我试图在HLSL中使用计算着色器编写纹理。
创建纹理:
D3D11_TEXTURE2D_DESC textureDesc;
ZeroMemory(&textureDesc, sizeof(textureDesc));
textureDesc.Width = 512;
textureDesc.Height = 512;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
m_tex = 0;
hr = device->CreateTexture2D(&textureDesc, 0, &m_tex);
创建无人机:
D3D11_UNORDERED_ACCESS_VIEW_DESC descUAV;
ZeroMemory(&descUAV, sizeof(descUAV));
descUAV.Format = DXGI_FORMAT_UNKNOWN;
descUAV.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
descUAV.Texture2D.MipSlice = 0;
hr = device->CreateUnorderedAccessView(m_tex, &descUAV, &m_uavAccess);
创建SRV(查看纹理):`
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = textureDesc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
hr = device->CreateShaderResourceView(m_tex, &srvDesc, &m_srvTexOutput);
着色器:
RWTexture2D<float4> gOutput : register(u0);
[numthreads(16, 16, 1)]
void main(int3 dispatchThreadID : SV_DispatchThreadID) // Thread ID
{
gOutput[dispatchThreadID.xy] = float4(0.0f, 1.0f, 0.0f, 1.0f);
}
问题是纹理总是黑色的(计算着色器不会写入纹理)。
感谢您的帮助! :d
答案 0 :(得分:1)
问题是我在相同的纹理上绑定了一架无人机和SRV。
我解决了创建两个纹理的问题:一个绑定到UAV,另一个绑定到SRV。
计算着色器在UAV上写入,每帧,我用deviceContext->CopyResource(m_texSRV, m_texUAV);
现在的问题是性能,CopyResource
是一项代价高昂的操作。它有其他解决方案更便宜吗?
感谢您的帮助! :d
答案 1 :(得分:1)
问题在于,在将表面用作不同着色器调用(绘制/PS)中的输入之前,您需要使 GPU 刷新表面。您可以通过将一个空资源绑定到前一个着色器阶段来实现这一点。
ID3D11UnorderedAccessView *NullUav = nullptr;
m_DeviceContext->CSSetUnorderedAccessViews(0, 1, &NullUav, nullptr);
这应该足以告诉图形驱动程序刷新或将资源从写入资源转换为读取资源。
如果您使用 D3D12 或 vulkan,则在从写入到读取时需要一个资源屏障。
示例渲染循环:
// Run compute kernel output to UAV.
m_DeviceContext->CSSetShader(m_ComputeShader, NULL, 0);
m_DeviceContext->CSSetUnorderedAccessViews(0, 1, &m_UAV, nullptr);
m_DeviceContext->Dispatch(DispatchX, DispatchY, DispatchZ);
// Run the raster pipeline to present the UAV values to screen.
ID3D11UnorderedAccessView *NullUav = nullptr;
ID3D11ShaderResourceView* NullSrv = nullptr;
ID3D11DepthStencilView *NullDsv = nullptr;
m_DeviceContext->PSSetShader(m_PixelShader, NULL, 0);
m_DeviceContext->VSSetShader(m_VertexShader, NULL, 0);
m_DeviceContext->CSSetUnorderedAccessViews(0, 1, &NullUav, nullptr);
m_DeviceContext->PSSetShaderResources(0, 1, &m_SRV);
m_DeviceContext->IASetIndexBuffer(m_IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
m_DeviceContext->PSSetSamplers(0, 1, &m_SamplerState);
m_DeviceContext->OMSetRenderTargets(1, &m_RenderTarget, NullDsv);
m_ViewPort.Width = (float)RTWidth;
m_ViewPort.Height = (float)RTHeight;
m_ViewPort.MaxDepth = 1.0f;
m_DeviceContext->RSSetViewports(1, &m_ViewPort);
m_DeviceContext->DrawIndexed(4, 0, 0);
// Present the final result.
int Result = m_SwapChain->Present(1, 0);
if (Result == DXGI_ERROR_DEVICE_REMOVED || Result == DXGI_ERROR_DEVICE_RESET) {
// Reinitialize the renderer..
}
// Unset the SRV
m_DeviceContext->PSSetShaderResources(0, 1, &NullSrv);