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Vorgehensweise: Erstellen eines Compute-Shaders

Ein Compute-Shader ist ein programmierbarer Shader der Microsoft High Level Shader Language (HLSL), der generalisierten Eingabe- und Ausgabespeicherzugriff verwendet, um praktisch jede Art von Berechnung zu unterstützen. In diesem Thema wird gezeigt, wie Sie einen Compute-Shader erstellen. Die Compute-Shadertechnologie wird auch als DirectCompute-Technologie bezeichnet.

So erstellen Sie einen Compute-Shader:

  1. Kompilieren Sie den HLSL-Shadercode, indem Sie D3DCompileFromFile aufrufen.

        UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
    #if defined( DEBUG ) || defined( _DEBUG )
        flags |= D3DCOMPILE_DEBUG;
    #endif
        // Prefer higher CS shader profile when possible as CS 5.0 provides better performance on 11-class hardware.
        LPCSTR profile = ( device->GetFeatureLevel() >= D3D_FEATURE_LEVEL_11_0 ) ? "cs_5_0" : "cs_4_0";
        const D3D_SHADER_MACRO defines[] = 
        {
            "EXAMPLE_DEFINE", "1",
            NULL, NULL
        };
        ID3DBlob* shaderBlob = nullptr;
        ID3DBlob* errorBlob = nullptr;
        HRESULT hr = D3DCompileFromFile( srcFile, defines, D3D_COMPILE_STANDARD_FILE_INCLUDE,
                                         entryPoint, profile,
                                         flags, 0, &shaderBlob, &errorBlob );
    
  2. Erstellen Sie mithilfe von ID3D11Device::CreateComputeShader einen Compute-Shader.

    ID3D11ComputeShader* g_pFinalPassCS = NULL;
    pd3dDevice->CreateComputeShader( pBlobFinalPassCS->GetBufferPointer(), 
                                           pBlobFinalPassCS->GetBufferSize(), 
                                           NULL, &g_pFinalPassCS );
    

Das folgende Codebeispiel zeigt, wie Sie einen Compute-Shader kompilieren und erstellen.

Hinweis

Für diesen Beispielcode benötigen Sie das Windows SDK 8.0 und die d3dcompiler_44.dll-Datei aus dem Ordner %PROGRAM_FILE%\Windows Kits\8.0\Redist\D3D\<arch> in Ihrem Pfad.

 

#define _WIN32_WINNT 0x600
#include <stdio.h>

#include <d3d11.h>
#include <d3dcompiler.h>

#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d3dcompiler.lib")

HRESULT CompileComputeShader( _In_ LPCWSTR srcFile, _In_ LPCSTR entryPoint,
                              _In_ ID3D11Device* device, _Outptr_ ID3DBlob** blob )
{
    if ( !srcFile || !entryPoint || !device || !blob )
       return E_INVALIDARG;

    *blob = nullptr;

    UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    flags |= D3DCOMPILE_DEBUG;
#endif

    // We generally prefer to use the higher CS shader profile when possible as CS 5.0 is better performance on 11-class hardware
    LPCSTR profile = ( device->GetFeatureLevel() >= D3D_FEATURE_LEVEL_11_0 ) ? "cs_5_0" : "cs_4_0";

    const D3D_SHADER_MACRO defines[] = 
    {
        "EXAMPLE_DEFINE", "1",
        NULL, NULL
    };

    ID3DBlob* shaderBlob = nullptr;
    ID3DBlob* errorBlob = nullptr;
    HRESULT hr = D3DCompileFromFile( srcFile, defines, D3D_COMPILE_STANDARD_FILE_INCLUDE,
                                     entryPoint, profile,
                                     flags, 0, &shaderBlob, &errorBlob );
    if ( FAILED(hr) )
    {
        if ( errorBlob )
        {
            OutputDebugStringA( (char*)errorBlob->GetBufferPointer() );
            errorBlob->Release();
        }

        if ( shaderBlob )
           shaderBlob->Release();

        return hr;
    }    

    *blob = shaderBlob;

    return hr;
}

int main()
{
    // Create Device
    const D3D_FEATURE_LEVEL lvl[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0,
                                      D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0 };

    UINT createDeviceFlags = 0;
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    ID3D11Device* device = nullptr;
    HRESULT hr = D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, lvl, _countof(lvl),
                                    D3D11_SDK_VERSION, &device, nullptr, nullptr );
    if ( hr == E_INVALIDARG )
    {
        // DirectX 11.0 Runtime doesn't recognize D3D_FEATURE_LEVEL_11_1 as a valid value
        hr = D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, &lvl[1], _countof(lvl) - 1,
                                D3D11_SDK_VERSION, &device, nullptr, nullptr );
    }

    if ( FAILED(hr) )
    {
        printf("Failed creating Direct3D 11 device %08X\n", hr );
        return -1;
    }

