多引擎 n 体重力模拟
D3D12nBodyGravity 示例演示如何异步执行计算工作。 示例旋转若干线程,且每个线程都具有计算命令队列,并在执行 n 体重力模拟的 GPU 上调度计算工作。 每个线程在两个充满位置和速度数据的缓冲区上运行。 通过每次迭代,计算着色器从其中一个缓冲区读取当前的位置和速度数据,并将下一个迭代写入另一个缓冲区。 迭代完成时,计算着色器通过更改每个缓冲区上的资源状态来交换用于读取位置/速度数据的 SRV 缓冲区,和用于写入位置/速度更新的 UAV 缓冲区。
创建根签名
首先在 LoadAssets 方法中创建一个图形和一个计算根签名。 两个根签名都具有根常量缓冲区视图 (CBV) 和着色器资源视图 (SRV) 描述符表。 计算根签名还具有无序访问视图 (UAV) 描述符表。
// Create the root signatures.
{
CD3DX12_DESCRIPTOR_RANGE ranges[2];
ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0);
CD3DX12_ROOT_PARAMETER rootParameters[RootParametersCount];
rootParameters[RootParameterCB].InitAsConstantBufferView(0, 0, D3D12_SHADER_VISIBILITY_ALL);
rootParameters[RootParameterSRV].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_VERTEX);
rootParameters[RootParameterUAV].InitAsDescriptorTable(1, &ranges[1], D3D12_SHADER_VISIBILITY_ALL);
// The rendering pipeline does not need the UAV parameter.
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
rootSignatureDesc.Init(_countof(rootParameters) - 1, rootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
// Create compute signature. Must change visibility for the SRV.
rootParameters[RootParameterSRV].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
CD3DX12_ROOT_SIGNATURE_DESC computeRootSignatureDesc(_countof(rootParameters), rootParameters, 0, nullptr);
ThrowIfFailed(D3D12SerializeRootSignature(&computeRootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_computeRootSignature)));
}
创建 SRV 和 UAV 缓冲区
SRV 和 UAV 缓冲器包含位置和速度数据数组。
// Position and velocity data for the particles in the system.
// Two buffers full of Particle data are utilized in this sample.
// The compute thread alternates writing to each of them.
// The render thread renders using the buffer that is not currently
// in use by the compute shader.
struct Particle
{
XMFLOAT4 position;
XMFLOAT4 velocity;
};
调用流程 | parameters |
---|---|
XMFLOAT4 |
创建 CBV 和顶点缓冲区
对于图形管道而言,CBV 是一个结构,其中包含几何着色器使用的两个矩阵。 几何着色器获取系统中每个粒子的位置,然后使用这些矩阵生成四边形来表示。
struct ConstantBufferGS
{
XMMATRIX worldViewProjection;
XMMATRIX inverseView;
// Constant buffers are 256-byte aligned in GPU memory. Padding is added
// for convenience when computing the struct's size.
float padding[32];
};
调用流程 | parameters |
---|---|
XMMATRIX |
因此,顶点着色器使用的顶点缓冲区实际上不包含任何位置数据。
// "Vertex" definition for particles. Triangle vertices are generated
// by the geometry shader. Color data will be assigned to those
// vertices via this struct.
struct ParticleVertex
{
XMFLOAT4 color;
};
调用流程 | parameters |
---|---|
XMFLOAT4 |
对于计算管道而言,CBV 是一个结构,其中包含计算着色器中的 n 体重力模拟使用的一些常数。
struct ConstantBufferCS
{
UINT param[4];
float paramf[4];
};
同步渲染和计算线程
缓冲区全部初始化之后,将开始渲染和计算工作。 计算线程在模拟上迭代时将在 SRV 和 UAV 之间来回更改两个位置/速度缓冲区的状态,渲染线程需确保其调度在 SRV 上运行的图形管道工作。 栅栏用于同步对两个缓冲区的访问。
在呈现器线程上:
// Render the scene.
void D3D12nBodyGravity::OnRender()
{
// Let the compute thread know that a new frame is being rendered.
for (int n = 0; n < ThreadCount; n++)
{
InterlockedExchange(&m_renderContextFenceValues[n], m_renderContextFenceValue);
}
// Compute work must be completed before the frame can render or else the SRV
// will be in the wrong state.
for (UINT n = 0; n < ThreadCount; n++)
{
UINT64 threadFenceValue = InterlockedGetValue(&m_threadFenceValues[n]);
if (m_threadFences[n]->GetCompletedValue() < threadFenceValue)
{
// Instruct the rendering command queue to wait for the current
// compute work to complete.
ThrowIfFailed(m_commandQueue->Wait(m_threadFences[n].Get(), threadFenceValue));
}
}
// Record all the commands we need to render the scene into the command list.
PopulateCommandList();
// Execute the command list.
ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
// Present the frame.
ThrowIfFailed(m_swapChain->Present(0, 0));
MoveToNextFrame();
}
调用流程 | parameters |
---|---|
InterlockedExchange | |
InterlockedGetValue | |
GetCompletedValue | |
Wait | |
ID3D12CommandList | |
ExecuteCommandLists | |
IDXGISwapChain1::Present1 |
为稍微简化示例,计算线程先等待 GPU 完成每次迭代,然后再调度其他任何计算工作。 实际上,应用程序可能需要保持计算队列满,从而实现 GPU 的最大性能。
在计算线程上:
DWORD D3D12nBodyGravity::AsyncComputeThreadProc(int threadIndex)
{
ID3D12CommandQueue* pCommandQueue = m_computeCommandQueue[threadIndex].Get();
ID3D12CommandAllocator* pCommandAllocator = m_computeAllocator[threadIndex].Get();
ID3D12GraphicsCommandList* pCommandList = m_computeCommandList[threadIndex].Get();
ID3D12Fence* pFence = m_threadFences[threadIndex].Get();
while (0 == InterlockedGetValue(&m_terminating))
{
// Run the particle simulation.
Simulate(threadIndex);
// Close and execute the command list.
ThrowIfFailed(pCommandList->Close());
ID3D12CommandList* ppCommandLists[] = { pCommandList };
pCommandQueue->ExecuteCommandLists(1, ppCommandLists);
// Wait for the compute shader to complete the simulation.
UINT64 threadFenceValue = InterlockedIncrement(&m_threadFenceValues[threadIndex]);
ThrowIfFailed(pCommandQueue->Signal(pFence, threadFenceValue));
ThrowIfFailed(pFence->SetEventOnCompletion(threadFenceValue, m_threadFenceEvents[threadIndex]));
WaitForSingleObject(m_threadFenceEvents[threadIndex], INFINITE);
// Wait for the render thread to be done with the SRV so that
// the next frame in the simulation can run.
UINT64 renderContextFenceValue = InterlockedGetValue(&m_renderContextFenceValues[threadIndex]);
if (m_renderContextFence->GetCompletedValue() < renderContextFenceValue)
{
ThrowIfFailed(pCommandQueue->Wait(m_renderContextFence.Get(), renderContextFenceValue));
InterlockedExchange(&m_renderContextFenceValues[threadIndex], 0);
}
// Swap the indices to the SRV and UAV.
m_srvIndex[threadIndex] = 1 - m_srvIndex[threadIndex];
// Prepare for the next frame.
ThrowIfFailed(pCommandAllocator->Reset());
ThrowIfFailed(pCommandList->Reset(pCommandAllocator, m_computeState.Get()));
}
return 0;
}
运行示例