修复 D3D12 截图功能:修复 GPU 过载导致的设备移除问题
问题根因: 1. 渲染循环帧率过高导致 GPU 过载(TDR) 2. D3D12CommandList::Reset() 未正确调用底层 Reset() 修复内容: 1. 在 Present 后添加 Sleep(10) 延迟防止 GPU 过载 2. 修复 D3D12CommandList::Reset() 正确调用底层 m_commandList->Reset() 3. 在 D3D12CommandList 中存储 CommandAllocator 引用 4. 在 main_minimal.cpp 中添加截图调用逻辑(30帧后截图保存为 minimal.ppm) 修改文件: - engine/include/XCEngine/RHI/D3D12/D3D12CommandList.h - engine/src/RHI/D3D12/D3D12CommandList.cpp - tests/RHI/D3D12/integration/main_minimal.cpp (新增)
This commit is contained in:
@@ -64,7 +64,9 @@ public:
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void SetGraphicsRootDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor);
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void SetGraphicsRootShaderResourceView(uint32_t rootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS shaderResource);
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void SetStencilRef(uint32_t stencilRef);
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void SetStencilRef(uint8_t stencilRef) override;
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void SetDepthStencilState(const DepthStencilState& state) override;
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void SetBlendState(const BlendState& state) override;
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void SetBlendFactor(const float blendFactor[4]);
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void SetDepthBias(float depthBias, float slopeScaledDepthBias, float depthBiasClamp);
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@@ -104,6 +106,7 @@ public:
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private:
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ComPtr<ID3D12GraphicsCommandList> m_commandList;
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ComPtr<ID3D12CommandAllocator> m_commandAllocator;
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CommandQueueType m_type;
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std::unordered_map<ID3D12Resource*, ResourceStates> m_resourceStateMap;
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@@ -18,6 +18,8 @@ D3D12CommandList::~D3D12CommandList() {
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bool D3D12CommandList::Initialize(ID3D12Device* device, CommandQueueType type, ID3D12CommandAllocator* allocator) {
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D3D12_COMMAND_LIST_TYPE listType = ToD3D12(type);
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m_commandAllocator = allocator;
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HRESULT hResult = device->CreateCommandList(
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0,
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listType,
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@@ -42,10 +44,15 @@ void D3D12CommandList::Shutdown() {
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}
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void D3D12CommandList::Reset() {
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if (m_commandList && m_commandAllocator) {
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m_commandList->Reset(m_commandAllocator.Get(), nullptr);
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}
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m_currentTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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m_currentPipelineState = nullptr;
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m_currentRootSignature = nullptr;
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m_currentDescriptorHeap = nullptr;
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m_resourceStateMap.clear();
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m_trackedResources.clear();
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}
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void D3D12CommandList::Close() {
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@@ -106,6 +113,15 @@ void D3D12CommandList::SetPipelineStateInternal(ID3D12PipelineState* pso) {
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m_currentPipelineState = pso;
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}
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void D3D12CommandList::SetRootSignature(ID3D12RootSignature* signature) {
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m_commandList->SetGraphicsRootSignature(signature);
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m_currentRootSignature = signature;
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}
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void D3D12CommandList::SetBlendFactor(const float blendFactor[4]) {
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m_commandList->OMSetBlendFactor(blendFactor);
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}
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void D3D12CommandList::SetViewport(const Viewport& viewport) {
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D3D12_VIEWPORT d3d12Viewport = {};
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d3d12Viewport.TopLeftX = viewport.topLeftX;
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@@ -179,6 +195,10 @@ void D3D12CommandList::SetRenderTargetsInternal(uint32_t count, ID3D12Resource**
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m_commandList->OMSetRenderTargets(count, count > 0 ? rtvHandles.data() : nullptr, FALSE, depthStencil ? &dsvHandle : nullptr);
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}
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void D3D12CommandList::SetRenderTargetsHandle(uint32_t count, const D3D12_CPU_DESCRIPTOR_HANDLE* renderTargetHandles, const D3D12_CPU_DESCRIPTOR_HANDLE* depthStencilHandle) {
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m_commandList->OMSetRenderTargets(count, renderTargetHandles, FALSE, depthStencilHandle);
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}
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void D3D12CommandList::SetVertexBuffer(uint32_t slot, void* buffer, uint64_t offset, uint32_t stride) {
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SetVertexBufferInternal(slot, static_cast<ID3D12Resource*>(buffer), offset, stride);
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}
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@@ -252,10 +272,18 @@ void D3D12CommandList::SetGraphicsRootShaderResourceView(uint32_t rootParameterI
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m_commandList->SetGraphicsRootShaderResourceView(rootParameterIndex, shaderResource);
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}
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void D3D12CommandList::SetStencilRef(uint32_t stencilRef) {
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void D3D12CommandList::SetStencilRef(uint8_t stencilRef) {
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m_commandList->OMSetStencilRef(stencilRef);
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}
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void D3D12CommandList::SetDepthStencilState(const DepthStencilState& state) {
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// TODO: Implement depth stencil state
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}
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void D3D12CommandList::SetBlendState(const BlendState& state) {
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// TODO: Implement blend state
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}
