|
||||
float fy, int r, size_t tPitch) {
|
||||
dim3 tids(2 * r + 1, 2 * r + 1);
|
||||
|
||||
addForces_k<<<1, tids>>>(v, dx, dy, spx, spy, fx, fy, r, tPitch);
|
||||
getLastCudaError("addForces_k failed.");
|
||||
}
|
||||
|
||||
extern "C" void advectVelocity(cData *v, float *vx, float *vy, int dx, int pdx,
|
||||
int dy, float dt, size_t tPitch) {
|
||||
dim3 grid((dx / TILEX) + (!(dx % TILEX) ? 0 : 1),
|
||||
(dy / TILEY) + (!(dy % TILEY) ? 0 : 1));
|
||||
|
||||
dim3 tids(TIDSX, TIDSY);
|
||||
|
||||
updateTexture(v, DIM * sizeof(cData), DIM, tPitch);
|
||||
advectVelocity_k<<<grid, tids>>>(v, vx, vy, dx, pdx, dy, dt, TILEY / TIDSY,
|
||||
texObj);
|
||||
|
||||
getLastCudaError("advectVelocity_k failed.");
|
||||
}
|
||||
|
||||
extern "C" void diffuseProject(cData *vx, cData *vy, int dx, int dy, float dt,
|
||||
float visc, size_t tPitch) {
|
||||
// Forward FFT
|
||||
// cufftExecR2C(planr2c, (cufftReal*)vx, (cufftComplex*)vx);
|
||||
// cufftExecR2C(planr2c, (cufftReal*)vy, (cufftComplex*)vy);
|
||||
|
||||
uint3 grid = make_uint3((dx / TILEX) + (!(dx % TILEX) ? 0 : 1),
|
||||
(dy / TILEY) + (!(dy % TILEY) ? 0 : 1), 1);
|
||||
|
||||
uint3 tids = make_uint3(TIDSX, TIDSY, 1);
|
||||
|
||||
diffuseProject_k<<<grid, tids>>>(vx, vy, dx, dy, dt, visc, TILEY / TIDSY);
|
||||
getLastCudaError("diffuseProject_k failed.");
|
||||
|
||||
// Inverse FFT
|
||||
// cufftExecC2R(planc2r, (cufftComplex*)vx, (cufftReal*)vx);
|
||||
// cufftExecC2R(planc2r, (cufftComplex*)vy, (cufftReal*)vy);
|
||||
}
|
||||
|
||||
extern "C" void updateVelocity(cData *v, float *vx, float *vy, int dx, int pdx,
|
||||
int dy, size_t tPitch) {
|
||||
dim3 grid((dx / TILEX) + (!(dx % TILEX) ? 0 : 1),
|
||||
(dy / TILEY) + (!(dy % TILEY) ? 0 : 1));
|
||||
|
||||
dim3 tids(TIDSX, TIDSY);
|
||||
|
||||
updateVelocity_k<<<grid, tids>>>(v, vx, vy, dx, pdx, dy, TILEY / TIDSY,
|
||||
tPitch);
|
||||
getLastCudaError("updateVelocity_k failed.");
|
||||
}
|
||||
|
||||
extern "C" void advectParticles(Vertex *p, cData *v, int dx, int dy, float dt,
|
||||
size_t tPitch) {
|
||||
dim3 grid((dx / TILEX) + (!(dx % TILEX) ? 0 : 1),
|
||||
(dy / TILEY) + (!(dy % TILEY) ? 0 : 1));
|
||||
|
||||
dim3 tids(TIDSX, TIDSY);
|
||||
|
||||
advectParticles_k<<<grid, tids>>>(p, v, dx, dy, dt, TILEY / TIDSY, tPitch);
|
||||
getLastCudaError("advectParticles_k failed.");
|
||||
}
|
@ -1,109 +0,0 @@
|
||||
/* 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.
