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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!
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)。 –
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 –