透過緩衝區讀取數據
若要從 GPU 讀取回資料(例如擷取螢幕快照),請使用讀取回堆積。 這項技術與透過緩衝區 上傳紋理數據相關,但有一些差異。
- 若要讀取資料,您會建立堆積,並將 D3D12_HEAP_TYPE 設定為 D3D12_HEAP_TYPE_READBACK,而不是 D3D12_HEAP_TYPE_UPLOAD。
- 讀取后堆積上的資源一律必須是 D3D12_RESOURCE_DIMENSION_BUFFER。
- 您可以使用柵欄來偵測 GPU 何時完成處理框架(完成將數據寫入輸出緩衝區時)。 這很重要,因為 ID3D12Resource::Map 方法不會與 GPU 同步處理(相反地,Direct3D 11 對等 會 同步處理)。 Direct3D 12 Map 呼叫的行為就像您呼叫 Direct3D 11 與 NO_OVERWRITE 旗標同等的一樣。
- 在數據就緒(包括任何必要的資源屏障)之後,呼叫 ID3D12Resource::Map,讓 CPU 可以看到回寫數據。
程式代碼範例
下列程式代碼範例顯示透過緩衝區將 GPU 數據讀取回 CPU 之程式的一般大綱。
// The output buffer (created below) is on a default heap, so only the GPU can access it.
D3D12_HEAP_PROPERTIES defaultHeapProperties{ CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT) };
D3D12_RESOURCE_DESC outputBufferDesc{ CD3DX12_RESOURCE_DESC::Buffer(outputBufferSize, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) };
winrt::com_ptr<::ID3D12Resource> outputBuffer;
winrt::check_hresult(d3d12Device->CreateCommittedResource(
&defaultHeapProperties,
D3D12_HEAP_FLAG_NONE,
&outputBufferDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
__uuidof(outputBuffer),
outputBuffer.put_void()));
// The readback buffer (created below) is on a readback heap, so that the CPU can access it.
D3D12_HEAP_PROPERTIES readbackHeapProperties{ CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK) };
D3D12_RESOURCE_DESC readbackBufferDesc{ CD3DX12_RESOURCE_DESC::Buffer(outputBufferSize) };
winrt::com_ptr<::ID3D12Resource> readbackBuffer;
winrt::check_hresult(d3d12Device->CreateCommittedResource(
&readbackHeapProperties,
D3D12_HEAP_FLAG_NONE,
&readbackBufferDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
__uuidof(readbackBuffer),
readbackBuffer.put_void()));
{
D3D12_RESOURCE_BARRIER outputBufferResourceBarrier
{
CD3DX12_RESOURCE_BARRIER::Transition(
outputBuffer.get(),
D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_COPY_SOURCE)
};
commandList->ResourceBarrier(1, &outputBufferResourceBarrier);
}
commandList->CopyResource(readbackBuffer.get(), outputBuffer.get());
// Code goes here to close, execute (and optionally reset) the command list, and also
// to use a fence to wait for the command queue.
// The code below assumes that the GPU wrote FLOATs to the buffer.
D3D12_RANGE readbackBufferRange{ 0, outputBufferSize };
FLOAT * pReadbackBufferData{};
winrt::check_hresult(
readbackBuffer->Map
(
0,
&readbackBufferRange,
reinterpret_cast<void**>(&pReadbackBufferData)
)
);
// Code goes here to access the data via pReadbackBufferData.
D3D12_RANGE emptyRange{ 0, 0 };
readbackBuffer->Unmap
(
0,
&emptyRange
);
如需螢幕快照例程的完整實作,該例程會讀取轉譯目標紋理,並將其寫入磁碟作為檔案,請參閱 適用於 DX12 的 DirectX Tool KitScreenGrab。