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void D3D12CommandList::SetDepthBias(float depthBias, float slopeScaledDepthBias, float depthBiasClamp) {
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}
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@@ -292,6 +320,18 @@ void D3D12CommandList::ClearRenderTargetView(D3D12_CPU_DESCRIPTOR_HANDLE renderT
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m_commandList->ClearRenderTargetView(renderTargetHandle, color, rectCount, rects);
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}
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void D3D12CommandList::Clear(float r, float g, float b, float a, uint32_t buffers) {
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// Not implemented - use ClearRenderTargetView and ClearDepthStencilView directly
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}
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void D3D12CommandList::ClearRenderTarget(void* renderTarget, const float color[4]) {
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ClearRenderTargetView(static_cast<ID3D12Resource*>(renderTarget), color, 0, nullptr);
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}
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void D3D12CommandList::ClearDepthStencil(void* depthStencil, float depth, uint8_t stencil) {
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ClearDepthStencilView(static_cast<ID3D12Resource*>(depthStencil), D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, depth, stencil, 0, nullptr);
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}
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void D3D12CommandList::ClearDepthStencilView(ID3D12Resource* depthStencil, uint32_t clearFlags, float depth, uint8_t stencil, uint32_t rectCount, const D3D12_RECT* rects) {
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = {};
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m_commandList->ClearDepthStencilView(dsvHandle, static_cast<D3D12_CLEAR_FLAGS>(clearFlags), depth, stencil, rectCount, rects);
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332
tests/RHI/D3D12/integration/main_minimal.cpp
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332
tests/RHI/D3D12/integration/main_minimal.cpp
Normal file
@@ -0,0 +1,332 @@
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#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <stdarg.h>
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#include <string>
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#include "XCEngine/RHI/RHIEnums.h"
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#include "XCEngine/RHI/RHITypes.h"
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#include "XCEngine/RHI/D3D12/D3D12Device.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
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#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
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#include "XCEngine/RHI/D3D12/D3D12Fence.h"
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#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
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#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
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#include "XCEngine/RHI/D3D12/D3D12Texture.h"
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#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
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#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
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#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
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#include "XCEngine/Debug/Logger.h"
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#include "XCEngine/Debug/ConsoleLogSink.h"
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#include "XCEngine/Debug/FileLogSink.h"
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#include "XCEngine/Containers/String.h"
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using namespace XCEngine::RHI;
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using namespace XCEngine::Debug;
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using namespace XCEngine::Containers;
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#pragma comment(lib,"d3d12.lib")
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#pragma comment(lib,"dxgi.lib")
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#pragma comment(lib,"dxguid.lib")
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#pragma comment(lib,"d3dcompiler.lib")
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#pragma comment(lib,"winmm.lib")
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// Global D3D12 objects
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D3D12Device gDevice;
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D3D12CommandQueue gCommandQueue;
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D3D12SwapChain gSwapChain;
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D3D12CommandAllocator gCommandAllocator;
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D3D12CommandList gCommandList;
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D3D12Fence gFence;
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// Render targets
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D3D12Texture gColorRTs[2];
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D3D12Texture gDepthStencil;
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D3D12DescriptorHeap gRTVHeap;
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D3D12DescriptorHeap gDSVHeap;
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D3D12RenderTargetView gRTVs[2];
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D3D12DepthStencilView gDSV;
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UINT gRTVDescriptorSize = 0;
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UINT gDSVDescriptorSize = 0;
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int gCurrentRTIndex = 0;
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UINT64 gFenceValue = 0;
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// Window
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HWND gHWND = nullptr;
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int gWidth = 1280;
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int gHeight = 720;
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// Log helper
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void Log(const char* format, ...) {
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char buffer[1024];
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va_list args;
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va_start(args, format);
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vsnprintf(buffer, sizeof(buffer), format, args);
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va_end(args);
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Logger::Get().Debug(LogCategory::Rendering, String(buffer));
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}
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// Window procedure
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LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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switch (msg) {
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case WM_CLOSE:
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PostQuitMessage(0);
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break;
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}
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return DefWindowProc(hwnd, msg, wParam, lParam);
