6.5 KiB
6.5 KiB
D3D12 RHI 测试失败问题报告
问题描述
5个D3D12测试在调用 CreateCommandList 时失败,错误码 DXGI_ERROR_NOT_CURRENTLY_AVAILABLE (0x887A0005)
失败的测试
| 测试名称 | 错误位置 |
|---|---|
CommandList_ClearRenderTarget_WithRealView |
CreateCommandList 返回 nullptr |
CommandList_ClearDepthStencil_WithRealView |
CreateTexture 返回 nullptr (D24_S8_UInt格式) |
CommandList_SetRenderTargets_WithRealViews |
CreateCommandList 返回 nullptr |
CommandList_BeginEndRenderPass_Basic |
CreateCommandList 返回 nullptr |
CommandList_BeginEndRenderPass_WithClear |
CreateCommandList 返回 nullptr |
错误码分析
DXGI_ERROR_NOT_CURRENTLY_AVAILABLE (0x887A0005)
根据 Microsoft 文档,此错误表示:
"The resource or operation is not available at the current time. This can be returned when a command is submitted to a queue that is not in a state to process that command."
测试代码(最小复现)
TEST_P(RHITestFixture, CommandList_ClearRenderTarget_WithRealView) {
// 1. 创建纹理 - 成功
TextureDesc texDesc = {};
texDesc.width = 256;
texDesc.height = 256;
texDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
texDesc.textureType = static_cast<uint32_t>(TextureType::Texture2D);
RHITexture* texture = GetDevice()->CreateTexture(texDesc);
ASSERT_NE(texture, nullptr); // ✅ 通过
// 2. 创建RTV - 成功
RHIResourceView* rtv = GetDevice()->CreateRenderTargetView(texture, {});
ASSERT_NE(rtv, nullptr); // ✅ 通过
// 3. 创建命令列表 - 失败
CommandListDesc cmdDesc = {};
cmdDesc.commandListType = static_cast<uint32_t>(CommandQueueType::Direct);
RHICommandList* cmdList = GetDevice()->CreateCommandList(cmdDesc);
ASSERT_NE(cmdList, nullptr); // ❌ 失败!cmdList == nullptr
}
调试日志
CreateTexture: start
CreateRenderTargetView: start
CreateCommandList: start
m_commandQueue=00000180F8F722E0
m_device=00000180F22B5B30
CreateCommandAllocator hr=887A0005
CreateCommandList: allocator init failed
关键发现
1. 通过的测试(关键差异)
以下测试通过,它们不创建纹理或只创建SRV:
// ✅ 通过 - 只创建纹理,不创建RTV
TEST_P(RHITestFixture, CommandList_Reset_Close) {
CommandListDesc cmdDesc = {};
cmdDesc.commandListType = static_cast<uint32_t>(CommandQueueType::Direct);
RHICommandList* cmdList = GetDevice()->CreateCommandList(cmdDesc);
ASSERT_NE(cmdList, nullptr); // ✅ 通过
cmdList->Shutdown();
delete cmdList;
}
// ✅ 通过 - 创建纹理+SRV,但不创建RTV
TEST_P(RHITestFixture, CommandList_TransitionBarrier_WithRealResource) {
RHITexture* texture = GetDevice()->CreateTexture(texDesc); // ✅
RHIResourceView* srv = GetDevice()->CreateShaderResourceView(texture, {}); // ✅
RHICommandList* cmdList = GetDevice()->CreateCommandList(cmdDesc); // ✅ 通过
}
2. 失败的测试(共同点)
所有失败的测试都先创建纹理,再创建RTV,然后创建命令列表。
3. OpenGL vs D3D12
- OpenGL: 全部117个测试通过 ✅
- D3D12 (RHITestFixture): 112/117 通过,5个失败 ❌
- D3D12TestFixture: 全部53个测试通过 ✅
代码分析
CreateCommandList 实现
// engine/src/RHI/D3D12/D3D12Device.cpp:409
RHICommandList* D3D12Device::CreateCommandList(const CommandListDesc& desc) {
auto* allocator = new D3D12CommandAllocator();
// 失败发生在这里
if (!allocator->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.commandListType))) {
delete allocator;
return nullptr; // 返回 nullptr
}
auto* cmdList = new D3D12CommandList();
if (!cmdList->Initialize(m_device.Get(), ...)) {
delete allocator;
delete cmdList;
return nullptr;
}
return cmdList;
}
CreateCommandAllocator 实现
// engine/src/RHI/D3D12/D3D12CommandAllocator.cpp:15
bool D3D12CommandAllocator::Initialize(ID3D12Device* device, CommandQueueType type) {
m_type = type;
HRESULT hResult = device->CreateCommandAllocator(
ToD3D12(type), // D3D12_COMMAND_LIST_TYPE_DIRECT
IID_PPV_ARGS(&m_commandAllocator));
return SUCCEEDED(hResult); // 返回 false,hr=887A0005
}
CreateRenderTargetView 实现
// engine/src/RHI/D3D12/D3D12Device.cpp:455
RHIResourceView* D3D12Device::CreateRenderTargetView(RHITexture* texture, const ResourceViewDesc& desc) {
auto* view = new D3D12ResourceView();
auto* d3d12Texture = static_cast<D3D12Texture*>(texture);
ID3D12Resource* resource = d3d12Texture->GetResource();
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = static_cast<DXGI_FORMAT>(desc.format); // desc.format = 0 (Unknown!)
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
// 创建非 shader-visible 的 descriptor heap
DescriptorHeapDesc heapDesc = {};
heapDesc.descriptorCount = 1;
heapDesc.heapType = static_cast<uint32_t>(DescriptorHeapType::RTV);
heapDesc.shaderVisible = false; // 非 shader-visible
auto* heapPool = CreateDescriptorHeap(heapDesc);
view->InitializeAsRenderTarget(m_device.Get(), resource, &rtvDesc, heap, 0);
return view;
}
已排除的原因
- ❌ 调试层问题 - 禁用后仍然失败
- ❌ 命令队列类型不匹配 - 使用相同的
CommandQueueType::Direct - ❌ 静态全局状态污染 - 每个测试创建独立设备
- ❌ 内存泄漏导致descriptor heap耗尽 - 内存问题不会导致此错误码
- ❌ 测试顺序依赖 - 每个测试有独立的 SetUp/TearDown
疑点
- 为什么
CreateCommandAllocator在创建 RTV(非shader-visible descriptor heap)之后会失败? - D3D12TestFixture(使用相同设备创建方式)为什么全部通过?
- 为什么 SRV(shader-visible descriptor heap)不会触发这个问题,只有 RTV 会?
相关文件
engine/src/RHI/D3D12/D3D12Device.cpp- CreateCommandList, CreateTexture, CreateRenderTargetViewengine/src/RHI/D3D12/D3D12CommandAllocator.cpp- CreateCommandAllocatorengine/src/RHI/D3D12/D3D12DescriptorHeap.cpp- CreateDescriptorHeapengine/src/RHI/D3D12/D3D12ResourceView.cpp- InitializeAsRenderTargettests/RHI/unit/test_command_list.cpp- 失败的测试tests/RHI/unit/fixtures/RHITestFixture.cpp- 测试fixture
测试环境
- 平台: Windows
- RHI后端: D3D12
- 测试框架: Google Test
- 编译配置: Debug