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如何在DLL中使用CUDA?

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我的目的是通过存根库使用CUDA,存根库封装了CUDA特定的功能,方法和数据 . CUDA东西将驻留在一个dll文件中,它将通过LoadLibrary和GetProcAddress Windows API函数动态使用 . 我使用Visual Studio 2010 C编译器来创建CUDA DLL,但其余的由另一个编译器完成 . 这意味着,我不能在CUDA DLL中使用堆内存(即malloc,new或任何东西,它们存在于堆栈内存之外 . 甚至全局变量导致内存损坏),因此它实际上是一个存根库 .

但是,首先我想编写一个测试程序:CUDAhost.exe和CUDAdevice.dll,它们都是由Visual Studio 2010编译的,在一个解决方案中有两个项目 . 该程序在屏幕上绘制OpenGL纹理,但首先将图像数据从readGLTexture复制到CUDA的viewGLTexture . 请注意,为避免使用堆内存,我使用void指针引用void *&cReadCudaResource和void *&cViewCudaResource . 我的问题是我无法使程序正常工作,窗口是黑色的 . 我找不到错误 . 我不确定这是否可行,或者我应该选择完全不同的解决方案 . 我希望你能帮助我 . 任何建议表示赞赏 . 以下是源代码:

CUDAhost.cpp:

#include "stdafx.h"

const unsigned int window_width  = 512;
const unsigned int window_height = 512;

GLuint viewGLTexture;
GLuint readGLTexture;
void* cViewCudaResource;
void* cReadCudaResource;
HINSTANCE dll;
typedef void (*SETCUDA)(unsigned int& readGLTexture, void*   &cReadCudaResource, unsigned int& viewGLTexture, void* &cViewCudaResource);
SETCUDA setCuda;
typedef void (*DRAWPICTURE)(void* &cReadCudaResource, void* &cViewCudaResource);
DRAWPICTURE drawPicture;

bool loadTexture(const wchar_t* name, GLuint& number) {

  FILE* file;
  BITMAPFILEHEADER bitmapFileHeader;
  BITMAPINFOHEADER bitmapInfoHeader;
  unsigned char *bitmap;
  unsigned char temp;
  wchar_t path[45]={0};
  int width;
  int height;

//prepare file path
  wcsncat_s(path, L"Textures\\", 45);
  wcsncat_s(path, name, 45);
  wcsncat_s(path, L".bmp", 45);

//open BMP file
  file=_wfopen(path, L"rb");
  if (file==NULL) {
    return false;
  }

//read bmp file header and sequre it is bmp file
  fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, file);
  if (bitmapFileHeader.bfType != 0x4D42) {
    fclose(file);
    return false;
  }

//read bmp info header and move to the beginning of image data
  fread(&bitmapInfoHeader, sizeof(BITMAPINFOHEADER), 1, file);
  fseek(file, bitmapFileHeader.bfOffBits, SEEK_SET);

//allocate memory space
  bitmap=(unsigned char*)malloc(bitmapInfoHeader.biSizeImage);
  if (!bitmap) {
free(bitmap);
bitmap=NULL;
    fclose(file);
    return false;
  }

//read image
  fread(bitmap, 1, bitmapInfoHeader.biSizeImage, file);
  if (file==NULL) {
free(bitmap);
bitmap=NULL;
    fclose(file);
    return false;
  }

//rearrange bgr to rgb
  for (int i=0; i<bitmapInfoHeader.biSizeImage; i+=3) {
    temp=bitmap[i];
    bitmap[i]=bitmap[i+2];
    bitmap[i+2]=temp;
  }

//query image width and height
  width=bitmapInfoHeader.biWidth;
  height=abs(bitmapInfoHeader.biHeight);

//close bmp file
  fclose(file);
  glGetError();

//create OpenGL texture
  glGenTextures(1, &number);
  glBindTexture(GL_TEXTURE_2D, number);
  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

//free temporary buffer
  free(bitmap);
  bitmap=NULL;

//if success, return true
  if (0==glGetError()) {
    return true;
  } else {
    return false;
  }
}

void initGLandCUDA(int argc, char* argv[]) {

  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_RGBA);
  glutInitWindowSize(window_width, window_height);
  glutCreateWindow("CUDA GL Interop");

  glewInit();

  glEnable(GL_TEXTURE_2D);
  bool success=loadTexture(L"Tex", readGLTexture);

  glGenTextures(1, &viewGLTexture);
  glBindTexture(GL_TEXTURE_2D, viewGLTexture);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  glBindTexture(GL_TEXTURE_2D, 0);

  dll=LoadLibraryW(L"CUDAdevice.dll");
  if (dll) {
    setCuda=(SETCUDA)GetProcAddress(dll, "setCuda");
    setCuda(readGLTexture, cReadCudaResource, viewGLTexture, cViewCudaResource);
  }
}    

void renderFrame() {
  if (dll) {
    drawPicture=(DRAWPICTURE)GetProcAddress(dll, "drawPicture");
    drawPicture(cReadCudaResource, cViewCudaResource);
  }
  glBindTexture(GL_TEXTURE_2D, viewGLTexture);
  {
    glBegin(GL_QUADS);
    {
      glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f);
      glTexCoord2f(1.0f, 0.0f); glVertex2f(+1.0f, -1.0f);
      glTexCoord2f(1.0f, 1.0f); glVertex2f(+1.0f, +1.0f);
      glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, +1.0f);
    }
    glEnd();
  }
  glBindTexture(GL_TEXTURE_2D, 0);
  glFinish();
}

int _tmain(int argc, _TCHAR* argv[])
{
  initGLandCUDA(argc, reinterpret_cast<char**>(argv));
  glutDisplayFunc(renderFrame);
  glutMainLoop();
  return 0;
}

dllmain.cpp:

