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GuyCalledFrank

CUDA + D3D9?

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Hi. I'm trying to add some CUDA functionality into my existing game engine. What exactly I want to do is to render to a texture, postprocess it with CUDA and then use processed texture in shaders when rendering. Even more exactly: I want to calculate summed area table for a texture, because doing it with multiple passes/screen aligned quads (as usually advised) is terribly slow (talking about a 2048x2048 texture).

I'm not really sure that CUDA will make it much faster, but at least I want to give it a try.

Got last CUDA (5.0). All examples compile and work fine.

 

But I'm facing some rather silly error and I can't find what causes it.

I did everything exactly as in their d3d9 examples:

 

cudaGetDeviceCount - returns 1 device (my card), good

cudaSetDevice - set it to my device 0 (though it seems to be optional). no error returned

cudaD3D9SetDirect3DDevice - give it my d3ddevice which is not null - no error returned

 

cudaGraphicsD3D9RegisterResource - give it a pointer to an uninitialized cudaGraphicsResource*, a 2D texture and cudaGraphicsRegisterFlagsNone. And after that I get:

All CUDA-capable devices are busy or unavailable

 

Why? Can't see any difference between API calls in my app and their samples.

The only cause of such error I googled so far is that cudaDeviceProp::computeMode may be set to a weird value, but it's not my case (checked with cudaGetDeviceProperties).

 

Thanks in advance.

 

---

Things are getting even weirder: if I create a fresh project, I can type and run any cuda code there without a problem. For example, cudaMallocPitch runs fine just after main. BUT, pasting the same cudaMallocPitch after main in my old engine project makes it show that error!

----

 

Ah, stupid me. It turns out that a long time ago I messed with the default heap/stack allocation sizes in linker settings. Setting them back to default values fixed the errorsmile.png

I should probably close this topic, but I don't see how.

Edited by Mr_F_
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