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}
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// Initialize D3D12
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bool InitD3D12() {
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// Create device
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RHIDeviceDesc deviceDesc;
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deviceDesc.windowHandle = gHWND;
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deviceDesc.width = gWidth;
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deviceDesc.height = gHeight;
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deviceDesc.adapterIndex = 0;
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deviceDesc.enableDebugLayer = false;
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deviceDesc.enableGPUValidation = false;
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if (!gDevice.Initialize(deviceDesc)) {
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Log("[ERROR] Failed to initialize D3D12 device");
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return false;
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}
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ID3D12Device* device = gDevice.GetDevice();
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IDXGIFactory4* factory = gDevice.GetFactory();
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// Create command queue
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if (!gCommandQueue.Initialize(device, CommandQueueType::Direct)) {
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Log("[ERROR] Failed to initialize command queue");
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return false;
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}
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// Create swap chain
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DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
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swapChainDesc.BufferCount = 2;
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swapChainDesc.BufferDesc.Width = gWidth;
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swapChainDesc.BufferDesc.Height = gHeight;
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swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.OutputWindow = gHWND;
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swapChainDesc.SampleDesc.Count = 1;
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swapChainDesc.Windowed = true;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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IDXGISwapChain* dxgiSwapChain = nullptr;
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HRESULT hr = factory->CreateSwapChain(gCommandQueue.GetCommandQueue(), &swapChainDesc, &dxgiSwapChain);
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if (FAILED(hr)) {
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Log("[ERROR] Failed to create swap chain");
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return false;
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}
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if (!gSwapChain.Initialize(dxgiSwapChain, (uint32_t)gWidth, (uint32_t)gHeight)) {
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Log("[ERROR] Failed to initialize swap chain");
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return false;
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}
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// Initialize depth stencil
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gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight);
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// Create RTV heap
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gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2);
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gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
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// Create DSV heap
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gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1);
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gDSVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::DSV);
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// Create RTVs for back buffers
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHeapStart = gRTVHeap.GetCPUDescriptorHandleForHeapStart();
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for (int i = 0; i < 2; i++) {
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ID3D12Resource* buffer = nullptr;
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gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer));
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gColorRTs[i].InitializeFromExisting(buffer);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle;
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rtvHandle.ptr = rtvHeapStart.ptr + i * gRTVDescriptorSize;
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gRTVs[i].InitializeAt(device, gColorRTs[i].GetResource(), rtvHandle, nullptr);
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}
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// Create DSV
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12DepthStencilView::CreateDesc(Format::D24_UNorm_S8_UInt);
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gDSV.InitializeAt(device, gDepthStencil.GetResource(), gDSVHeap.GetCPUDescriptorHandleForHeapStart(), &dsvDesc);
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// Create command allocator and list
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gCommandAllocator.Initialize(device, CommandQueueType::Direct);
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gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
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// Create fence
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gFence.Initialize(device, 0);
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Log("[INFO] D3D12 initialized successfully");
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return true;
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}
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// Wait for GPU
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void WaitForGPU() {
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gCommandQueue.WaitForIdle();
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}
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// Execute command list
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void ExecuteCommandList() {
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gCommandList.Close();
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void* commandLists[] = { gCommandList.GetCommandList() };
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gCommandQueue.ExecuteCommandLists(1, commandLists);
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gFenceValue += 1;
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}
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// Begin rendering
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void BeginRender() {
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gCurrentRTIndex = gSwapChain.GetCurrentBackBufferIndex();
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// Transition render target
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gCommandList.TransitionBarrier(gColorRTs[gCurrentRTIndex].GetResource(),
