text: /* Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved.
   *
   * Redistribution and use in source and binary forms, with or without
   * modification, are permitted provided that the following conditions
   * are met:
   *  * Redistributions of source code must retain the above copyright
   *    notice, this list of conditions and the following disclaimer.
   *  * Redistributions in binary form must reproduce the above copyright
   *    notice, this list of conditions and the following disclaimer in the
   *    documentation and/or other materials provided with the distribution.
   *  * Neither the name of NVIDIA CORPORATION nor the names of its
   *    contributors may be used to endorse or promote products derived
   *    from this software without specific prior written permission.
   *
   * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
   * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
   * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
   * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
   * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
   * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
   * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
   * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
   * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
   * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
   * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   */
  
  #pragma once
  
  #include "DX12CudaSample.h"
  #include "ShaderStructs.h"
  
  using namespace DirectX;
  
  // Note that while ComPtr is used to manage the lifetime of resources on the
  // CPU, it has no understanding of the lifetime of resources on the GPU. Apps
  // must account for the GPU lifetime of resources to avoid destroying objects
  // that may still be referenced by the GPU. An example of this can be found in
  // the class method: OnDestroy().
  using Microsoft::WRL::ComPtr;
  
  static const char *shaderstr =
      " struct PSInput \n"
      " { \n"
      "  float4 position : SV_POSITION; \n"
      "  float4 color : COLOR; \n"
      " } \n"
      " PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n"
      " { \n"
      "  PSInput result;\n"
      "  result.position = float4(position, 1.0f);\n"
      "  result.color = color;\n"
      "  return result; \n"
      " } \n"
      " float4 PSMain(PSInput input) : SV_TARGET \n"
      " { \n"
      "  return input.color;\n"
      " } \n";
  
  class DX12CudaInterop : public DX12CudaSample {
   public:
    DX12CudaInterop(UINT width, UINT height, std::string name);
  
    virtual void OnInit();
    virtual void OnRender();
    virtual void OnDestroy();
  
   private:
    // In this sample we overload the meaning of FrameCount to mean both the
    // maximum number of frames that will be queued to the GPU at a time, as well
    // as the number of back buffers in the DXGI swap chain. For the majority of
    // applications, this is convenient and works well. However, there will be
    // certain cases where an application may want to queue up more frames than
    // there are back buffers available. It should be noted that excessive
    // buffering of frames dependent on user input may result in noticeable
    // latency in your app.
    static const UINT FrameCount = 2;
    std::string shadersSrc = shaderstr;
  #if 0
  		" struct PSInput \n" \
  		" { \n" \
  		"  float4 position : SV_POSITION; \n" \
  		"  float4 color : COLOR; \n" \
  		" } \n" \
  		" PSInput VSMain(float3 position : POSITION, float4 color : COLOR) \n" \
  		" { \n" \
  		"  PSInput result;\n" \
  		"  result.position = float4(position, 1.0f);\n" \
  		"  result.color = color;\n"	\
  		"  return result; \n" \
  		" } \n" \
  		" float4 PSMain(PSInput input) : SV_TARGET \n" \
  		" { \n" \
  		"  return input.color;\n" \
  		" } \n";
  #endif
  
    // Vertex Buffer dimension
    size_t vertBufHeight, vertBufWidth;
  
    // Pipeline objects.
    D3D12_VIEWPORT m_viewport;
    CD3DX12_RECT m_scissorRect;
    ComPtr<IDXGISwapChain3> m_swapChain;
    ComPtr<ID3D12Device> m_device;
    ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
    ComPtr<ID3D12CommandAllocator> m_commandAllocators[FrameCount];
    ComPtr<ID3D12CommandQueue> m_commandQueue;
    ComPtr<ID3D12RootSignature> m_rootSignature;
    ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
    ComPtr<ID3D12PipelineState> m_pipelineState;
    ComPtr<ID3D12GraphicsCommandList> m_commandList;
    UINT m_rtvDescriptorSize;
  
    // App resources.
    ComPtr<ID3D12Resource> m_vertexBuffer;
    D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
  
    // Synchronization objects.
    UINT m_frameIndex;
    HANDLE m_fenceEvent;
    ComPtr<ID3D12Fence> m_fence;
    UINT64 m_fenceValues[FrameCount];
  
    // CUDA objects
    cudaExternalMemoryHandleType m_externalMemoryHandleType;
    cudaExternalMemory_t m_externalMemory;
    cudaExternalSemaphore_t m_externalSemaphore;
    cudaStream_t m_streamToRun;
    LUID m_dx12deviceluid;
    UINT m_cudaDeviceID;
    UINT m_nodeMask;
    float m_AnimTime;
    void *m_cudaDevVertptr = NULL;
  
    void LoadPipeline();
    void InitCuda();
    void LoadAssets();
    void PopulateCommandList();
    void MoveToNextFrame();
    void WaitForGpu();
  };
  