DirectX12 commandList执行错误

DirectX12 commandList execution error

本文关键字:错误 执行 commandList DirectX12      更新时间:2023-10-16

我已经开始学习DirectX12,我试着做一些简单的引擎。我遵循Frank D. Luna的"DirectX12 3D编程入门",我遇到了一些问题。首先,在创建swapChain时,填写如下描述:

DXGI_SWAP_CHAIN_DESC swapChainDesc;
swapChainDesc.BufferDesc.Width = Core::displayWidth;
swapChainDesc.BufferDesc.Height = Core::displayHeight;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferDesc.Format = Core::pixelDefinitionFormat;
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.SampleDesc.Count = Core::multiSamplingLevel ? 4 : 1;
swapChainDesc.SampleDesc.Quality = Core::multiSamplingEnabled ? (Core::multiSamplingLevel - 1) : 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = (INT) Core::buffering;
swapChainDesc.OutputWindow = Core::mainWindow;
swapChainDesc.Windowed = true;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
// Note: Swap chain uses queue to perform flush.
ThrowIfFailed(Core::factory->CreateSwapChain(
    Core::commandQueue.Get(),
    &swapChainDesc,
    Core::swapChain.GetAddressOf()
));

我收到"坏参数"错误。我已经在MSDN上找到了解决方案,但我想知道我做错了什么。

第二个问题是为什么有i:

D3D12 ERROR: ID3D12GraphicsCommandList::*: A single command list cannot write to multiple buffers within a particular swapchain. [ STATE_SETTING ERROR #904: COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES]

在执行此清除屏幕代码片段时:

void Renderer::drawSomething() {
// Reuse the memory associated with command recording.
// We can only reset when the associated command lists have finished
// execution on the GPU.
ThrowIfFailed(Core::commandAllocator->Reset());
// A command list can be reset after it has been added to the 
// command queue via ExecuteCommandList. Reusing the command list reuses memory.
ThrowIfFailed(Core::commandList->Reset(Core::commandAllocator.Get(), NULL));
// Set the viewport and scissor rect. This needs to be reset 
// whenever the command list is reset.
Core::commandList->RSSetViewports(1, &Core::viewport);
Core::commandList->RSSetScissorRects(1, &Core::scissorsRectangle);
// Indicate a state transition on the resource usage.
Core::commandList->ResourceBarrier(
    1,
    &CD3DX12_RESOURCE_BARRIER::Transition(
        Core::getCurrentBackBuffer().Get(),
        D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_PRESENT,
        D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_RENDER_TARGET
    )
);

// Specify the buffers we are going to render to.
Core::commandList->OMSetRenderTargets(
    1,
    &Core::getCurrentBackBufferView(),
    true,
    &Core::getDSVHeapStartDescriptorHandle()
);
// Clear the back buffer and depth buffer.
Core::commandList->ClearRenderTargetView(
    Core::getCurrentBackBufferView(),
    DirectX::Colors::LightSteelBlue,
    0,
    NULL
);
Core::commandList->ClearDepthStencilView(
    Core::getDSVHeapStartDescriptorHandle(),
    D3D12_CLEAR_FLAGS::D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAGS::D3D12_CLEAR_FLAG_STENCIL,
    1.0f,
    0,
    0,
    NULL
);

//// Indicate a state transition on the resource usage.
Core::commandList->ResourceBarrier(
    1,
    &CD3DX12_RESOURCE_BARRIER::Transition(
        Core::getCurrentBackBuffer().Get(),
        D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_RENDER_TARGET,
        D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_PRESENT
    )
);
// Done recording commands.
ThrowIfFailed(Core::commandList->Close());
// Add the command list to the queue for execution.
ID3D12CommandList* cmdsLists[] = {Core::commandList.Get()};
Core::commandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
// swap the back and front buffers
ThrowIfFailed(Core::swapChain->Present(0, 0));
UINT buffering = Core::buffering;
Core::currentBackBuffer = (Core::currentBackBuffer + 1) % buffering;
Core::flushCommandQueue();
}

为了不让这篇文章搞得一团糟,我不会把所有的代码都放在这里,但是如果你想看看它是什么样子的,或者在这种情况下它很重要,我的整个存储库在这里:库

它非常小和简单,几乎所有的代码都放在Core类。

提前感谢!

编辑:

我找到了第二个问题的答案。问题在这个循环中:

void Core::createSwapChainBuffersIntoRTVHeap() {
for (UINT i = 0; i < Core::buffering; i++) {
    CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHeapHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
    ErrorUtils::messageAndExitIfFailed(
        swapChain->GetBuffer(i, IID_PPV_ARGS(&swapChainBackBuffers[i])),
        L"B³¹d pobierania backBuffera!",
        GET_SWAPCHAIN_BACK_BUFFER_ERROR
    );
    device->CreateRenderTargetView(swapChainBackBuffers[i].Get(), NULL, rtvHeapHandle);
    //Zapamiêtuje offset, to jest sterta po prostu zwyk³a
    rtvHeapHandle.Offset(1, rtvDescriptorSize);
}

}

我只做了一个动作使代码看起来像这样:

void Core::createSwapChainBuffersIntoRTVHeap() {
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHeapHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
for (UINT i = 0; i < Core::buffering; i++) {
    ErrorUtils::messageAndExitIfFailed(
        swapChain->GetBuffer(i, IID_PPV_ARGS(&swapChainBackBuffers[i])),
        L"B³¹d pobierania backBuffera!",
        GET_SWAPCHAIN_BACK_BUFFER_ERROR
    );
    device->CreateRenderTargetView(swapChainBackBuffers[i].Get(), NULL, rtvHeapHandle);
    //Zapamiêtuje offset, to jest sterta po prostu zwyk³a
    rtvHeapHandle.Offset(1, rtvDescriptorSize);
}

}

。当命令列表关闭正确,我有AccessViolationException在D3D12.dll上:

ThrowIfFailed(Core::swapChain->Present(0, 0));

经过几个小时的互联网研究,我通过使用"dxcpl.exe"在这个应用程序上强制WARP来修复。我想这是因为我在HD4000和Nvidia作为第二卡的笔记本电脑上工作,但我不确定。

这不会帮助您立即解决问题,但会给您更多的信息。DirectX12希望您将所有命令推入命令列表,并且只有在调用Close()时才会报告错误。注意,你不能"复活"。通过重置Close()失败的命令列表,您可以做的最好的事情就是删除它,然后创建一个新的命令列表。但是,在这种情况下,您可以不更新引用的资源。我真的不建议你那样做。

你真正能做的是使用ID3D12InfoQueue接口,如果附加了调试器,让你的程序在D3D12错误时中断。

从你的device获取:

ID3D12InfoQueue* InfoQueue = nullptr;
Core::device->QueryInterface(IID_PPV_ARGS(&InfoQueue));

启用"break on severity"

InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);

放手吧:

InfoQueue->Release();

您也可以将InfoQueue设置为D3D12错误id的白名单或黑名单。您的错误ID是D3D12_MESSAGE_ID_COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES(代码904)。

希望这将有助于有人处理这个图形API