2016-02-06 89 views
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我剛開始使用Direct計算來嘗試將我一直在研究的流體模擬移動到GPU上。我發現了一個非常相似(如果不相同)的問題here但是似乎我的問題的解決方案與他們的問題不一樣;我確實有我的CopyResource正確的方法!與粘貼的問題一樣,從GPU複製時,我只能得到填充0的緩衝區。我真的不能看到這個錯誤,因爲我不明白我能超越界限。我要爲大量的代碼粘貼道歉,但我想確保我沒有任何設置錯誤。DirectX 11 - 計算着色器,將數據從GPU複製到CPU

輸出緩衝器,無人機系統緩衝區設置

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);

在我的幀循環運行的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); 
 
}

我分派計算着色我開始幀之後和之前,我結束幀。我已經在處理結束場景之外,在現在之前移動着色器調度調用,但似乎沒有任何影響過程。似乎無法找出這一個!

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當您啓用調試層時,您是否確定它運行時沒有錯誤? (請參閱D3D11_CREATE_DEVICE_DEBUG)。 –

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爲設備啓用調試標誌只標記一堆關於未加載PDB文件的警告;計算着色器/緩衝區周圍沒有警告或錯誤 –

回答

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神經抽菸我修正了錯誤!我正在爲不同的ID3D11ComputeShader指針創建計算着色器! D:像魅力一樣工作! Pheew對不起,謝謝Adam!

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