ID3D12GraphicsCommandList::D ispatch 方法 (d3d12.h)
从线程组执行命令列表。
语法
void Dispatch(
[in] UINT ThreadGroupCountX,
[in] UINT ThreadGroupCountY,
[in] UINT ThreadGroupCountZ
);
参数
[in] ThreadGroupCountX
类型: UINT
以 x 方向调度的组数。 ThreadGroupCountX 必须小于或等于 D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION (65535) 。
[in] ThreadGroupCountY
类型: UINT
以 y 方向调度的组数。 ThreadGroupCountY 必须小于或等于 D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION (65535) 。
[in] ThreadGroupCountZ
类型: UINT
以 z 方向调度的组数。 ThreadGroupCountZ 必须小于或等于 D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION (65535) 。 在功能级别 10 中, ThreadGroupCountZ 的值必须为 1。
返回值
无
备注
调用 Dispatch 方法以在计算着色器中执行命令。 计算着色器可以在线程组中的多个线程上并行运行。 使用 (x,y,z) 给定的 3D 矢量为线程组中的特定线程编制索引。
示例
D3D12nBodyGravity 示例使用 ID3D12GraphicsCommandList::D ispatch,如下所示:
// Run the particle simulation using the compute shader.
void D3D12nBodyGravity::Simulate(UINT threadIndex)
{
ID3D12GraphicsCommandList* pCommandList = m_computeCommandList[threadIndex].Get();
UINT srvIndex;
UINT uavIndex;
ID3D12Resource *pUavResource;
if (m_srvIndex[threadIndex] == 0)
{
srvIndex = SrvParticlePosVelo0;
uavIndex = UavParticlePosVelo1;
pUavResource = m_particleBuffer1[threadIndex].Get();
}
else
{
srvIndex = SrvParticlePosVelo1;
uavIndex = UavParticlePosVelo0;
pUavResource = m_particleBuffer0[threadIndex].Get();
}
pCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(pUavResource, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
pCommandList->SetPipelineState(m_computeState.Get());
pCommandList->SetComputeRootSignature(m_computeRootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_srvUavHeap.Get() };
pCommandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
CD3DX12_GPU_DESCRIPTOR_HANDLE srvHandle(m_srvUavHeap->GetGPUDescriptorHandleForHeapStart(), srvIndex + threadIndex, m_srvUavDescriptorSize);
CD3DX12_GPU_DESCRIPTOR_HANDLE uavHandle(m_srvUavHeap->GetGPUDescriptorHandleForHeapStart(), uavIndex + threadIndex, m_srvUavDescriptorSize);
pCommandList->SetComputeRootConstantBufferView(RootParameterCB, m_constantBufferCS->GetGPUVirtualAddress());
pCommandList->SetComputeRootDescriptorTable(RootParameterSRV, srvHandle);
pCommandList->SetComputeRootDescriptorTable(RootParameterUAV, uavHandle);
pCommandList->Dispatch(static_cast<int>(ceil(ParticleCount / 128.0f)), 1, 1);
pCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(pUavResource, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}
请参阅 D3D12 参考中的示例代码。
要求
要求 | 值 |
---|---|
目标平台 | Windows |
标头 | d3d12.h |
Library | D3d12.lib |
DLL | D3d12.dll |