我通过该教程学习dx12: https://www.braynzarsoft.net/viewtutorial/q16390-directx-12-constant-buffers-root-descriptor-tables#c0
我尝试修改此步骤以获得2个常量缓冲区(如果我理解的话,那么寄存器b0和b1就是这样)。
为此,我开始在我的根标志中说出有两个参数:
// create root signature
// create a descriptor range (descriptor table) and fill it out
// this is a range of descriptors inside a descriptor heap
D3D12_DESCRIPTOR_RANGE descriptorTableRanges[1]; // only one range right now
descriptorTableRanges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; // this is a range of constant buffer views (descriptors)
descriptorTableRanges[0].NumDescriptors = 2; // we only have one constant buffer, so the range is only 1
descriptorTableRanges[0].BaseShaderRegister = 0; // start index of the shader registers in the range
descriptorTableRanges[0].RegisterSpace = 0; // space 0. can usually be zero
descriptorTableRanges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; // this appends the range to the end of the root signature descriptor tables
// create a descriptor table
D3D12_ROOT_DESCRIPTOR_TABLE descriptorTable;
descriptorTable.NumDescriptorRanges = 0;// _countof(descriptorTableRanges); // we only have one range
descriptorTable.pDescriptorRanges = &descriptorTableRanges[0]; // the pointer to the beginning of our ranges array
D3D12_ROOT_DESCRIPTOR_TABLE descriptorTable2;
descriptorTable2.NumDescriptorRanges = 1;// _countof(descriptorTableRanges); // we only have one range
descriptorTable2.pDescriptorRanges = &descriptorTableRanges[0]; // the pointer to the beginning of our ranges array
// create a root parameter and fill it out
D3D12_ROOT_PARAMETER rootParameters[2]; // only one parameter right now
rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; // this is a descriptor table
rootParameters[0].DescriptorTable = descriptorTable; // this is our descriptor table for this root parameter
rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; // our pixel shader will be the only shader accessing this parameter for now
rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; // this is a descriptor table
rootParameters[1].DescriptorTable = descriptorTable2; // this is our descriptor table for this root parameter
rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; // our pixel shader will be the only shader accessing this parameter for now
但是现在我没有将常量缓冲区链接到变量,我尝试修改这部分代码:
// Create a constant buffer descriptor heap for each frame
// this is the descriptor heap that will store our constant buffer descriptor
for (int i = 0; i < frameBufferCount; ++i)
{
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.NumDescriptors = 1;
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
hr = device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&mainDescriptorHeap[i]));
if (FAILED(hr))
{
Running = false;
}
}
// create the constant buffer resource heap
// We will update the constant buffer one or more times per frame, so we will use only an upload heap
// unlike previously we used an upload heap to upload the vertex and index data, and then copied over
// to a default heap. If you plan to use a resource for more than a couple frames, it is usually more
// efficient to copy to a default heap where it stays on the gpu. In this case, our constant buffer
// will be modified and uploaded at least once per frame, so we only use an upload heap
// create a resource heap, descriptor heap, and pointer to cbv for each frame
for (int i = 0; i < frameBufferCount; ++i)
{
hr = device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), // this heap will be used to upload the constant buffer data
D3D12_HEAP_FLAG_NONE, // no flags
&CD3DX12_RESOURCE_DESC::Buffer(1024 * 64), // size of the resource heap. Must be a multiple of 64KB for single-textures and constant buffers
D3D12_RESOURCE_STATE_GENERIC_READ, // will be data that is read from so we keep it in the generic read state
nullptr, // we do not have use an optimized clear value for constant buffers
IID_PPV_ARGS(&constantBufferUploadHeap[i]));
constantBufferUploadHeap[i]->SetName(L"Constant Buffer Upload Resource Heap");
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
cbvDesc.BufferLocation = constantBufferUploadHeap[i]->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = (sizeof(ConstantBuffer) + 255) & ~255; // CB size is required to be 256-byte aligned.
device->CreateConstantBufferView(&cbvDesc, mainDescriptorHeap[i]->GetCPUDescriptorHandleForHeapStart());
ZeroMemory(&cbColorMultiplierData, sizeof(cbColorMultiplierData));
CD3DX12_RANGE readRange(0, 0); // We do not intend to read from this resource on the CPU. (End is less than or equal to begin)
hr = constantBufferUploadHeap[i]->Map(0, &readRange, reinterpret_cast<void**>(&cbColorMultiplierGPUAddress[i]));
memcpy(cbColorMultiplierGPUAddress[i], &cbColorMultiplierData, sizeof(cbColorMultiplierData));
}
感谢
答案 0 :(得分:1)
您的root签名不正确,您尝试设置没有范围的描述符表。
您有3种方法可以在根签名中注册常量缓冲区,使用根常量,使用根常量缓冲区和描述符表。前两个连接每个根参数一个常量缓冲区,而第三个允许在一个表中设置多个常量缓冲区。
在您的情况下,类型描述符表的单个根参数,具有引用2的数组的单个范围足以让您绑定2个常量缓冲区。
我建议您阅读如何在HLSL中声明root signatures以更好地理解概念及其如何转换为C ++声明。
操作常量缓冲区的运行时部分。您将不得不再次非常小心,它们在d3d12中没有生命周期管理,也没有像d3d11那样的驱动程序,您无法在不确保使用以前的内容完成GPU的情况下更新常量缓冲区内存。解决方案通常是使用环形缓冲区来分配帧常量缓冲区,并使用fence来阻止您过早覆盖。
我强烈建议你坚持使用d3d11。 d3d12不是它的替代品,它是为了克服一些仅在极其复杂的渲染器中找到的性能问题,并且已经具有GPU专业知识的人和d3d11使用,如果你的应用不是GTA V的复杂程度(只是一个例子),你只是通过切换到d3d12来拍摄你。