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我刚刚开始使用 DirectX 11 中的计算着色器阶段,在写入计算着色器中的输出资源时遇到了一些不需要的行为。我似乎只得到零作为输出,据我了解,这意味着在计算着色器中执行了越界读取。(越界写入导致无操作)

创建计算着色器组件

输入资源

ID3D11Buffer*首先,我为输入数据创建一个。在创建用于输入到计算着色器阶段的 SRV 时,这将作为资源传递。如果输入数据永远不会改变,那么我们可以在创建 SRV 后释放ID3D11Buffer*对象,因为 SRV 将充当资源的句柄。

但是,我想更新每一帧的输入数据,所以我只是保留缓冲区供我使用以进行映射。

// Create a buffer to be bound as Compute Shader input (D3D11_BIND_SHADER_RESOURCE).
D3D11_BUFFER_DESC constantDataDesc;
constantDataDesc.Usage                  = D3D11_USAGE_DYNAMIC;
constantDataDesc.ByteWidth              = sizeof(ParticleConstantData) * NUM_PARTICLES;
constantDataDesc.BindFlags              = D3D11_BIND_SHADER_RESOURCE;
constantDataDesc.CPUAccessFlags         = D3D11_CPU_ACCESS_WRITE;
constantDataDesc.StructureByteStride    = sizeof(ParticleConstantData);
constantDataDesc.MiscFlags              = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;

hr =  device->CreateBuffer ( &constantDataDesc, 0, &mInputBuffer );

使用新创建的缓冲区作为资源创建 SRV

D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format                  = DXGI_FORMAT_UNKNOWN;
srvDesc.ViewDimension           = D3D11_SRV_DIMENSION_BUFFEREX;
srvDesc.BufferEx.FirstElement   = 0;
srvDesc.BufferEx.Flags          = 0;
srvDesc.BufferEx.NumElements    = NUM_PARTICLES;

hr = device->CreateShaderResourceView( mInputBuffer, &srvDesc, &mInputView );

输出资源

现在我需要为 Compute 着色器创建一个要写入的资源。我还将创建要读取的缓冲区的系统内存版本。我将使用ID3D11DeviceContext::CopyResource 方法将数据从连接到无人机的计算着色器输出缓冲区复制到系统内存版本以执行映射并将其内容保存回系统内存。

创建计算着色器可以写入的读写缓冲区

(D3D11_BIND_UNORDERED_ACCESS).
D3D11_BUFFER_DESC outputDesc;
outputDesc.Usage                = D3D11_USAGE_DEFAULT;
outputDesc.ByteWidth            = sizeof(ParticleData) * NUM_PARTICLES;
outputDesc.BindFlags            = D3D11_BIND_UNORDERED_ACCESS;
outputDesc.CPUAccessFlags       = 0;
outputDesc.StructureByteStride  = sizeof(ParticleData);
outputDesc.MiscFlags            = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;

hr = ( device->CreateBuffer( &outputDesc, 0, &mOutputBuffer ) );

创建缓冲区的系统内存版本以从中读取结果

outputDesc.Usage            = D3D11_USAGE_STAGING;
outputDesc.BindFlags        = 0;
outputDesc.CPUAccessFlags   = D3D11_CPU_ACCESS_READ;

hr = ( device->CreateBuffer( &outputDesc, 0, &mOutputResultBuffer ) );

为计算着色器创建 UAV 以写入结果

D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Buffer.FirstElement     = 0;
uavDesc.Buffer.Flags            = 0;
uavDesc.Buffer.NumElements      = NUM_PARTICLES;
uavDesc.Format                  = DXGI_FORMAT_UNKNOWN;
uavDesc.ViewDimension           = D3D11_UAV_DIMENSION_BUFFER;

hr = device->CreateUnorderedAccessView( mOutputBuffer, &uavDesc, &mOutputUAV );

执行计算着色器(每帧)

C++

mParticleSystem.FillConstantDataBuffer( mDeviceContext, mInputBuffer );


// Enable Compute Shader
mDeviceContext->CSSetShader( mComputeShader, nullptr, 0 );

mDeviceContext->CSSetShaderResources( 0, 1, &mInputView );
mDeviceContext->CSSetUnorderedAccessViews( 0, 1, &mOutputUAV, 0 );


// Dispatch
mDeviceContext->Dispatch( 1, 1, 1 );

// Unbind the input textures from the CS for good housekeeping
ID3D11ShaderResourceView* nullSRV[] = { NULL };
mDeviceContext->CSSetShaderResources( 0, 1, nullSRV );

// Unbind output from compute shader
ID3D11UnorderedAccessView* nullUAV[] = { NULL };
mDeviceContext->CSSetUnorderedAccessViews( 0, 1, nullUAV, 0 );

// Disable Compute Shader
mDeviceContext->CSSetShader( nullptr, nullptr, 0 );


// Copy result
mDeviceContext->CopyResource( mOutputBuffer, mOutputResultBuffer );


// Update particle system data with output from Compute Shader
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = mDeviceContext->Map( mOutputResultBuffer, 0, D3D11_MAP_READ, 0, &mappedResource );

if( SUCCEEDED( hr ) )
{   
    ParticleData* dataView = reinterpret_cast<ParticleData*>(mappedResource.pData);

    // Update particle positions and velocities
    mParticleSystem.UpdatePositionAndVelocity( dataView );

    mDeviceContext->Unmap( mOutputResultBuffer, 0 );
}

HLSL

struct ConstantParticleData
{
    float3 position;
    float3 velocity;
    float3 initialVelocity;
};

struct ParticleData
{
    float3 position;
    float3 velocity;
};

StructuredBuffer<ConstantParticleData>  inputConstantParticleData   : register( t0 ); 
RWStructuredBuffer<ParticleData>        outputParticleData          : register( u0 );


[numthreads(32, 1, 1)]
void CS_main( int3 dispatchThreadID : SV_DispatchThreadID )
{
    outputParticleData[dispatchThreadID.x].position = inputConstantParticleData[dispatchThreadID.x].position;
}

我很抱歉这个问题的内容量很大。我已经仔细构建了它,因此您可能会发现它更容易获得概述。

传递给着色器的元素数量为 32。

对我的问题有什么建议吗?谢谢!

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1 回答 1

4

在对 CopyResource 的调用中,您的源和目标方向错误。

于 2015-08-17T15:36:43.740 回答