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社区首页 >问答首页 >扩展间接命令缓冲区时,ExecuteIndirect在AMD上崩溃

扩展间接命令缓冲区时,ExecuteIndirect在AMD上崩溃
EN

Stack Overflow用户
提问于 2017-03-02 10:00:33
回答 1查看 646关注 0票数 0

我尝试使用ExecuteIndirect绘制我的实例。

这是我的代码:

代码语言:javascript
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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:

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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:

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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

代码语言:javascript
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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:

代码语言:javascript
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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:

代码语言:javascript
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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。

代码语言:javascript
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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。

EN

回答 1

Stack Overflow用户

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。

代码语言:javascript
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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。

代码语言:javascript
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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:$。

票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/42552231

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