将GPU中的数据读到CPU的方法总结。
1:先将仅GPU可读写的subresource拷贝到一份CPU也可以读写的subresource(核心调用ID3D11DeviceContext::CopyResource)。
2:然后通过Map函数,Get a pointer(*D3D11_MAPPED_SUBRESOURCE) to the data contained in a subresource, and deny the GPU access to that subresource。
3:将上面得到的(*D3D11_MAPPED_SUBRESOURCE).(void*)强制转换为CPU可以理解的struct或者class或者float等类型的指针。
4:对上面得到的CPU指针读写即可得到或者更改GPU中的数据。
5:最后Unmap()刚刚Map()的Resource。
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/**//*示例:我们想将GPU中的计算结果ID3D11Buffer* m_pTestBuffer读出来。我们先通过调用函数
ID3D11Buffer *CreateAndCopyToDebugBuffer(ID3D11Buffer* sourceBuffer)得到一份它的CPU可以读写的拷贝buffer。*/
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HRESULT hr=S_OK;
ID3D11Buffer* resultBuffer=NULL;
resultBuffer=CreateAndCopyToDebugBuffer(m_pTestBuffer);
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/**//*然后通过Map函数,Get a pointer ( D3D11_MAPPED_SUBRESOURCE *) to the data
contained in a subresource, and deny the GPU access to that subresource。*/
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D3D11_MAPPED_SUBRESOURCE resultResources;
ZeroMemory(&resultResources,sizeof(D3D11_MAPPED_SUBRESOURCE));
IFR(m_pContext->Map(resultBuffer,0,D3D11_MAP_READ,0,&resultResources));
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/**//*将上面得到的D3D11_MAPPED_SUBRESOURCE::VOID*强制转换为CPU可以理解的struct或者class或者float等类型的指针。*/
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TestBufType* p=NULL;
p=(TestBufType*)resultResources.pData;
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/**//*对上面得到的CPU指针p读写即可得到或者更改GPU中ID3D11Buffer* m_pTestBuffer的数据。*/
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m_pGPUTestResult=new TestBufType[uNumSimpleElements];
for(int i=0;i<uNumSimpleElements;i++)
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{
m_pGPUTestResult[i].pos.x=p[i].pos.x;
m_pGPUTestResult[i].pos.y=p[i].pos.y;
m_pGPUTestResult[i].velocity.x=p[i].velocity.x;
m_pGPUTestResult[i].velocity.y=p[i].velocity.y;
}
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/**//*最后Unmap()刚刚Map()的Resource,使得这个resource的CPU指针无效,GPU重新获得对该resource的读写权限。*/
m_pContext->Unmap(resultBuffer,0);我们最后反过来看下最开始调用的将仅GPU读写的resource拷贝到CPU的resource的函数CreateAndCopyToDebugBuffer(),里面用来描述拷贝出来的resource的D3D11_BUFFER_DESC有两个要注意的点,CPUAccessFlags和Usage。其中CPUAccessFlags根据需要可以设置为D3D11_CPU_ACCESS_READ和D3D11_CPU_ACCESS_WRITE。然后Usage就一定要设置为D3D11_USAGE_STAGING,它表明这个resource是从GPU拷贝到CPU的。CreateAndCopyToDebugBuffer()的实现如下:
ID3D11Buffer* DemoApp::CreateAndCopyToDebugBuffer(ID3D11Buffer* pSrcBuffer)
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{
ID3D11Buffer* debugBuffer;
ZeroMemory(&debugBuffer,sizeof(ID3D11Buffer));
D3D11_BUFFER_DESC bfDESC;
ZeroMemory(&bfDESC,sizeof(D3D11_BUFFER_DESC));
pSrcBuffer->GetDesc(&bfDESC);
bfDESC.BindFlags=0;
bfDESC.MiscFlags=0;
bfDESC.CPUAccessFlags=D3D11_CPU_ACCESS_READ;
bfDESC.Usage=D3D11_USAGE_STAGING;
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if(SUCCEEDED(m_pDevice->CreateBuffer(&bfDESC,NULL,&debugBuffer)))
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{
m_pContext->CopyResource(debugBuffer,pSrcBuffer);
}
return debugBuffer;
}