SurvivalMachine
SurvivalMachine

Reputation: 8356

Updating a vertex buffer causes a debug layer error

I updated my Windows 10 to version 1607 which includes additional D3D debug layer checking. My vertex buffer updating code worked without warnings/errors before the update, but now I'm getting an error when calling CopyBufferRegion:

Resource state (0xAC3: D3D12_RESOURCE_STATE_GENERIC_READ) of resource (0x000001DB301B9750:'') (subresource: 0) is invalid for use as a destination buffer. Expected State Bits: 0x400: D3D12_RESOURCE_STATE_COPY_DEST, Actual State: 0xAC3: D3D12_RESOURCE_STATE_GENERIC_READ

If I transition vb into the wanted state (D3D12_RESOURCE_STATE_COPY_DEST) I instead get an error like this:

D3D12 ERROR: ID3D12CommandList::ResourceBarrier: Certain heaps are restricted to certain D3D12_RESOURCE_STATES states, and cannot be changed. D3D12_HEAP_TYPE_UPLOAD requires D3D12_RESOURCE_STATE_GENERIC_READ. D3D12_HEAP_TYPE_READBACK requires D3D12_RESOURCE_STATE_COPY_DEST. [ RESOURCE_MANIPULATION ERROR #741: RESOURCE_BARRIER_INVALID_HEAP]

Here is my code. It creates a vertex buffer and uploads vertex data, resizing the buffer if necessary:

void ae3d::VertexBuffer::UploadVB( void* faces, void* vertices, unsigned ibSize )
{
    D3D12_HEAP_PROPERTIES uploadProp = {};
    uploadProp.Type = D3D12_HEAP_TYPE_UPLOAD;
    uploadProp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
    uploadProp.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
    uploadProp.CreationNodeMask = 1;
    uploadProp.VisibleNodeMask = 1;

    D3D12_RESOURCE_DESC bufferProp = {};
    bufferProp.Alignment = 0;
    bufferProp.DepthOrArraySize = 1;
    bufferProp.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
    bufferProp.Flags = D3D12_RESOURCE_FLAG_NONE;
    bufferProp.Format = DXGI_FORMAT_UNKNOWN;
    bufferProp.Height = 1;
    bufferProp.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
    bufferProp.MipLevels = 1;
    bufferProp.SampleDesc.Count = 1;
    bufferProp.SampleDesc.Quality = 0;
    bufferProp.Width = ibOffset + ibSize;

    // this branch resizes the buffer and causes validation errors.
    if (vb != nullptr && bufferProp.Width <= sizeBytes)
    {
        ID3D12Resource* stagingBuffer = nullptr;

        HRESULT hr = GfxDeviceGlobal::device->CreateCommittedResource( &uploadProp, D3D12_HEAP_FLAG_NONE, &bufferProp,
            D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS( &stagingBuffer ) );
        AE3D_CHECK_D3D( hr, "Failed to create vertex staging resource" );

        char* vbUploadPtr = nullptr;
        hr = stagingBuffer->Map( 0, nullptr, reinterpret_cast<void**>(&vbUploadPtr) );
        if (FAILED( hr ))
        {
            ae3d::System::Assert( false, "Unable to map vertex staging buffer!\n" );
            return;
        }

        memcpy_s( vbUploadPtr, ibOffset, vertices, ibOffset );
        memcpy_s( vbUploadPtr + ibOffset, ibSize, faces, ibSize );

        stagingBuffer->Unmap( 0, nullptr );


        // vb state is invalid at this point, needs D3D12_RESOURCE_STATE_COPY_DEST
        GfxDeviceGlobal::graphicsCommandList->CopyBufferRegion( vb, 0, stagingBuffer, 0, ibOffset + ibSize );

        Global::frameVBUploads.push_back( stagingBuffer );
        sizeBytes = ibOffset + ibSize;

        return;
    }

    sizeBytes = ibOffset + ibSize;

    HRESULT hr = GfxDeviceGlobal::device->CreateCommittedResource(
        &uploadProp,
        D3D12_HEAP_FLAG_NONE,
        &bufferProp,
        D3D12_RESOURCE_STATE_GENERIC_READ,
        nullptr,
        IID_PPV_ARGS( &vb ) );
    if (FAILED( hr ))
    {
        ae3d::System::Assert( false, "Unable to create vertex buffer!\n" );
        return;
    }

    Global::vbs.push_back( vb );

    char* vbUploadPtr = nullptr;
    hr = vb->Map( 0, nullptr, reinterpret_cast<void**>(&vbUploadPtr) );
    if (FAILED( hr ))
    {
        ae3d::System::Assert( false, "Unable to map vertex buffer!\n" );
        return;
    }

    memcpy_s( vbUploadPtr, ibOffset, vertices, ibOffset );
    memcpy_s( vbUploadPtr + ibOffset, ibSize, faces, ibSize );
    vb->Unmap( 0, nullptr );
}

How can I fix these debug layer errors?

Upvotes: 3

Views: 1725

Answers (1)

nikitablack
nikitablack

Reputation: 4663

Upload buffer can only be in D3D12_RESOURCE_STATE_GENERIC_READ state (link). You need to create a default buffer with D3D12_RESOURCE_STATE_COPY_DEST state. Then after mapping of upload heap on cpu you can copy contents of upload buffer to default buffer on gpu with ID3D12GraphicsCommandList::CopyBufferRegion() method. Don't forget to transition default buffer to usable state after and be sure that upload heap still exist at the moment the gpu executed the copying.

Upvotes: 2

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