我尝试使用ExecuteIndirect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加载一个场景。如果游戏对象是呈现对象。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游戏对象,ExecuteIndirect()将工作得很好。
我试图在运行时克隆我的游戏对象(在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中。
克隆游戏对象几秒钟后,我的系统开始出现故障,并在我的R9 380上产生TDR。
但在经纱和英特尔gpu上都能正常工作。
我不知道为什么:
如何解决这个问题?我真的很想好好利用间接绘图。
谢谢!
更新
上传堆资源不能传输到D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT。
我创建一个默认类型堆,并使用上传堆将数据复制到它。
我试过调试层,没有错误从它返回。我尝试了GBV,结果只有两个错误:
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]
还有一个警告:
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]
在调用以下函数之后,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());
尽管做了这些修改,它仍然不能正常工作。
发布于 2017-03-03 05:32:19
终于,我找到了理由!
Bug来自我的实例数据缓冲区。
Engine::GetApp()->GetFrameManager().GetFrameResource(i)->AppendUploadBuffer<InstanceData>(mInstanceBuffer[i]
, mLastInstanceCount[i]
, mInstanceCount
, false);
调用此命令后,内存地址将更改为。如果我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;
因此,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之后更新所有以前的间接命令数据(这会降低性能)。
很抱歉问了一个愚蠢的问题:$。
https://stackoverflow.com/questions/42552231
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