    // Verify compute shader is supported
    if ( device->GetFeatureLevel() < D3D_FEATURE_LEVEL_11_0 )
    {
        D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS hwopts = { 0 } ;
        (void)device->CheckFeatureSupport( D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &hwopts, sizeof(hwopts) );
        if ( !hwopts.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x )
        {
            device->Release();
            printf( "DirectCompute is not supported by this device\n" );
            return -1;
        }
    }

    // Compile shader
    ID3DBlob *csBlob = nullptr;
    hr = CompileComputeShader( L"ExampleCompute.hlsl", "CSMain", device, &csBlob );
    if ( FAILED(hr) )
    {
        device->Release();
        printf("Failed compiling shader %08X\n", hr );
        return -1;
    }

    // Create shader
    ID3D11ComputeShader* computeShader = nullptr;
    hr = device->CreateComputeShader( csBlob->GetBufferPointer(), csBlob->GetBufferSize(), nullptr, &computeShader );

    csBlob->Release();

    if ( FAILED(hr) )
    {
        device->Release();
    }

    printf("Success\n");

    // Clean up
    computeShader->Release();

    device->Release();

    return 0;
}

Im vorherigen Codebeispiel wird der Compute-Shadercode in der Datei ExampleCompute.hlsl kompiliert. Hier ist der Code in ExampleCompute.hlsl:

//--------------------------------------------------------------------------------------
// File: BasicCompute11.hlsl
//
// This file contains the Compute Shader to perform array A + array B
// 
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------

#ifdef USE_STRUCTURED_BUFFERS

struct BufType
{
    int i;
    float f;
#ifdef TEST_DOUBLE
    double d;
#endif    
};

StructuredBuffer<BufType> Buffer0 : register(t0);
StructuredBuffer<BufType> Buffer1 : register(t1);
RWStructuredBuffer<BufType> BufferOut : register(u0);

[numthreads(1, 1, 1)]
void CSMain( uint3 DTid : SV_DispatchThreadID )
{
    BufferOut[DTid.x].i = Buffer0[DTid.x].i + Buffer1[DTid.x].i;
    BufferOut[DTid.x].f = Buffer0[DTid.x].f + Buffer1[DTid.x].f;
#ifdef TEST_DOUBLE
    BufferOut[DTid.x].d = Buffer0[DTid.x].d + Buffer1[DTid.x].d;
#endif 
}

#else // The following code is for raw buffers

ByteAddressBuffer Buffer0 : register(t0);
ByteAddressBuffer Buffer1 : register(t1);
RWByteAddressBuffer BufferOut : register(u0);

[numthreads(1, 1, 1)]
void CSMain( uint3 DTid : SV_DispatchThreadID )
{
#ifdef TEST_DOUBLE
    int i0 = asint( Buffer0.Load( DTid.x*16 ) );
    float f0 = asfloat( Buffer0.Load( DTid.x*16+4 ) );
    double d0 = asdouble( Buffer0.Load( DTid.x*16+8 ), Buffer0.Load( DTid.x*16+12 ) );
    int i1 = asint( Buffer1.Load( DTid.x*16 ) );
    float f1 = asfloat( Buffer1.Load( DTid.x*16+4 ) );
    double d1 = asdouble( Buffer1.Load( DTid.x*16+8 ), Buffer1.Load( DTid.x*16+12 ) );
    
    BufferOut.Store( DTid.x*16, asuint(i0 + i1) );
    BufferOut.Store( DTid.x*16+4, asuint(f0 + f1) );
    
    uint dl, dh;
    asuint( d0 + d1, dl, dh );

    BufferOut.Store( DTid.x*16+8, dl );
    BufferOut.Store( DTid.x*16+12, dh );
#else
    int i0 = asint( Buffer0.Load( DTid.x*8 ) );
    float f0 = asfloat( Buffer0.Load( DTid.x*8+4 ) );
    int i1 = asint( Buffer1.Load( DTid.x*8 ) );
    float f1 = asfloat( Buffer1.Load( DTid.x*8+4 ) );
    
    BufferOut.Store( DTid.x*8, asuint(i0 + i1) );
    BufferOut.Store( DTid.x*8+4, asuint(f0 + f1) );
#endif // TEST_DOUBLE
}

#endif // USE_STRUCTURED_BUFFERS