BOOL APIENTRY DllMain( HMODULE hModule,
                   DWORD  ul_reason_for_call,
                   LPVOID lpReserved
                 )
{
  switch (ul_reason_for_call)
  {
    case DLL_PROCESS_ATTACH:
    case DLL_THREAD_ATTACH:
    case DLL_THREAD_DETACH:
    case DLL_PROCESS_DETACH:
    break;
  }
  return TRUE;
}

//this function is used to setup CUDA
void setCuda(unsigned int& readGLTexture, void* &cReadCudaResource, unsigned int& viewGLTexture, void* &cViewCudaResource) {

  struct cudaGraphicsResource* viewCudaResource;
  struct cudaGraphicsResource* readCudaResource;
  cudaError cError;

  cudaGLSetGLDevice(0);
  cError=cudaGraphicsGLRegisterImage(&viewCudaResource, viewGLTexture, GL_TEXTURE_2D, cudaGraphicsRegisterFlagsReadOnly);
  cError=cudaGraphicsGLRegisterImage(&readCudaResource, readGLTexture, GL_TEXTURE_2D, cudaGraphicsRegisterFlagsSurfaceLoadStore);
  cReadCudaResource=reinterpret_cast<void*>(readCudaResource);
  cViewCudaResource=reinterpret_cast<void*>(viewCudaResource);
}    

//this function is used to draw texture image via CUDA
void drawPicture(void* &cReadCudaResource, void* &cViewCudaResource) {

  cudaError cError;

  struct cudaGraphicsResource* viewCudaResource=reinterpret_cast<cudaGraphicsResource*>(cReadCudaResource);
  struct cudaGraphicsResource* readCudaResource=reinterpret_cast<cudaGraphicsResource*>(cViewCudaResource);
  cudaArray *readCudaArray;
  cudaArray *viewCudaArray;

  cError=cudaGraphicsMapResources(1, &readCudaResource);
  cError=cudaGraphicsMapResources(1, &viewCudaResource);
  cError=cudaGraphicsSubResourceGetMappedArray(&readCudaArray, readCudaResource, 0, 0);
  cError=cudaGraphicsSubResourceGetMappedArray(&viewCudaArray, viewCudaResource, 0, 0);
  callCUDAKernel(readCudaArray, viewCudaArray);
  cudaGraphicsUnmapResources(1, &viewCudaResource);
  cudaStreamSynchronize(0);
}

kernels.cu:

#include "stdafx.h"

texture<uchar4, cudaTextureType2D, cudaReadModeElementType> readCudaTextureObject;
surface<void, cudaSurfaceType2D> viewCudaSurfaceObject;


__global__ void renderingKernel() {

  unsigned int x = blockIdx.x * blockDim.x + threadIdx.x;
  unsigned int y = blockIdx.y * blockDim.y + threadIdx.y;

  uchar4 dd=tex2D(readCudaTextureObject, x, y);

  surf2Dwrite(dd, viewCudaSurfaceObject, x*sizeof(dd), y, cudaBoundaryModeZero);
}


void callCUDAKernel(cudaArray *readCudaArray, cudaArray *viewCudaArray) {

  cudaError cError;

  cError=cudaBindTextureToArray(readCudaTextureObject, readCudaArray);
  cError=cudaBindSurfaceToArray(viewCudaSurfaceObject, viewCudaArray);
  dim3 block(256, 1, 1);
  dim3 grid(2, 512, 1);
  renderingKernel<<<grid, block>>>();
  cudaPeekAtLastError();
  cudaDeviceSynchronize();
}

CUDAdevice的stdafx.h:

#pragma once

#include "targetver.h"

#define WIN32_LEAN_AND_MEAN             // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <windows.h>



// TODO: reference additional headers your program requires here
#include <cuda_runtime_api.h>
#include <cuda_gl_interop.h>

#include "kernels.h"

#if defined (__cplusplus)
extern "C"
{
#endif

__declspec(dllexport) void setCuda(unsigned int& readGLTexture, void* &cReadCudaResource, unsigned int& viewGLTexture, void* &cViewCudaResource);
__declspec(dllexport) void drawPicture(void* &cReadCudaResource, void* &cViewCudaResource);

#if defined (__cplusplus)
}
#endif

kernels.h:

#ifndef __kernels_H
#define __kernels_H

void callCUDAKernel(cudaArray *readCudaArray, cudaArray *viewCudaArray);

#endif

PS . 我还设置了CUDA库,头文件,源代码和二进制文件的路径,将cudart.lib添加到其他依赖项,设置CUDA 4.2目标和compute_20,sm_21 . 测试程序使用GLEW和GLUT库 .

1 回答

  • 1

    如果有人读到这个,那么更好的更新解

    上面的代码无法正常工作 . 整个想法是避免在DLL模块中使用堆内存 . 但是,CUDA需要纹理和曲面是全局的:

    texture<uchar4, cudaTextureType2D, cudaReadModeElementType>readCudaTextureObject;
    surface<void, cudaSurfaceType2D> viewCudaSurfaceObject;
    

    但是,为了避免使用堆内存需要这些是本地的,所以这是不可能的 .

    此外,根据我的理解,在CUDA DLL模块中使用堆内存应该没有任何问题 . 我已经制作了EXE / DLL测试程序,它使用DLL模块中的堆内存 . 我之前的尝试中没有发现该错误,但可能是由于GLEW库 . 我没有在我的工作程序中使用GLEW .

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