我有两个纹理和一个纹理数组。我试图将两个纹理绑定到t1,将纹理数组绑定到t2。 hlsl可能会喜欢
from functools import lru_cache
@lru_cache(maxsize=None)
def fib4(n):
if n <= 1:
return n
if n % 2:
m = (n + 1) // 2
return fib4(m) ** 2 + fib4(m - 1) ** 2
else:
m = n // 2
return (2 * fib4(m - 1) + fib4(m)) * fib4(m)
def binarySearch( length):
first = 0
last = 10**5
found = False
while first <= last and not found:
midpoint = (first + last) // 2
length_string = len(str(fib4(midpoint)))
if length_string == length:
return midpoint -1
else:
if length < length_string:
last = midpoint - 1
else:
first = midpoint + 1
print(binarySearch(1000))
我创建了一个包含2个描述符的描述符范围。
Texture2D gDiffuseMap : register(t0);
Texture2DArray gDiffuseMaps : register(t1);
但是我不知道如何将描述符绑定到寄存器。
答案 0 :(得分:2)
着色器与DirectX 12的GPU之间的通信是通过根签名处理的。对于两种纹理,如何绑定它有两种选择。
首先是将它们绑定在一起,但这要求目标描述符是连续的。这就是您要做的事情。
// HLSL syntax
#define DualTextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"DescriptorTable ( SRV(t0, numDescriptors = 2), visibility = SHADER_VISIBILITY_PIXEL )," \
"DescriptorTable ( Sampler(s0, numDescriptors = 2), visibility = SHADER_VISIBILITY_PIXEL )," \
"CBV(b0)"
// C++ code built root-signature
enum RootParameterIndex
{
TextureSRVBase,
TextureSamplerBase,
ConstantBuffer,
RootParameterCount
};
{
D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS;
CD3DX12_ROOT_PARAMETER rootParameters[RootParameterIndex::RootParameterCount] = {};
rootParameters[RootParameterIndex::ConstantBuffer].InitAsConstantBufferView(0, 0, D3D12_SHADER_VISIBILITY_ALL);
// Textures
CD3DX12_DESCRIPTOR_RANGE textureRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 2, 0);
CD3DX12_DESCRIPTOR_RANGE textureSamplerRange(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 2, 0);
rootParameters[RootParameterIndex::TextureSRVBase].InitAsDescriptorTable(1, &textureRange, D3D12_SHADER_VISIBILITY_PIXEL);
rootParameters[RootParameterIndex::TextureSamplerBase].InitAsDescriptorTable(1, &textureSamplerRange, D3D12_SHADER_VISIBILITY_PIXEL);
// Create the root signature
CD3DX12_ROOT_SIGNATURE_DESC rsigDesc = {};
rsigDesc.Init(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags);
ComPtr<ID3D12RootSignature> rootSignature;
ComPtr<ID3DBlob> pSignature;
ComPtr<ID3DBlob> pError;
HRESULT hr = D3D12SerializeRootSignature(&rsigDesc, D3D_ROOT_SIGNATURE_VERSION_1, pSignature.GetAddressOf(), pError.GetAddressOf());
if (SUCCEEDED(hr))
{
hr = device->CreateRootSignature(0, pSignature->GetBufferPointer(), pSignature->GetBufferSize(),
IID_PPV_ARGS(&rootSignature)
);
}
}
然后将其绑定:
commandList->SetGraphicsRootSignature(rootSignature.Get());
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::TextureSRVBase, texture1); // Second texture will be (texture1+1)
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::TextureSamplerBase, texture1Sampler); // Second sampler will be (texture1Sampler+1)
第二个方法是将它们绑定为两个不同的描述符范围,以便可以绑定两个任意纹理:
// HLSL syntax
#define DualTextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL )," \
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )," \
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL )," \
"DescriptorTable ( Sampler(s1), visibility = SHADER_VISIBILITY_PIXEL )," \
"CBV(b0)"
// C++ code built root-signature
enum RootParameterIndex
{
Texture1SRV,
Texture1Sampler,
Texture2SRV,
Texture2Sampler,
ConstantBuffer,
RootParameterCount
};
{
D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS;
CD3DX12_ROOT_PARAMETER rootParameters[RootParameterIndex::RootParameterCount] = {};
rootParameters[RootParameterIndex::ConstantBuffer].InitAsConstantBufferView(0, 0, D3D12_SHADER_VISIBILITY_ALL);
// Texture 1
CD3DX12_DESCRIPTOR_RANGE texture1Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
CD3DX12_DESCRIPTOR_RANGE texture1SamplerRange(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);
rootParameters[RootParameterIndex::Texture1SRV].InitAsDescriptorTable(1, &texture1Range, D3D12_SHADER_VISIBILITY_PIXEL);
rootParameters[RootParameterIndex::Texture1Sampler].InitAsDescriptorTable(1, &texture1SamplerRange, D3D12_SHADER_VISIBILITY_PIXEL);
// Texture 2
CD3DX12_DESCRIPTOR_RANGE texture2Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 1);
CD3DX12_DESCRIPTOR_RANGE texture2SamplerRange(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 1);
rootParameters[RootParameterIndex::Texture2SRV].InitAsDescriptorTable(1, &texture2Range, D3D12_SHADER_VISIBILITY_PIXEL);
rootParameters[RootParameterIndex::Texture2Sampler].InitAsDescriptorTable(1, &texture2SamplerRange, D3D12_SHADER_VISIBILITY_PIXEL);
// Create the root signature
CD3DX12_ROOT_SIGNATURE_DESC rsigDesc = {};
rsigDesc.Init(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags);
ComPtr<ID3D12RootSignature> rootSignature;
ComPtr<ID3DBlob> pSignature;
ComPtr<ID3DBlob> pError;
HRESULT hr = D3D12SerializeRootSignature(&rsigDesc, D3D_ROOT_SIGNATURE_VERSION_1, pSignature.GetAddressOf(), pError.GetAddressOf());
if (SUCCEEDED(hr))
{
hr = device->CreateRootSignature(0, pSignature->GetBufferPointer(), pSignature->GetBufferSize(),
IID_PPV_ARGS(&rootSignature)
);
}
}
然后将其绑定:
commandList->SetGraphicsRootSignature(rootSignature.Get());
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::Texture1SRV, texture1);
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::Texture1Sampler, texture1Sampler);
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::Texture2SRV, texture2);
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::Texture2Sampler, texture2Sampler);
第二种形式是我在DirectX Tool Kit中使用的形式,因为它更灵活。