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預先分割查詢

D3D12PredicationQueries範例示範使用 DirectX 12 查詢堆積和預先分割來遮蔽。 本逐步解說說明擴充 HelloConstBuffer 範例以處理預先判斷查詢所需的其他程式碼。

建立深度樣板描述元堆積和遮蔽查詢堆積

LoadPipeline 方法中,建立深度樣板描述元堆積。

              // Describe and create a depth stencil view (DSV) descriptor heap.
              D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
              dsvHeapDesc.NumDescriptors = 1;
              dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
              dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
              ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));
通話流程 參數
D3D12_DESCRIPTOR_HEAP_DESC
D3D12_DESCRIPTOR_HEAP_TYPE
[D3D12_DESCRIPTOR_HEAP_FLAG] (/windows/desktop/api/d3d12/ne-d3d12-d3d12_descriptor_heap_flags)
CreateDescriptorHeap

 

LoadAssets 方法中,建立遮蔽查詢的堆積。

     // Describe and create a heap for occlusion queries.
              D3D12_QUERY_HEAP_DESC queryHeapDesc = {};
              queryHeapDesc.Count = 1;
              queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
              ThrowIfFailed(m_device->CreateQueryHeap(&queryHeapDesc, IID_PPV_ARGS(&m_queryHeap)));
通話流程 參數
D3D12_QUERY_HEAP_DESC D3D12_QUERY_HEAP_TYPE
CreateQueryHeap

 

啟用 Alpha 混合

此範例會繪製兩個四邊形,並說明二進位遮蔽查詢。 前方四邊形會在畫面上產生動畫效果,而後方則偶爾會遮蔽。 在 LoadAssets 方法中,會啟用此範例的 Alpha 混合,以便我們可以在 D3D 視為後方遮蔽的四邊形時看到。

     // Enable alpha blending so we can visualize the occlusion query results.
              CD3DX12_BLEND_DESC blendDesc(CD3DX12_DEFAULT);
              blendDesc.RenderTarget[0] =
              {
                     TRUE, FALSE,
                     D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
                     D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
                     D3D12_LOGIC_OP_NOOP,
                     D3D12_COLOR_WRITE_ENABLE_ALL,
              };
通話流程 參數
CD3DX12_BLEND_DESC
CD3DX12_DEFAULT
[D3D12_BLEND] (/windows/desktop/api/d3d12/ne-d3d12-d3d12_blend)
[D3D12_BLEND_OP] (/windows/desktop/api/d3d12/ne-d3d12-d3d12_blend_op)
[D3D12_LOGIC_OP] (/windows/desktop/api/d3d12/ne-d3d12-d3d12_logic_op)
[D3D12_COLOR_WRITE_ENABLE] (/windows/desktop/api/d3d12/ne-d3d12-d3d12_color_write_enable)

 

停用色彩和深度寫入

遮蔽查詢的執行方式是轉譯四邊形,其涵蓋與我們想要測試其可見度的四邊形相同的區域。 在更複雜的場景中,查詢可能是周框磁片區,而不是簡單的四邊形。 不論是哪一種情況,都會建立新的管線狀態,以停用寫入轉譯目標和 z 緩衝區,讓遮蔽查詢本身不會影響轉譯傳遞的可見輸出。

LoadAssets 方法中,停用遮蔽查詢狀態的色彩寫入和深度寫入。

 // Disable color writes and depth writes for the occlusion query's state.
              psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0;
              psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;

              ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_queryState)));
通話流程 參數
D3D12_GRAPHICS_PIPELINE_STATE_DESC D3D12_DEPTH_WRITE_MASK
CreateGraphicsPipelineState

 

建立緩衝區以儲存查詢的結果

LoadAssets 方法中,必須建立緩衝區來儲存查詢的結果。 每個查詢都需要 GPU 記憶體中的 8 個位元組空間。 此範例只會執行一個查詢,為了簡單起見且可讀 (性,即使此函式呼叫會配置 64K 的 GPU 記憶體頁面,但即使此函式呼叫會配置 64K 的 GPU 記憶體,但大部分的實際應用程式可能會建立較大的緩衝區) 。

