![]() GetLastCudaError("UpdateSurface execution failed. Pixel = make_float4(costx * 1, 0.1, 0.2, 1) Ä®lse if (x > width - margin - 1 | x > (surfaceObject, textureW, textureH, animTime) If (x > width / 2) // a certain color for the right half Pixel = make_float4(costyMany * 0.6, costyMany * 0.7, costyMany * 1, 1) Ä®lse if (x % 5 = 0) // paint a column of 1 pixel wide every 5 pixels Pixel = make_float4(costyMany * 0.3, costyMany * 1, costyMany * 0.4, 1) Ä®lse if (y = height - 1) // paint the last row Unsigned int y = blockIdx.y * blockDim.y + threadIdx.y Īuto costxx = (_cosf(time) * 0.5f + 0.5f) * width Īuto costyy = (_cosf(time) * 0.5f + 0.5f) * height Īuto costxMany = _cosf(y * time) * 0.5f + yVar Īuto costyMany = _cosf((float)x/100 * time) * 0.5f + xVar Unsigned int x = blockIdx.x * blockDim.x + threadIdx.x _global_ void UpdateSurface(cudaSurfaceObject_t surf, unsigned int width, unsigned int height, float time) Describe and create a SRV for the texture.Ä3D12_SHADER_RESOURCE_VIEW_DESC srvDesc Dg (type dim3) specifies the dimension and size of the grid. A similar rule exists for each dimension when more than one dimension is used. Hands-on: Porting matrix multiplier to GPU (25 minutes) More on CUDA programming (40. ![]() dim3 block(32,32) dim3 grid grid.x (imagewidth + block.x - 1)/block.x grid.y (imageheight + block.y. Our enumerate kernel calculates a thread number based on the block and grid dimensions and the thread's index. If you need a picuture: The other thing we changed is the CUDA kernel itself. ![]() That's 675 threads being launched in parallel on the GPU. If we want to set maximum possible block size, we have to make sure that the product of its dimensions does not exceed the block size limit. In the code above, we are launching a 5 x 5 grid of 3 x 3 x 3 thread blocks. For a 1D grid, the index (given by the x attribute) is an integer spanning the range from 0 inclusive to exclusive. When processing 2D images with CUDA, a natural intuition is to use 2D block and grid shape. &textureDesc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, nullptr, IID_PPV_ARGS(&m_textureBuffer))) The block indices in the grid of threads launched a kernel. Data Fields void args dim3 blockDim void func dim3 gridDim sizet sharedMem cudaStreamt stream Description. ThrowIfFailed(m_device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_SHARED, TextureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D TextureDesc.Flags = D3D12_RESOURCE_FLAG_NONE TextureDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT ![]() dim3 blocks(size,size) dim3 grid(1,1) // Call the kernel: vecmul<<when I have R G B having the same value for all pixels, I get the expected result (modulo the first problem), if not I have unexpected artefacts, as if the array was not having the expected structure.Īuto nPixels = TextureWidth * TextureHeight * 3 Īuto pixelBufferSize = sizeof(float)* nPixels Programming CUDA using Go is a bit more complex than in other languages.there is an "all the time black" area in the top right area of the image.I may miss something but I have no tip about it. I'm trying to update in cuda a texture used in directx12. ![]()
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