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我尝试使用 ExecuteIndirect 来绘制我的实例。

这是我的代码:

struct IndirectCommand
{
    D3D12_GPU_VIRTUAL_ADDRESS materialBufferAddress;
    D3D12_GPU_VIRTUAL_ADDRESS instanceBufferAddress;
    D3D12_DRAW_INDEXED_ARGUMENTS drawArguments;
};  // byte stride: 40

// code for initializing command signature
void InstanceManager::InitIndirectBuffer()
{
    D3D12_INDIRECT_ARGUMENT_DESC indirectDescs[3] = {};
    indirectDescs[0].Type = D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW;
    indirectDescs[0].ConstantBufferView.RootParameterIndex = cMaterialPass;
    indirectDescs[1].Type = D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW;
    indirectDescs[1].ShaderResourceView.RootParameterIndex = cInstancePass;
    indirectDescs[2].Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED;

    D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = {};
    commandSignatureDesc.pArgumentDescs = indirectDescs;
    commandSignatureDesc.NumArgumentDescs = _countof(indirectDescs);
    commandSignatureDesc.ByteStride = sizeof(IndirectCommand);

    ThrowIfFailed(Engine::GetApp()->GetDevice()->CreateCommandSignature(&commandSignatureDesc, Engine::GetApp()->GetRootSignature(), IID_PPV_ARGS(&mCommandSignature)));
}

附加间接命令缓冲区:

void AppendIndirectCommandBuffer()
{
    // wait for gpu
    Engine::GetApp()->ResetCommandList();
    Engine::GetApp()->ExecuteCommand();
    Engine::GetApp()->FlushCommandQueue();

    for (int i = 0; i < gNumFrameResources; i++)
    {
        // alloc upload heap
        Engine::GetApp()->GetFrameManager().GetFrameResource(i)->AppendUploadBuffer<IndirectCommand>(mIndirectBufferUpload[i]
            , mLastIndirectUploadCount[i]
            , mIndirectCount
            , false);

        // alloc default heap
        Engine::GetApp()->GetFrameManager().GetFrameResource(i)->AppendDefaultBuffer<IndirectCommand>(mIndirectBufferDefault[i]
            , mLastIndirectDefaultCount[i]
            , mIndirectCount++
            , false);
    }
    UpdateIndirectData(_obj);
    // code for appending indirect command buffer 
}

更新间接命令缓冲区数据:

void UpdateIndirectData(GameObject _obj)
{
    UINT matCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(MaterialData));
    UINT insCBByteSize = sizeof(InstanceData);

    for (int i = 0; i < gNumFrameResources; i++)
    {
        if (Engine::GetApp()->GetFrameManager().GetFrameResource(i) != NULL)
        {
            string _matName = _obj->GetComponent<RenderObject>()->GetMaterialName();
            string _geoName = _obj->GetComponent<RenderObject>()->GetGeometryName();
            Material *mat = Engine::GetApp()->GetMaterialManager().GetMaterial(_matName);

            if (mat != nullptr)
            {
                IndirectCommand data;

                data.materialBufferAddress = Engine::GetApp()->GetMaterialManager().GetMaterialBuffer(i)->Resource()->GetGPUVirtualAddress()
                + matCBByteSize*mat->GetMatBufferIndex();

                data.instanceBufferAddress = mInstanceBuffer[i]->Resource()->GetGPUVirtualAddress() + mInstanceIndex[_obj->GetID()] * insCBByteSize;

                data.drawArguments.BaseVertexLocation = mDrawArgs[_geoName].BaseVertexLocation;
                data.drawArguments.IndexCountPerInstance = mDrawArgs[_geoName].IndexCount;
                data.drawArguments.StartIndexLocation = mDrawArgs[_geoName].StartIndexLocation;
                data.drawArguments.StartInstanceLocation = 0;
                data.drawArguments.InstanceCount = 1;

                int indirectIndex = mIndirectIndex[_obj->GetID()];
                mIndirectCommand[indirectIndex] = data;    // an array of indirect command, size is set to 1000 temporarily

                // copy to default heap
                D3D12_SUBRESOURCE_DATA commandData = {};
                commandData.pData = reinterpret_cast<UINT8*>(&mIndirectCommand[0]);
                commandData.RowPitch = sizeof(IndirectCommand) * mIndirectCount;
                commandData.SlicePitch = commandData.RowPitch;
                UpdateSubresources<1U>(Engine::GetApp()->GetCommandList(), mIndirectBufferDefault[i]->Resource(), mIndirectBufferUpload[i]->Resource(), 0, 0, 1, &commandData);
            }
        }
    }
}

最后,间接执行

void DrawIndirectInstance()
{
    Engine::GetApp()->GetCommandList()->IASetVertexBuffers(0, 1, &mGeometry->VertexBufferView());
    Engine::GetApp()->GetCommandList()->IASetIndexBuffer(&mGeometry->IndexBufferView16());
    Engine::GetApp()->GetCommandList()->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    // just set a pso for testing, I haven't group my instances by material yet
    ID3D12PipelineState *pso = Engine::GetApp()->GetMaterialManager().GetMaterialPSO("test");
    Engine::GetApp()->GetCommandList()->SetPipelineState(pso);

    int frameIndex = Engine::GetApp()->GetFrameManager().GetCurrFrameIndex();
    auto indirectBuffer = mIndirectBufferUpload[frameIndex].get();

    auto materialBuffer = Engine::GetApp()->GetMaterialManager().GetMaterialBuffer(frameIndex);
    Engine::GetApp()->GetCommandList()->SetGraphicsRootConstantBufferView(cMaterialPass, materialBuffer->Resource()->GetGPUVirtualAddress());
    Engine::GetApp()->GetCommandList()->SetGraphicsRootShaderResourceView(cInstancePass, mInstanceBuffer[frameIndex]->Resource()->GetGPUVirtualAddress());