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ResourceStates::Present, ResourceStates::RenderTarget);
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// Set render targets
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle;
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rtvHandle.ptr = gRTVHeap.GetCPUDescriptorHandleForHeapStart().ptr + gCurrentRTIndex * gRTVDescriptorSize;
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = gDSVHeap.GetCPUDescriptorHandleForHeapStart();
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gCommandList.SetRenderTargetsHandle(1, &rtvHandle, &dsvHandle);
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// Set viewport and scissor
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Viewport viewport = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
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Rect scissorRect = { 0, 0, gWidth, gHeight };
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gCommandList.SetViewport(viewport);
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gCommandList.SetScissorRect(scissorRect);
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// Clear
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float clearColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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gCommandList.ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
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gCommandList.ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
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}
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// End rendering
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void EndRender() {
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gCommandList.TransitionBarrier(gColorRTs[gCurrentRTIndex].GetResource(),
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ResourceStates::RenderTarget, ResourceStates::Present);
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}
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// Main entry
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
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// Initialize logger
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Logger::Get().Initialize();
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Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
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Logger::Get().SetMinimumLevel(LogLevel::Debug);
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Log("[INFO] D3D12 Integration Test Starting");
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// Register window class
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WNDCLASSEX wc = {};
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wc.cbSize = sizeof(WNDCLASSEX);
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wc.style = CS_HREDRAW | CS_VREDRAW;
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wc.lpfnWndProc = WindowProc;
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wc.hInstance = hInstance;
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wc.lpszClassName = L"D3D12Test";
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if (!RegisterClassEx(&wc)) {
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MessageBox(NULL, L"Failed to register window class", L"Error", MB_OK);
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return -1;
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}
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// Create window
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RECT rect = { 0, 0, gWidth, gHeight };
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
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gHWND = CreateWindowEx(0, L"D3D12Test", L"D3D12 Integration Test",
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WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
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rect.right - rect.left, rect.bottom - rect.top,
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NULL, NULL, hInstance, NULL);
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if (!gHWND) {
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MessageBox(NULL, L"Failed to create window", L"Error", MB_OK);
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return -1;
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}
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// Initialize D3D12
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if (!InitD3D12()) {
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MessageBox(NULL, L"Failed to initialize D3D12", L"Error", MB_OK);
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return -1;
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}
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// Show window
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ShowWindow(gHWND, nShowCmd);
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UpdateWindow(gHWND);
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// Main loop
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MSG msg = {};
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int frameCount = 0;
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const int targetFrameCount = 30;
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while (true) {
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
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if (msg.message == WM_QUIT) {
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break;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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} else {
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// Reset command list for this frame
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gCommandAllocator.Reset();
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gCommandList.Reset();
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// Render
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BeginRender();
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// (Add rendering code here)
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frameCount++;
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if (frameCount >= targetFrameCount) {
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Log("[INFO] Reached target frame count %d - taking screenshot before present!", targetFrameCount);
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ExecuteCommandList();
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WaitForGPU();
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Log("[INFO] GPU idle, taking screenshot...");
|
||||
bool screenshotResult = D3D12Screenshot::Capture(
|
||||
gDevice.GetDevice(),
|
||||
gCommandQueue.GetCommandQueue(),
|
||||
gColorRTs[gCurrentRTIndex].GetResource(),
|
||||
"minimal.ppm",
|
||||
gWidth,
|
||||
gHeight
|
||||
);
|
||||
if (screenshotResult) {
|
||||
Log("[INFO] Screenshot saved to minimal.ppm");
|
||||
} else {
|
||||
Log("[ERROR] Screenshot failed");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
EndRender();
|
||||
|
||||
// Execute
|
||||
ExecuteCommandList();
|
||||
|
||||
// Present
|
||||
gSwapChain.Present(0, 0);
|
||||
|
||||
// Add small delay to prevent GPU overload
|
||||
Sleep(10);
|
||||
}
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
gCommandList.Shutdown();
|
||||
gCommandAllocator.Shutdown();
|
||||
gFence.Shutdown();
|
||||
gSwapChain.Shutdown();
|
||||
gDevice.Shutdown();
|
||||
|
||||
Logger::Get().Shutdown();
|
||||
|
||||
Log("[INFO] D3D12 Integration Test Finished");
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user