 // Create the query result buffer.
              CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_DEFAULT);
              auto queryBufferDesc = CD3DX12_RESOURCE_DESC::Buffer(8);
              ThrowIfFailed(m_device->CreateCommittedResource(
                     &heapProps,
                     D3D12_HEAP_FLAG_NONE,
                     &queryBufferDesc,
                     D3D12_RESOURCE_STATE_GENERIC_READ,
                     nullptr,
                     IID_PPV_ARGS(&m_queryResult)
                     ));
通話流程 參數
CreateCommittedResource
CD3DX12_HEAP_PROPERTIES
[D3D12_HEAP_TYPE] (/windows/desktop/api/d3d12/ne-d3d12-d3d12_heap_type)
[D3D12_HEAP_FLAG] ( /windows/desktop/api/d3d12/ne-d3d12-d3d12_heap_flags)
[CD3DX12_RESOURCE_DESC] (cd3dx12-resource-desc.md)
[D3D12_RESOURCE_STATES] (/windows/desktop/api/d3d12/ne-d3d12-d3d12_resource_states)

 

繪製四邊形並執行並解析遮蔽查詢

完成設定之後,main 迴圈會在 PopulateCommandLists 方法中更新。

1.從上到前繪製四邊形,讓透明度效果正常運作。 在前一個畫面格查詢的結果上繪製四邊形,這是相當常見的技巧。 2.變更 PSO 以停用轉譯目標和深度樣板寫入。 3.執行遮蔽查詢。 4.解決遮蔽查詢。
       // Draw the quads and perform the occlusion query.
       {
              CD3DX12_GPU_DESCRIPTOR_HANDLE cbvFarQuad(m_cbvHeap->GetGPUDescriptorHandleForHeapStart(), m_frameIndex * CbvCountPerFrame, m_cbvSrvDescriptorSize);
              CD3DX12_GPU_DESCRIPTOR_HANDLE cbvNearQuad(cbvFarQuad, m_cbvSrvDescriptorSize);

              m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
              m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);

              // Draw the far quad conditionally based on the result of the occlusion query
              // from the previous frame.
              m_commandList->SetGraphicsRootDescriptorTable(0, cbvFarQuad);
              m_commandList->SetPredication(m_queryResult.Get(), 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
              m_commandList->DrawInstanced(4, 1, 0, 0);

              // Disable predication and always draw the near quad.
              m_commandList->SetPredication(nullptr, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
              m_commandList->SetGraphicsRootDescriptorTable(0, cbvNearQuad);
              m_commandList->DrawInstanced(4, 1, 4, 0);

              // Run the occlusion query with the bounding box quad.
              m_commandList->SetGraphicsRootDescriptorTable(0, cbvFarQuad);
              m_commandList->SetPipelineState(m_queryState.Get());
              m_commandList->BeginQuery(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);
              m_commandList->DrawInstanced(4, 1, 8, 0);
              m_commandList->EndQuery(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);

              // Resolve the occlusion query and store the results in the query result buffer
              // to be used on the subsequent frame.
              m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_queryResult.Get(), D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COPY_DEST));
              m_commandList->ResolveQueryData(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0, 1, m_queryResult.Get(), 0);
              m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_queryResult.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
       }
通話流程 參數
CD3DX12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandleForHeapStart
IASetPrimitiveTopology D3D_PRIMITIVE_TOPOLOGY
IASetVertexBuffers
SetGraphicsRootDescriptorTable
SetPredication D3D12_PREDICATION_OP
DrawInstanced
SetPredication D3D12_PREDICATION_OP
SetGraphicsRootDescriptorTable
DrawInstanced
SetGraphicsRootDescriptorTable
SetPipelineState
BeginQuery D3D12_QUERY_TYPE
DrawInstanced
EndQuery D3D12_QUERY_TYPE
ResourceBarrier
CD3DX12_RESOURCE_BARRIER
[D3D12_RESOURCE_STATES] (/windows/desktop/api/d3d12/ne-d3d12-d3d12_resource_states)
ResolveQueryData D3D12_QUERY_TYPE
ResourceBarrier
CD3DX12_RESOURCE_BARRIER
[D3D12_RESOURCE_STATES] (/windows/desktop/api/d3d12/ne-d3d12-d3d12_resource_states)

 

執行範例

未遮蔽:

兩個方塊未遮蔽

閉塞:

一個完全遮蔽的方塊

部分遮蔽:

一個部分遮蔽的方塊

D3D12 程式碼逐步解說

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