2016-02-06 87 views
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我刚开始使用Direct计算来尝试将我一直在研究的流体模拟移动到GPU上。我发现了一个非常相似(如果不相同)的问题here但是似乎我的问题的解决方案与他们的问题不一样;我确实有我的CopyResource正确的方法!与粘贴的问题一样,从GPU复制时,我只能得到填充0的缓冲区。我真的不能看到这个错误,因为我不明白我能超越界限。我要为大量的代码粘贴道歉,但我想确保我没有任何设置错误。DirectX 11 - 计算着色器,将数据从GPU复制到CPU

输出缓冲器,无人机系统缓冲区设置

outputDesc.Usage = D3D11_USAGE_DEFAULT; 
 
\t outputDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; 
 
\t outputDesc.ByteWidth = sizeof(BoundaryConditions) * numElements; 
 
\t outputDesc.CPUAccessFlags = 0; 
 
\t outputDesc.StructureByteStride = sizeof(BoundaryConditions); 
 
\t outputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; \t 
 
\t result =_device->CreateBuffer(&outputDesc, 0, &m_outputBuffer); 
 

 
\t outputDesc.Usage = D3D11_USAGE_STAGING; 
 
\t outputDesc.BindFlags = 0; 
 
\t outputDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; 
 
\t result = _device->CreateBuffer(&outputDesc, 0, &m_outputresult); 
 

 
\t D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; 
 
\t uavDesc.Format = DXGI_FORMAT_UNKNOWN; 
 
\t uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; 
 
\t uavDesc.Buffer.FirstElement = 0; 
 
\t uavDesc.Buffer.Flags = 0; 
 
\t uavDesc.Buffer.NumElements = numElements; 
 
\t result =_device->CreateUnorderedAccessView(m_outputBuffer, &uavDesc, &m_BoundaryConditionsUAV);

在我的帧循环运行的Shader

HRESULT result; 
 
\t D3D11_MAPPED_SUBRESOURCE mappedResource; 
 

 
\t _deviceContext->CSSetShader(m_BoundaryConditionsCS, nullptr, 0); 
 
\t _deviceContext->CSSetUnorderedAccessViews(0, 1, &m_BoundaryConditionsUAV, 0); 
 
\t _deviceContext->Dispatch(1, 1, 1); 
 

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

 
\t // Disable Compute Shader 
 
\t _deviceContext->CSSetShader(nullptr, nullptr, 0); 
 

 
\t _deviceContext->CopyResource(m_outputresult, m_outputBuffer); 
 
\t D3D11_MAPPED_SUBRESOURCE mappedData; 
 
\t result = _deviceContext->Map(m_outputresult, 0, D3D11_MAP_READ, 0, &mappedData); 
 

 
\t BoundaryConditions* newbc = reinterpret_cast<BoundaryConditions*>(mappedData.pData); 
 
\t 
 
\t for (int i = 0; i < 4; i++) 
 
\t { 
 
\t \t Debug::Instance()->Log(newbc[i].x.x); 
 
\t } 
 

 
\t _deviceContext->Unmap(m_outputresult, 0);

HLSL

struct BoundaryConditions 
 
{ 
 
\t float3 x; 
 
\t float3 y; 
 
}; 
 

 
RWStructuredBuffer<BoundaryConditions> _boundaryConditions; 
 

 
[numthreads(4, 1, 1)] 
 
void ComputeBoundaryConditions(int3 id : SV_DispatchThreadID) 
 
{ 
 
\t _boundaryConditions[id.x].x = float3(id.x,id.y,id.z); 
 
}

我分派计算着色我开始帧之后和之前,我结束帧。我已经在处理结束场景之外,在现在之前移动着色器调度调用,但似乎没有任何影响过程。似乎无法找出这一个!

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当您启用调试层时,您是否确定它运行时没有错误? (请参阅D3D11_CREATE_DEVICE_DEBUG)。 –

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为设备启用调试标志只标记一堆关于未加载PDB文件的警告;计算着色器/缓冲区周围没有警告或错误 –

回答

0

神经抽烟我修正了错误!我正在为不同的ID3D11ComputeShader指针创建计算着色器! D:像魅力一样工作! Pheew对不起,谢谢Adam!

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