DirectX12(D3D12)基础教程六 计算着色器通用计算

发布于:2025-04-11 ⋅ 阅读:(38) ⋅ 点赞:(0)

D3D12有 计算、3D 和复制 三大引擎,3D图形已作了基本的介绍,本章讲计算着色器,通过GPU实现两个矩阵相加的例子来介绍计算引擎。与以往不同的是

  1. 项目工程使用vs2022来让编写代码。
  2. Shader.hlsl程序用vs来编译,弃用D3DCompileFromFile编译
  3. 一些通用的操作封装成一个基类,子类继承方式

两个矩阵相加: 矩阵A+矩阵B= 矩阵C ,矩阵结构如下

    struct MatrixBuffer
    {
        XMFLOAT4X4 atrix;
        float padding[48];
    };

    MatrixBuffer m_MatrixA;
    MatrixBuffer m_MatrixB;
    MatrixBuffer m_MatrixC;

 

CD3D12ComputeShader::CD3D12ComputeShader()
{
	random_device rd;  
	mt19937 gen(rd()); 
	uniform_int_distribution<int> dist(1, 9);
	
	float f1 = 1;
	
	for (int i = 0; i < 4; i++)
	{
		for (int j = 0; j < 4; j++)
		{
			m_MatrixA.atrix.m[i][j] = f1++;//dist(gen); // f1++;//
		}
	}

	f1 = 1;

	for (int i = 0; i < 4; i++)
	{
		for (int j = 0; j < 4; j++)
		{
			m_MatrixB.atrix.m[i][j] = (f1++ )*100;//dist(gen);//  f1++;
		}
	}
	
	for (int i = 0; i < 4; i++)
	{
		for (int j = 0; j < 4; j++)
		{
			m_MatrixC.atrix.m[i][j] = m_MatrixA.atrix.m[i][j] + m_MatrixB.atrix.m[i][j];
		}
	}
}

最后 矩阵C与回读堆的矩阵比较

void  CD3D12ComputeShader::ComputeCommandLists()
{

....

	bool bResultMatrix = true;
	
	
	for (int i = 0; i < 4 && bResultMatrix; i++)
	{
		for (int j = 0; j < 4 && bResultMatrix; j++)
		{
			if (m_pOutputMatrixData->atrix.m[i][j] != m_MatrixC.atrix.m[i][j])
			{
				bResultMatrix = false;
				break;
			}
		}
	}

		

	if (bResultMatrix)
	{
		wstring str = L"\r\n" + MatrixToString(m_MatrixA.atrix);
		OutputDebugString(str.c_str());
		str = L"       + \n" + MatrixToString(m_MatrixB.atrix);

		OutputDebugString(str.c_str());

		str = L"        = \n" + MatrixToString(m_MatrixC.atrix) + L"\n \r\n";

		OutputDebugString(str.c_str());

	}
	else
	{
		OutputDebugString(L"!!!!!!!! ##########  \r\n"); 
	}
}

 

 

1.创建计算命令队列

创建CreateCommandQueue时指定D3D12_COMMAND_LIST_TYPE_COMPUTE类型。

void CD3D12ComputeShader::OnInit(HWND h)
{
	m_hWnd = h;
	UINT flags = OpenDebug();
	CreateDevice(flags, m_factory, m_device);
	CreateCommandQueue(m_device, m_commandQueue, D3D12_COMMAND_LIST_TYPE_COMPUTE);
	CreateComputeRootSignature(m_device);
	CreateComputeGPUPipelineState(m_device);
	CreateFenceSynchronization(m_device, m_fence, m_fenceEvent, m_fenceValue);
	CreateResourceView(m_device);

