关于c ++:DX11 Compute Shader仅写入一个索引

DX11 Compute Shader writes only to one index

我真的不知道这是怎么回事。

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

有问题的着色器:

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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:

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//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();

调度代码:

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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:

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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);

发生的情况是此着色器似乎使每个线程都写入输出缓冲区中的相同索引。映射的缓冲区始终为第一个bin读取正确的值,然后为每个其他bin读取0.0f。 CPU上的等效代码运行正常。奇怪的是,我放置了条件语句,并且知道bin并非一直都是0,并且bin 0之外的每个bin的功效也不总是为0.0f。我也尝试过使用for循环在同一线程上写入多个bin,并且发生相同的事情。我究竟做错了什么?

我直觉是问题的根源是缓冲区创建代码或映射代码。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端的结果是错误的。


问题解决了!

我正在使用RWStructuredBuffer表示RWByteOrderBuffer。 不能完全确定这是如何导致此结果的,但确实如此。 因此,FFT结果现在为RWByteOrderBuffer。 但是,此缓冲区的奇怪之处在于D3DCSX实现将float值分隔得如此之遥-可能是出于缓存的原因,但老实说我不太确定为什么。 现在是我的计算着色器(这次以分贝代替功率进行计算-无关的更改):

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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,我将分贝缓冲区的描述更改为结构化缓冲区的描述,只是为了让我更轻松:

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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g_decibels仍然是RWStructuredBuffer的原因。

对于我来说仍然未知的是,当仅需要访问时结果缓冲区是否可读写是否重要-如果将g_result更改为常规的ByteOrderBuffer,则不会获得输出。 但是至少现在可以正常工作了。