DX11计算着色器只写入一个索引

DX11 Compute Shader writes only to one index

本文关键字:索引 一个 计算 DX11      更新时间:2023-10-16

我真的不明白这里发生了什么。

我有一个计算着色器,它接收FFT结果(来自实际输入)并计算每个bin的幂,将它们存储在不同的缓冲区(UAV)中。FFT的实现是D3DCSX库的实现。

有问题的着色器:

struct Complex {
    float real;
    float imag;
};
RWStructuredBuffer<Complex> g_result : register(u0);
RWStructuredBuffer<float> g_powers : register(u1);
[numthreads(1, 1, 1)] void main(uint3 id : SV_DispatchThreadID) {
    const uint  bin  = id.x;
    const float real = g_result[bin + 1].real;
    const float imag = g_result[bin + 1].imag;
    const float power = real * real + imag * imag;
    const float mag = sqrt(power);
    const float db = 10.0f * log10(1.0f + power);
    g_powers[bin] = power;
}

缓冲区创建代码:

//The buffer in which the resulting powers are stored (m_result_buffer1)
buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
buffer_desc.ByteWidth = sizeof(float) * NumBins();
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
buffer_desc.StructureByteStride = sizeof(float);
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
hr = m_device->CreateBuffer (
    &buffer_desc,
    nullptr,
    &m_result_buffer1
); HR_THROW();
//UAV for m_result_buffer1
view_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
view_desc.Buffer.FirstElement = 0;
view_desc.Format = DXGI_FORMAT_R32_TYPELESS;
view_desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
view_desc.Buffer.NumElements = NumBins();
hr = m_device->CreateUnorderedAccessView (
    m_result_buffer1,
    &view_desc,
    &m_result_view
); HR_THROW();
//Buffer for reading powers to the CPU
buffer_desc.BindFlags = 0;
buffer_desc.ByteWidth = sizeof(float) * NumBins();
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
buffer_desc.MiscFlags = 0;
buffer_desc.StructureByteStride = sizeof(float);
buffer_desc.Usage = D3D11_USAGE_STAGING;
hr = m_device->CreateBuffer (
    &buffer_desc,
    nullptr,
    &m_result_buffer2
); HR_THROW();

发货代码:

CComPtr<ID3D11UnorderedAccessView> result_view;
hr = m_fft->ForwardTransform (
    m_sample_view,
    &result_view
); HR_THROW();
ID3D11UnorderedAccessView* views[] = {
    result_view,  //FFT UAV   (u0)
    m_result_view //Power UAV (u1)
};
m_context->CSSetShader(m_power_cs, nullptr, 0);
m_context->CSSetUnorderedAccessViews(0, 2, views, nullptr);
m_context->Dispatch(NumBins(), 1, 1);

最后是CPU映射代码:

m_context->CopyResource(m_result_buffer2, m_result_buffer1);
D3D11_MAPPED_SUBRESOURCE sub = { 0 };
m_context->Map(m_result_buffer2, 0, D3D11_MAP_READ, 0, &sub);
memcpy(result, sub.pData, sizeof(float) * NumBins());
m_context->Unmap(m_result_buffer2, 0);

所发生的情况是,该着色器似乎使每个线程都写入输出缓冲区中的同一索引。映射的缓冲区总是为第一个bin读取正确的值,然后每隔一个bin读取0.0f。CPU上的等效代码运行得很好。奇怪的是,我放置了条件句,并且知道bin并不总是0,bin 0之外的每个bin的幂也不总是0.0f。我还尝试使用for循环在同一线程上写入多个bin,但同样的事情也发生了。我做错了什么?

我有一种预感,缓冲区创建代码或映射代码是问题的根源。我知道我在GPU上运行了正确数量的线程,并且调度ID是正确的,这是CPU方面的错误结果。

问题已解决!

我使用RWStructuredBuffer来表示RWByteOrderBuffer。不完全确定这是如何导致这一结果的,但确实如此。因此,FFT结果现在是RWByteOrderBuffer。然而,这个缓冲区的奇怪之处在于,D3DCSX实现将浮点值间隔得如此之远——可能是出于缓存的原因,但我真的不太确定为什么。这是我现在的计算着色器(这次计算分贝而不是功率——一个无关的变化):

RWByteAddressBuffer       g_result   : register(u0);
RWStructuredBuffer<float> g_decibels : register(u1);
[numthreads(256, 1, 1)] void main(uint3 id : SV_DispatchThreadID) {
    const float real = asfloat(g_result.Load(id.x * 8 + 0));
    const float imag = asfloat(g_result.Load(id.x * 8 + 4));
    const float power = real * real + imag * imag;
    const float db = 10.0f * log10(1.0f + power);
    g_decibels[id.x] = db;
}

不过,我把分贝缓冲区的描述改为结构化缓冲区,只是为了让事情对我来说更容易:

buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
buffer_desc.ByteWidth = sizeof(float) * NumBins();
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
buffer_desc.StructureByteStride = sizeof(float);
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
hr = m_device->CreateBuffer (
    &buffer_desc,
    nullptr,
    &m_result_buffer1
); HR_THROW();
view_desc.Buffer.FirstElement = 0;
view_desc.Buffer.Flags = 0;
view_desc.Buffer.NumElements = NumBins();
view_desc.Format = DXGI_FORMAT_UNKNOWN;
view_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
hr = m_device->CreateUnorderedAccessView (
    m_result_buffer1,
    &view_desc,
    &m_result_view
); HR_THROW();

这就是为什么g_decibels仍然是RWStructuredBuffer

我仍然不知道,当只需要访问时,结果缓冲区是读/写是否重要——如果我将g_result更改为常规ByteOrderBuffer,我将不会得到输出。但至少它现在起作用了。

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