}

由于命令队列与命令分配器、命令列表的类型是一一对应(只针对本例子),所以通过命令队列GetDesc()得到类型,创建命令分配器、命令列表,代码如下:

void CD3D12Basic::CreateComputePipelineState(ComPtr<ID3D12Device>device, ComPtr<ID3D12CommandQueue> commandQueue, D3D12_COMPUTE_PIPELINE_STATE_DESC& psoDesc, ComPtr<ID3D12PipelineState>& pipelineState, ComPtr<ID3D12CommandAllocator>& commandAllocator, ComPtr<ID3D12GraphicsCommandList>& commandList, UINT nodeMask)
{
	D3D12_COMMAND_QUEUE_DESC queueDesc = commandQueue->GetDesc();
	ThrowIfFailed(device->CreateComputePipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)));
	ThrowIfFailed(device->CreateCommandAllocator(queueDesc.Type, IID_PPV_ARGS(&commandAllocator)));
	ThrowIfFailed(device->CreateCommandList(nodeMask, queueDesc.Type, commandAllocator.Get(), pipelineState.Get(), IID_PPV_ARGS(&commandList)));
}

2.创建根签名

1.用两个着色器资源视图 (SRV),存放两个矩阵数据

2.一个无序访问视图 (UAV),存放两个矩阵相加结果

3.一个shader.hlsl程序,实现加法运算

编写根签名代码

void  CD3D12ComputeShader::CreateComputeRootSignature(ComPtr<ID3D12Device>device)
{
	CD3DX12_DESCRIPTOR_RANGE1 ranges[2];
	ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 2, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);
	ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE);

	CD3DX12_ROOT_PARAMETER1 computeRootParameters[2];
	computeRootParameters[0].InitAsDescriptorTable(2, ranges);
	computeRootParameters[1].InitAsConstants(4, 0); //可以没有

	CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC computeRootSignatureDesc;
	computeRootSignatureDesc.Init_1_1(_countof(computeRootParameters), computeRootParameters);
	CreateRootSignature(m_device, computeRootSignatureDesc, m_rootSignature);
}

3.创建计算管线状态对象(Compute Pipeline State Object,CPSO)

vs编译Shader.hlsl程序,在exe目录下会有.cso后缀文件,读文件内容到程序中就可以使用

void  CD3D12ComputeShader::CreateComputeGPUPipelineState(ComPtr<ID3D12Device>device)
{
	std::vector<uint8_t> hlslData = ReadHLSLData(GetShaderFilePath(L"ComputeShader.cso").c_str());

	D3D12_COMPUTE_PIPELINE_STATE_DESC computePsoDesc = {};
	computePsoDesc.pRootSignature = m_rootSignature.Get();
	computePsoDesc.CS.pShaderBytecode = hlslData.data();
	computePsoDesc.CS.BytecodeLength = hlslData.size();

	CreateComputePipelineState(m_device, m_commandQueue, computePsoDesc, m_pipelineState, m_commandAllocator, m_commandList);
	m_commandList->Close();
}

4.创建资源

    1. 如何选择资源的创建方式:

已提交资源CreateCommittedResource,实现代码简单。已定位资源CreatePlacedResource,要指定堆,D3D12推荐方式。为了简单化使用已提交资源方式。

   2. 如何选择堆类型:

 默认堆D3D12_HEAP_TYPE_DEFAULT, GPU可读写,CPU不能访问

上传堆D3D12_HEAP_TYPE_UPLOAD , GPU可读,CPU可读写

回读堆D3D12_HEAP_TYPE_READBACK,GPU可读写,CPU可读

我们用色器资源视图 (SRV)作为存放矩阵数据,GPU只有读数据的需求,如果堆类型 选择默认堆,那么还要一个上传堆,对其进行复制数据 (第二章处理纹理方式)。如果堆类型上传堆,只要对上传堆数据进行初始化数据就可以了,GPU只读数据,满足需求。所以堆类型上传堆。

我们用 无序访问视图 (UAV) 存放两个矩阵相加结果,由GPU将计算结果写到无序访问视图 (UAV)的资源中,GPU对其可写需求,所以必须 选用 默认堆

由于矩阵计算结果放在了GPU的默认堆上,CPU不能访问,解决方法:创建一个回读堆让GPU将默认堆的结果,复制回读堆上,CPU访问回读堆,也就是借回读堆读到计算结果

3. 创建描述符堆

指定 色器资源视图 (SRV)、无序访问视图 (UAV) 之间的关系

指定类型 D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,数量 3个.