|
||||
*/
|
||||
|
||||
#ifndef __STABLEFLUIDS_KERNELS_H_
|
||||
#define __STABLEFLUIDS_KERNELS_H_
|
||||
|
||||
#define DIM 512 // Square size of solver domain
|
||||
#define DS (DIM * DIM) // Total domain size
|
||||
#define CPADW (DIM / 2 + 1) // Padded width for real->complex in-place FFT
|
||||
#define RPADW \
|
||||
(2 * (DIM / 2 + 1)) // Padded width for real->complex in-place FFT
|
||||
#define PDS (DIM * CPADW) // Padded total domain size
|
||||
|
||||
#define DT 0.09f // Delta T for interative solver
|
||||
#define VIS 0.0025f // Viscosity constant
|
||||
#define FORCE (5.8f * DIM) // Force scale factor
|
||||
#define FR 4 // Force update radius
|
||||
|
||||
#define TILEX 64 // Tile width
|
||||
#define TILEY 64 // Tile height
|
||||
#define TIDSX 64 // Tids in X
|
||||
#define TIDSY 4 // Tids in Y
|
||||
|
||||
typedef unsigned long DWORD;
|
||||
|
||||
typedef struct vertex {
|
||||
float x, y, z;
|
||||
DWORD c;
|
||||
} Vertex;
|
||||
|
||||
// Vector data type used to velocity and force fields
|
||||
typedef float2 cData;
|
||||
|
||||
extern "C" void setupTexture(int x, int y);
|
||||
extern "C" void updateTexture(cData *data, size_t w, size_t h, size_t pitch);
|
||||
extern "C" void deleteTexture(void);
|
||||
|
||||
// This method adds constant force vectors to the velocity field
|
||||
// stored in 'v' according to v(x,t+1) = v(x,t) + dt * f.
|
||||
__global__ void addForces_k(cData *v, int dx, int dy, int spx, int spy,
|
||||
float fx, float fy, int r, size_t pitch);
|
||||
|
||||
// This method performs the velocity advection step, where we
|
||||
// trace velocity vectors back in time to update each grid cell.
|
||||
// That is, v(x,t+1) = v(p(x,-dt),t). Here we perform bilinear
|
||||
// interpolation in the velocity space.
|
||||
__global__ void advectVelocity_k(cData *v, float *vx, float *vy, int dx,
|
||||
int pdx, int dy, float dt, int lb,
|
||||
cudaTextureObject_t tex);
|
||||
|
||||
// This method performs velocity diffusion and forces mass conservation
|
||||
// in the frequency domain. The inputs 'vx' and 'vy' are complex-valued
|
||||
// arrays holding the Fourier coefficients of the velocity field in
|
||||
// X and Y. Diffusion in this space takes a simple form described as:
|
||||
// v(k,t) = v(k,t) / (1 + visc * dt * k^2), where visc is the viscosity,
|
||||
// and k is the wavenumber. The projection step forces the Fourier
|
||||
// velocity vectors to be orthogonal to the wave wave vectors for each
|
||||
// wavenumber: v(k,t) = v(k,t) - ((k dot v(k,t) * k) / k^2.
|
||||
__global__ void diffuseProject_k(cData *vx, cData *vy, int dx, int dy, float dt,
|
||||
float visc, int lb);
|
||||
|
||||
// This method updates the velocity field 'v' using the two complex
|
||||
// arrays from the previous step: 'vx' and 'vy'. Here we scale the
|
||||
// real components by 1/(dx*dy) to account for an unnormalized FFT.
|
||||
__global__ void updateVelocity_k(cData *v, float *vx, float *vy, int dx,
|
||||
int pdx, int dy, int lb, size_t pitch);
|
||||
|
||||
// This method updates the particles by moving particle positions
|
||||
// according to the velocity field and time step. That is, for each
|
||||
// particle: p(t+1) = p(t) + dt * v(p(t)).
|
||||
__global__ void advectParticles_k(Vertex *part, cData *v, int dx, int dy,
|
||||
float dt, int lb, size_t pitch);
|
||||
|
||||
extern "C" void addForces(cData *v, int dx, int dy, int spx, int spy, float fx,
|
||||
float fy, int r, size_t tPitch);
|
||||
extern "C" void advectVelocity(cData *v, float *vx, float *vy, int dx, int pdx,
|
||||
int dy, float dt, size_t tPitch);
|
||||
extern "C" void diffuseProject(cData *vx, cData *vy, int dx, int dy, float dt,
|
||||
float visc, size_t tPitch);
|
||||
extern "C" void updateVelocity(cData *v, float *vx, float *vy, int dx, int pdx,
|
||||
int dy, size_t tPitch);
|
||||
extern "C" void advectParticles(Vertex *p, cData *v, int dx, int dy, float dt,
|
||||
size_t tPitch);
|
||||
|
||||
#endif
|
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Reference in New Issue
Block a user