Directx10和Directx11很多resource类都有个Map()函数,个人感觉它是一个蛮重要的CPU和GPU沟通桥梁。下面以ID3D11DeviceContext::Map()为例讲下。
ID3D11DeviceContext::Map官方解释是:ID3D11DeviceContext::Map Method
Get a pointer to the data contained in a subresource, and deny the GPU access to that subresource.
Syntax
HRESULT Map(
ID3D11Resource *pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE *pMappedResource
);
个人理解总结是当需要用CPU读写(GPU的)subresouce(最常用如buffer)时,就用Map()得到该subresource的pointer(D3D11_MAPPED_SUBRESOURCE*),然后将D3D11_MAPPED_SUBRESOURCE::pData强制转换成CPU理解的类型(struct,class),CPU就可以对得到的struct*或class*读写了。
附录D3D11_MAPPED_SUBRESOURCE结构体
typedef struct D3D11_MAPPED_SUBRESOURCE
{
void *pData;
UINT RowPitch;
UINT DepthPitch;
} D3D11_MAPPED_SUBRESOURCE;
Map函数使用的几个经典场景1:debug时用CPU读写GPU之前读写的buffer(比如GPU计算输出的结果),然后再通过CPU输出来检验对错。
//将GPU读或读写的buffer *pGBuffer拷贝到可给CPU读的buffer并返回,以便调试
ID3D11Buffer* GPUBaseApp::CreateAndCopyToDebugBuf(ID3D11Buffer* pGBuffer)
{
D3D11_BUFFER_DESC bufferDesc;
ZeroMemory(&bufferDesc,sizeof(bufferDesc));
pGBuffer->GetDesc(&bufferDesc);
bufferDesc.CPUAccessFlags=D3D11_CPU_ACCESS_READ;
bufferDesc.Usage=D3D11_USAGE_STAGING;
bufferDesc.BindFlags=0;
bufferDesc.MiscFlags=0;
ID3D11Buffer* pDebugBuffer=NULL;
if( SUCCEEDED(m_pDevice->CreateBuffer(&bufferDesc,NULL,&pDebugBuffer)) )
{
m_pDeviceContext->CopyResource(pDebugBuffer,pGBuffer);
}
return pDebugBuffer;
}
HRESULT Function()
{
////////////////////////////////////////////////
//==============================================
/////////////////////////////////////////////////
//===============================================
//看Direct Compute的计算结果
ID3D11Buffer* debugOutBuffer=NULL;
ID3D11Buffer* debugInBuffer=NULL;
debugOutBuffer=CreateAndCopyToDebugBuf(m_pOutBuffer);
debugInBuffer=CreateAndCopyToDebugBuf(m_pInputBuffer);
VoronoiOutBufType* pOut=NULL;
VoronoiInBufType* pIn=NULL;
D3D11_MAPPED_SUBRESOURCE mappedOutResource;
D3D11_MAPPED_SUBRESOURCE mappedInResource;
m_pDeviceContext->Map(debugOutBuffer,0,D3D11_MAP_READ,0,&mappedOutResource);
pOut=(VoronoiOutBufType*)mappedOutResource.pData;
m_pDeviceContext->Map(debugInBuffer,0,D3D11_MAP_READ,0,&mappedInResource);
pIn=(VoronoiInBufType*)mappedInResource.pData;
//printf("OutBuffer的结果如下:/n");
//for(int i=0;i<30;i++)
// printf("%d %f/n",pOut[i].index,pOut[i].dist);
m_pDeviceContext->Unmap(debugOutBuffer,0);
SAFE_RELEASE(debugOutBuffer);
m_pDeviceContext->Unmap(debugInBuffer,0);
SAFE_RELEASE(debugInBuffer);
//===============================================
////////////////////////////////////////////////
//==============================================
/////////////////////////////////////////////////
}
Map函数使用的几个经典场景2:更新GPU Shader中Constant buffer,把CPU中新的数据struct CB_MouseInfo mouseInfo写入GPU中Constant Buffer。
struct CB_MouseInfo
{
UINT x;
UINT y;
UINT btDown;
};
CB_MouseInfo mouseInfo;
HRESULT GPUBaseApp::UpDateMouseInfoCB()
{
HRESULT hr=S_OK;
D3D11_MAPPED_SUBRESOURCE subData;
ZeroMemory(&subData,sizeof(subData));
m_pDeviceContext->Map(m_pConstantBuffer,0,D3D11_MAP_WRITE_DISCARD,0,&subData);
memcpy(subData.pData,&mouseInfo,sizeof(CB_MouseInfo));
m_pDeviceContext->Unmap(&subData,0);
return hr;
}
注意点,当调用了Map(),最后记得调用ID3D11DeviceContext::Unmap Method使得GPU重新获取对该resouce的读写权。
Invalidate the pointer to a resource and re-enable the GPU's access to that resource.
Syntax
void Unmap(
ID3D11Resource *pResource,
UINT Subresource
);
Parameters:
pResource
ID3D11Resource
A pointer to a ID3D11Resource interface.
Subresource
UINT
A subresource to be unmapped.