	CreateDescriptorHeap(m_device, m_cbvSrvUavDescriptorHeap, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,3, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);

4.  创建色器资源视图 (SRV) 相关资源

	 void CreateCommittedResource2(int nSize, D3D12_HEAP_TYPE heap, ComPtr<ID3D12Resource>& outResource, D3D12_RESOURCE_STATES init = D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_FLAGS descFlags = D3D12_RESOURCE_FLAG_NONE)
  {
      CD3DX12_HEAP_PROPERTIES  descHeap = CD3DX12_HEAP_PROPERTIES(heap);
      CD3DX12_RESOURCE_DESC descResource = CD3DX12_RESOURCE_DESC::Buffer(nSize, descFlags);
      CreateCommittedResource(m_device, descHeap, D3D12_HEAP_FLAG_NONE, descResource, init, outResource);
  }


    int  srvMatrixDataSize = sizeof(MatrixBuffer)*2;
	
	CreateCommittedResource2(srvMatrixDataSize, D3D12_HEAP_TYPE_UPLOAD, m_srvInputMatrixBuffer);

	{
		UINT8* pDataBuffer = NULL;
		ThrowIfFailed(m_srvInputMatrixBuffer->Map(0, NULL, reinterpret_cast<void**>(&pDataBuffer)));
		memcpy(pDataBuffer, &m_MatrixA,  sizeof(MatrixBuffer));
		memcpy(pDataBuffer + sizeof(MatrixBuffer), &m_MatrixB, sizeof(MatrixBuffer));
		m_srvInputMatrixBuffer->Unmap(0, NULL);
	}

资源 要存放 矩阵A和矩阵B的数据,所以大小是 sizeof(MatrixBuffer)*2,memcpy(pDataBuffer, &m_MatrixA,  sizeof(MatrixBuffer));是复制矩阵数据到资源中。

5.  创建色器资源视图 (SRV)

	D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
	srvDesc.Format = DXGI_FORMAT_UNKNOWN;
	srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
	srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
	srvDesc.Buffer.NumElements = 1;
	srvDesc.Buffer.FirstElement = 0;
	srvDesc.Buffer.StructureByteStride = sizeof(MatrixBuffer);
	srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;

	CD3DX12_CPU_DESCRIPTOR_HANDLE srvHandle1(m_cbvSrvUavDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), 0, m_cbvSrvUavDescriptorSize);
	CreateShaderResourceView(m_device, m_srvInputMatrixBuffer.Get(), srvDesc, srvHandle1);

	srvDesc.Buffer.FirstElement = 1;
	CD3DX12_CPU_DESCRIPTOR_HANDLE srvHandle2(m_cbvSrvUavDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), 1, m_cbvSrvUavDescriptorSize);
	CreateShaderResourceView(m_device, m_srvInputMatrixBuffer.Get(), srvDesc, srvHandle2);

1. srvDesc.Format = DXGI_FORMAT_UNKNOWN;  使用自定义数据结构 

2. srvDesc.Buffer.NumElements = 1; 一个SRV对应一个矩阵数据

3. srvDesc.Buffer.FirstElement = 0;或srvDesc.Buffer.FirstElement = 1; 矩阵数据在资源中的位置

4.CD3DX12_CPU_DESCRIPTOR_HANDLE srvHandle1(m_cbvSrvUavDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), index, m_cbvSrvUavDescriptorSize);  其中index指定在描述符堆(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)的位置。同理 创建无序访问视图 (UAV)和资源

6.  创建无序访问视图 (UAV)和资源

	srvMatrixDataSize = sizeof(MatrixBuffer);
	UINT nUavAlign = UPPER_ALING_DIV(srvMatrixDataSize, D3D12_UAV_COUNTER_PLACEMENT_ALIGNMENT);

	CreateCommittedResource2(nUavAlign + srvMatrixDataSize, D3D12_HEAP_TYPE_DEFAULT, m_uavOutputMatrixGpuBuffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);