    Engine::GetApp()->GetCommandList()->ResourceBarrier(1
    , &CD3DX12_RESOURCE_BARRIER::Transition(indirectBuffer->Resource(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT));

    Engine::GetApp()->GetCommandList()->ExecuteIndirect(mCommandSignature.Get()
    , mIndirectCount
    , indirectBuffer->Resource()
    , 0
    , nullptr
    , 0);

    Engine::GetApp()->GetCommandList()->ResourceBarrier(1
    , &CD3DX12_RESOURCE_BARRIER::Transition(indirectBuffer->Resource(), D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT, D3D12_RESOURCE_STATE_COPY_DEST));
}

我使用我的 SceneManager 来加载场景。如果一个游戏对象是一个渲染对象。我的系统将调用 AppendIndirectCommandBuffer() 并将数据复制到间接命令缓冲区中。

如果我在场景初始化后不克隆我的游戏对象,ExecuteIndirect() 会很好用。

我尝试在运行时克隆我的游戏对象(在我的 Update() 中)。

我的系统再次调用 AppendIndirectCommandBuffer() 来调整间接命令缓冲区的大小并将新数据复制到缓冲区。

克隆游戏对象几秒钟后,我的系统开始出现故障并导致我的 R9 380 上出现 TDR。

但在 WARP 和 intel gpu 上都能正常工作。

而且我不知道为什么:(。

如何解决这个问题呢?我真的很想善用间接绘图。

谢谢!

更新

上传堆资源无法传输到 D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT。

我创建了一个默认类型的堆,并使用上传堆将数据复制到它。

我尝试了调试层,没有返回任何错误。我尝试了 GBV,但只有两个错误:

D3D12 ERROR: GPU-BASED VALIDATION: Draw, Uninitialized root argument accessed. Shader Stage: VERTEX, Root Parameter Index: [2], Draw Index: [0], Shader Code: Forward.hlsl(21,2-42), Asm Instruction Range: [0x114-0x13b], Asm Operand Index: [3], Command List: 0x00000134BB3C1EE0:'Unnamed ID3D12GraphicsCommandList Object', SRV/UAV/CBV Descriptor Heap: 0x00000134AE6DD020:'Unnamed ID3D12DescriptorHeap Object', Sampler Descriptor Heap: <not set>, Pipeline State: 0x00000134BB5CB540:'Unnamed ID3D12PipelineState Object',  [ EXECUTION ERROR #935: GPU_BASED_VALIDATION_ROOT_ARGUMENT_UNINITIALIZED]
D3D12 ERROR: GPU-BASED VALIDATION: Draw, Uninitialized root argument accessed. Shader Stage: VERTEX, Root Parameter Index: [1], Draw Index: [0], Shader Code: Forward.hlsl(37,2-41), Asm Instruction Range: [0x8c0-0x8e3], Asm Operand Index: [2], Command List: 0x000001D0D7B70860:'Unnamed ID3D12GraphicsCommandList Object', SRV/UAV/CBV Descriptor Heap: 0x000001D0D7AC6C80:'Unnamed ID3D12DescriptorHeap Object', Sampler Descriptor Heap: <not set>, Pipeline State: 0x000001D0D7BBF450:'Unnamed ID3D12PipelineState Object',  [ EXECUTION ERROR #935: GPU_BASED_VALIDATION_ROOT_ARGUMENT_UNINITIALIZED]

并发出警告:

D3D12 WARNING: ID3D12CommandList::ExecuteIndirect: GPU-based validation is not supported for ExecuteIndirect that changes root bindings. All further GPU-based validation output may not be reliable. [ EXECUTION WARNING #1000: GPU_BASED_VALIDATION_UNSUPPORTED]

在我调用以下函数后,这两个错误就消失了。

Engine::GetApp()->GetCommandList()->SetGraphicsRootConstantBufferView(cMaterialPass, materialBuffer->Resource()->GetGPUVirtualAddress());
Engine::GetApp()->GetCommandList()->SetGraphicsRootShaderResourceView(cInstancePass, mInstanceBuffer[frameIndex]->Resource()->GetGPUVirtualAddress());

尽管进行了这些修改,它仍然无法正常工作。

4

1 回答 1

1

终于找到原因了!

错误来自我的实例数据缓冲区。

Engine::GetApp()->GetFrameManager().GetFrameResource(i)->AppendUploadBuffer<InstanceData>(mInstanceBuffer[i]
            , mLastInstanceCount[i]
            , mInstanceCount
            , false);

调用此函数后,内存地址发生了变化。如果我使用以下代码设置间接命令缓冲区数据,GPU 将崩溃。

data.instanceBufferAddress = mInstanceBuffer[i]->Resource()->GetGPUVirtualAddress() + mInstanceIndex[_obj->GetID()] * insCBByteSize;

所以我需要在初始化时创建一个固定大小的实例缓冲区(地址不会改变),或者在克隆我的游戏对象后更新所有以前的间接命令数据(会降低性能)。

抱歉问了一个愚蠢的问题:$。

于 2017-03-03T05:32:19.727 回答