如何解决在 directx12 中将深度缓冲区值读回 CPU
我通过以下方式创建深度缓冲区(视图):
// Create the depth stencil view.
{
D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {};
depthStencilDesc.Format = dxgi_FORMAT_D32_FLOAT;
depthStencilDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE;
D3D12_CLEAR_VALUE depthOptimizedClearValue = {};
depthOptimizedClearValue.Format = dxgi_FORMAT_D32_FLOAT;
depthOptimizedClearValue.DepthStencil.Depth = 0.0f;
depthOptimizedClearValue.DepthStencil.Stencil = 0;
ThrowIfFailed(m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),D3D12_HEAP_FLAG_NONE,&CD3DX12_RESOURCE_DESC::Tex2D(dxgi_FORMAT_D32_FLOAT,m_width,m_height,1,D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL),D3D12_RESOURCE_STATE_DEPTH_WRITE,&depthOptimizedClearValue,IID_PPV_ARGS(&m_depthStencil)
));
NAME_D3D12_OBJECT(m_depthStencil);
m_device->CreateDepthStencilView(m_depthStencil.Get(),&depthStencilDesc,m_dsvHeap->GetcpuDescriptorHandleForHeapStart());
}
对于管道,我对深度缓冲区使用以下描述:
D3D12_DEPTH_STENCIL_DESC depthDesc;
ZeroMemory(&depthDesc,sizeof(D3D12_DEPTH_STENCIL_DESC));
depthDesc.DepthEnable = TRUE;
depthDesc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
depthDesc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
depthDesc.StencilEnable = FALSE;
到目前为止一切正常,使用 NSight 我可以看到在渲染通道完成后,正确的值存储在深度缓冲区中。
现在我想将值读回 cpu,在那里遇到问题,如果我使用: D3D12_HEAP_PROPERTIES readbackHeapProperties{ CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK) };
堆类型回读我无法分配与深度缓冲区具有相同描述的缓冲区。但是,如果我使用 CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT)
,我以后将无法“映射”内存(根据 microsoft 文档 https://docs.microsoft.com/en-us/windows/win32/direct3d12/readback-data-using-heaps)
其余的复制我会与记录的例子类似:
D3D12_RESOURCE_DESC desc;
ZeroMemory(&desc,sizeof(desc));
desc = m_depthStencil->GetDesc();
//D3D12_HEAP_PROPERTIES readbackHeapProperties{ CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK) };
//D3D12_RESOURCE_DESC readbackBufferDesc{ CD3DX12_RESOURCE_DESC::Buffer(500 * 500) };
D3D12_RESOURCE_DESC readbackBufferDesc = m_depthStencil->GetDesc();
ComPtr<ID3D12Resource> readbackBuffer;
ThrowIfFailed(m_device->CreateCommittedResource(
//&readbackHeapProperties,&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),&readbackBufferDesc,D3D12_RESOURCE_STATE_copY_DEST,nullptr,__uuidof(readbackBuffer),&readbackBuffer));
使深度缓冲区进入正确的状态。
{
D3D12_RESOURCE_BARRIER outputBufferResourceBarrier
{
CD3DX12_RESOURCE_BARRIER::Transition(
m_depthStencil.Get(),D3D12_RESOURCE_STATE_copY_SOURCE)
};
m_commandList->ResourceBarrier(1,&outputBufferResourceBarrier);
}
m_commandList->copyResource(readbackBuffer.Get(),m_depthStencil.Get());
ThrowIfFailed(m_commandList->Close());
ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists),ppCommandLists);
D3D12_RANGE readbackBufferRange{ 0,500 * 500 }; // outputbuffer size = 500x500 = window size?
FLOAT* pReadbackBufferData{};
ThrowIfFailed(
readbackBuffer->Map
(
0,&readbackBufferRange,reinterpret_cast<void**>(&pReadbackBufferData)
)
);
D3D12_RANGE emptyRange{ 0,0 };
readbackBuffer->Unmap
(
0,&emptyRange
);
将深度缓冲区转换为原始状态。
{
D3D12_RESOURCE_BARRIER outputBufferResourceBarrier
{
CD3DX12_RESOURCE_BARRIER::Transition(
m_depthStencil.Get(),D3D12_RESOURCE_STATE_copY_SOURCE,D3D12_RESOURCE_STATE_DEPTH_WRITE)
};
m_commandList->ResourceBarrier(1,&outputBufferResourceBarrier);
}
如果有任何帮助,我将不胜感激!
解决方法
在 DirectX 12 中,您不会创建与 GPU 资源格式相同的“回读”缓冲区。相反,您只需创建一个与源字节数相同的一维缓冲区。
“技巧”是您需要与原始资源具有相同的音调。
CD3DX12_HEAP_PROPERTIES readBackHeapProperties(D3D12_HEAP_TYPE_READBACK);
// Readback resources must be buffers
D3D12_RESOURCE_DESC bufferDesc = {};
bufferDesc.DepthOrArraySize = 1;
bufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
bufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
bufferDesc.Format = DXGI_FORMAT_UNKNOWN;
bufferDesc.Height = 1;
bufferDesc.Width = srcPitch * m_height; // <<----
bufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
bufferDesc.MipLevels = 1;
bufferDesc.SampleDesc.Count = 1;
srcPitch
取自原始资源:
auto depthBufferDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT,m_width,m_height,1,D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
UINT64 totalResourceSize = 0;
UINT64 fpRowPitch = 0;
UINT fpRowCount = 0;
m_device->GetCopyableFootprints(
&depthBufferDesc,nullptr,&fpRowCount,&fpRowPitch,&totalResourceSize);
// Round up the srcPitch to multiples of 256
UINT64 srcPitch = (fpRowPitch + 255) & ~0xFFu;
请参阅 DX12 的 DirectX 工具包中的 ScreenGrab。
我还对该 Microsoft Docs 页面进行了编辑。它使用了一个缓冲区读回缓冲区的例子,但没有提到回读资源总是一个缓冲区的重要细节。
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