	/// uav 

	D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
	uavDesc.Format = DXGI_FORMAT_UNKNOWN;
	uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
	uavDesc.Buffer.FirstElement = 0;
	uavDesc.Buffer.NumElements = 1;
	uavDesc.Buffer.StructureByteStride = sizeof(MatrixBuffer);
	uavDesc.Buffer.CounterOffsetInBytes = nUavAlign;
	uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
	CD3DX12_CPU_DESCRIPTOR_HANDLE uavHandle(m_cbvSrvUavDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), 2, m_cbvSrvUavDescriptorSize);
	
	CreateUnorderedAccessView(m_device, m_uavOutputMatrixGpuBuffer, m_uavOutputMatrixGpuBuffer, uavDesc, uavHandle);

创建无序访问视图 (UAV)的资源时要比资源本身大一倍 所以 资源大小是nUavAlign + srvMatrixDataSize。nUavAlign数据对齐大小是 D3D12_UAV_COUNTER_PLACEMENT_ALIGNMENT(4096)。

uavDesc.Buffer.StructureByteStride = sizeof(MatrixBuffer);  矩阵数据结构大小
uavDesc.Buffer.CounterOffsetInBytes = nUavAlign;  数据对齐大小

7.  创建回读堆资源

	CreateCommittedResource2(nUavAlign + srvMatrixDataSize, D3D12_HEAP_TYPE_READBACK, m_uavOutputBeadBackData, D3D12_RESOURCE_STATE_COPY_DEST);
	
	ThrowIfFailed(m_uavOutputBeadBackData->Map(0, NULL, reinterpret_cast<void**>(&m_pOutputMatrixData)));

MatrixBuffer* m_pOutputMatrixData = nullptr;

回读堆资源大小应与(UAV)的资源一样 nUavAlign + srvMatrixDataSize。

 

5.命令队列执行计算着色器

1. 调用 命令列表接口 ID3D12GraphicsCommandList::Dispatch()执行计算

2.序访问视图 (UAV)的资源设置屏障等Shader程序计算完成   

CD3DX12_RESOURCE_BARRIER  barrier1 = CD3DX12_RESOURCE_BARRIER::Transition(m_uavOutputMatrixGpuBuffer.Get(),
	D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
m_commandList->ResourceBarrier(1, &barrier1);

3. 调用 命令列表接口 ID3D12GraphicsCommandList ::CopyResource(),将计算结果复制回读堆上

	m_commandList->CopyResource(m_uavOutputBeadBackData.Get(), m_uavOutputMatrixGpuBuffer.Get());

    m_commandList->Close();

4.调用 命令队列ExecuteCommandLists()执行

	ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
	m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

5. 围栏等命令队列执行结束

WaitForFenceCompletion(m_commandQueue, m_fence, m_fenceEvent, m_fenceValue);
m_fenceValue++;

6. 检测矩阵数据是否计算正确

	bool bResultMatrix = true;
	
	
	for (int i = 0; i < 4 && bResultMatrix; i++)
	{
		for (int j = 0; j < 4 && bResultMatrix; j++)
		{
			if (m_pOutputMatrixData->atrix.m[i][j] != m_MatrixC.atrix.m[i][j])
			{
				bResultMatrix = false;
				break;
			}
		}
	}

		

6. Shader.hlsl程序

1. vs创建计算着色器 

ComputeShader.hlsl文件


struct MatrixBuffer
{
    float4x4 atrix;
    float padding[48];
};

StructuredBuffer<MatrixBuffer> gInputA : register(t0);
StructuredBuffer<MatrixBuffer> gInputB : register(t1);
RWStructuredBuffer<MatrixBuffer> gOutput : register(u0);


[numthreads(1, 1, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
    gOutput[DTid.x].atrix = gInputA[DTid.x].atrix + gInputB[DTid.x].atrix;
}

1.StructuredBuffer 只读的结构化缓冲区

2.RWStructuredBuffer可读写的结构化缓冲区

3.register(t0)  表示第一个色器资源视图 (SRV)资源

4. register(u0);表示 无序访问视图 (UAV)的资源 

5. [numthreads(1, 1, 1)]  GPU线程组数量= X*Y*Z

程序最终运行效果:


感谢大家的支持,如要问题欢迎提问指正。

 


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