我正在尝试在GPU内存中创建缓冲区以从CPU上传数据。 GPU访问将是只读的。数据将用作计算着色器的输入缓冲区。
CreateBuffer()失败,错误0x80070057(E_INVALIDARG)。我阅读了文档,然后再次阅读,却没有发现导致失败的参数。
这是我的代码摘录,其中我标记了失败:
HRESULT hr = S_OK;
RECT rc;
GetClientRect( g_hWnd, &rc );
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
#ifdef WARP
D3D_DRIVER_TYPE_REFERENCE,
#else
D3D_DRIVER_TYPE_HARDWARE,
#endif
};
UINT numDriverTypes = sizeof( driverTypes ) / sizeof( driverTypes[0] );
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory( &sd, sizeof( sd ) );
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS | DXGI_USAGE_SHADER_INPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
D3D_FEATURE_LEVEL FeatureLevels = D3D_FEATURE_LEVEL_11_0;
for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, &FeatureLevels,1,
D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, NULL, &g_pImmediateContext );
if( SUCCEEDED( hr ) )
break;
}
if( FAILED( hr ) )
return hr;
// check if GPU supports doubles
D3D11_FEATURE_DATA_DOUBLES fdDoubleSupport;
g_pd3dDevice->CheckFeatureSupport( D3D11_FEATURE_DOUBLES, &fdDoubleSupport, sizeof(fdDoubleSupport) );
GPUcanDoDoubles = fdDoubleSupport.DoublePrecisionFloatShaderOps;
D3D11_BUFFER_DESC desc;
BYTE Data[200];
D3D11_SUBRESOURCE_DATA InitData;
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.ByteWidth = 200;
desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
desc.StructureByteStride = 2;
InitData.pSysMem = Data;
hr = g_pd3dDevice->CreateBuffer(&desc, &InitData, &g_pcbFractal); // <== E_INVALIARG here
// Create constant buffer
D3D11_BUFFER_DESC Desc;
Desc.Usage = D3D11_USAGE_DYNAMIC;
Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
Desc.MiscFlags = 0;
Desc.ByteWidth = ((( (GPUcanDoDoubles) ? sizeof(MandelConstantsDoubles) : sizeof(MandelConstantsNoDoubles) ) + 15)/16)*16; // must be multiple of 16 bytes
hr = g_pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbFractal); // This one succeed
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答案 0 :(得分:0)
启用Direct3D 11 Device Debugging并查看调试输出窗口会回答您的问题:
D3D11错误:ID3D11Device :: CreateBuffer:当创建具有指定的MiscFlag D3D11_RESOURCE_MISC_BUFFER_STRUCTURED的缓冲区时,StructureByteStride必须大于零,不大于2048,并且是4的倍数。[STATE_CREATION ERROR#2097339:CREATEBUFFER_INID >
如果您修复此问题,则会得到:
D3D11错误:ID3D11Device :: CreateBuffer:D3D11_USAGE_DYNAMIC资源不能绑定到图形管道的某些部分,但必须至少设置一个BindFlags位。 BindFlags位(0x88)具有以下设置:D3D11_BIND_STREAM_OUTPUT(0),D3D11_BIND_RENDER_TARGET(0),D3D11_BIND_DEPTH_STENCIL(0),D3D11_BIND_UNORDERED_ACCESS(1)。 [STATE_CREATION错误#64:CREATEBUFFER_INVALIDBINDFLAGS]
基本上是在告诉您不能将D3D11_USAGE_DYNAMIC
与D3D11_BIND_UNORDERED_ACCESS
组合在一起