vulkan简单的初始化流程
主题流程就是这样
engine.init();
engine.run();
engine.cleanup();
init要分为多个阶段
init_vulkan();
init_swapchain();
init_commands();
init_sync_structures();
顺便一提,这里用了VkBootstrap帮助初始化
init vulkan
先实例化 VkInstance
vkb::InstanceBuilder builder;
//make the vulkan instance, with basic debug features
auto inst_ret = builder.set_app_name("Example Vulkan Application")
.request_validation_layers(bUseValidationLayers)
.use_default_debug_messenger()
.require_api_version(1, 3, 0)
.build();
vkb::Instance vkb_inst = inst_ret.value();
//grab the instance
_instance = vkb_inst.instance;
_debug_messenger = vkb_inst.debug_messenger;
再实例化device
Device 有 PhysicalDevice和Device两种,这里用bootstrap库帮助我们一起初始化
初始化device需要VkSurfaceKHR,我们是通过sdl库拿到这个东西的
还需要选择你需要的vk特性,这里用了一些1.3和1.2的新特性
SDL_Vulkan_CreateSurface(_window, _instance, &_surface);
//vulkan 1.3 features
VkPhysicalDeviceVulkan13Features features{};
features.dynamicRendering = true;
features.synchronization2 = true;
//vulkan 1.2 features
VkPhysicalDeviceVulkan12Features features12{};
features12.bufferDeviceAddress = true;
features12.descriptorIndexing = true;
//use vkbootstrap to select a gpu.
//We want a gpu that can write to the SDL surface and supports vulkan 1.3 with the correct features
vkb::PhysicalDeviceSelector selector{ vkb_inst };
vkb::PhysicalDevice physicalDevice = selector
.set_minimum_version(1, 3)
.set_required_features_13(features)
.set_required_features_12(features12)
.set_surface(_surface)
.select()
.value();
//create the final vulkan device
vkb::DeviceBuilder deviceBuilder{ physicalDevice };
vkb::Device vkbDevice = deviceBuilder.build().value();
// Get the VkDevice handle used in the rest of a vulkan application
_device = vkbDevice.device;
_chosenGPU = physicalDevice.physical_device;
最后init queue
需要选择queue的类型,不同的queue有不同的功能
_graphicsQueue = vkbDevice.get_queue(vkb::QueueType::graphics).value();
_graphicsQueueFamily = vkbDevice.get_queue_index(vkb::QueueType::graphics).value();
init vulkan到这里就结束了
init swapchain
可以看的出来,创建SwapChain同时需要physicalDevice, device和Surface
要指定图像格式,大小,最后会返回SwapChain,SwapChainimage, 还有imageview
vkb::SwapchainBuilder swapchainBuilder{ _chosenGPU,_device,_surface };
_swapchainImageFormat = VK_FORMAT_B8G8R8A8_UNORM;
vkb::Swapchain vkbSwapchain = swapchainBuilder
//.use_default_format_selection()
.set_desired_format(VkSurfaceFormatKHR{ .format = _swapchainImageFormat, .colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR })
//use vsync present mode
.set_desired_present_mode(VK_PRESENT_MODE_FIFO_KHR)
.set_desired_extent(width, height)
.add_image_usage_flags(VK_IMAGE_USAGE_TRANSFER_DST_BIT)
.build()
.value();
_swapchainExtent = vkbSwapchain.extent;
//store swapchain and its related images
_swapchain = vkbSwapchain.swapchain;
_swapchainImages = vkbSwapchain.get_images().value();
_swapchainImageViews = vkbSwapchain.get_image_views().value();
init command
需要先init 一个 comman pool, command pool create info Structur中需要指定
_graphicsQueueFamily
不太能理解的是为每一个frame都创建了一个CommandPool,不可以多个frame用同一个pool吗?
有了pool之后就能创建实际的CommandBuffer了
创建CommandBuffer create Structure需要指定用到哪一个CommandPool,要创建几个CommandBuffer
最后使用 vkAllocateCommandBuffers 创建CommandBuffer
VkCommandPoolCreateInfo commandPoolInfo = vkinit::command_pool_create_info(_graphicsQueueFamily, VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT);
for (int i = 0; i < FRAME_OVERLAP; i++) {
VK_CHECK(vkCreateCommandPool(_device, &commandPoolInfo, nullptr, &_frames[i]._commandPool));
// allocate the default command buffer that we will use for rendering
VkCommandBufferAllocateInfo cmdAllocInfo = vkinit::command_buffer_allocate_info(_frames[i]._commandPool, 1);
VK_CHECK(vkAllocateCommandBuffers(_device, &cmdAllocInfo, &_frames[i]._mainCommandBuffer));
}
init sync Structure
为每一个frame创建了一个fence(用于cpu-gpu同步)和两个semaphore(gpu-gpu同步)
VkFenceCreateInfo fenceCreateInfo = vkinit::fence_create_info(VK_FENCE_CREATE_SIGNALED_BIT);
VkSemaphoreCreateInfo semaphoreCreateInfo = vkinit::semaphore_create_info();
for (int i = 0; i < FRAME_OVERLAP; i++) {
VK_CHECK(vkCreateFence(_device, &fenceCreateInfo, nullptr, &_frames[i]._renderFence));
VK_CHECK(vkCreateSemaphore(_device, &semaphoreCreateInfo, nullptr, &_frames[i]._swapchainSemaphore));
VK_CHECK(vkCreateSemaphore(_device, &semaphoreCreateInfo, nullptr, &_frames[i]._renderSemaphore));
}
Draw!
来真正画点东西上去吧!
先等待gpu完成上一帧的渲染
// wait until the gpu has finished rendering the last frame.
VK_CHECK(vkWaitForFences(_device, 1, &get_current_frame()._renderFence, true, 1000000000));
VK_CHECK(vkResetFences(_device, 1, &get_current_frame()._renderFence));
然后从swapchain拿一张图像的索引
注意这里vkAcquireNextImageKHR的参数,semaphore和fence都是去signal,而不是wait
//request image from the swapchain
uint32_t swapchainImageIndex;
VK_CHECK(vkAcquireNextImageKHR(_device, _swapchain, 1000000000, get_current_frame()._swapchainSemaphore, nullptr, &swapchainImageIndex));
开始用CommandBuffer录制vulkan指令
VkCommandBuffer cmd = get_current_frame()._mainCommandBuffer;
VK_CHECK(vkResetCommandBuffer(cmd, 0));
VkCommandBufferBeginInfo cmdBeginInfo = vkinit::command_buffer_begin_info(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);
VK_CHECK(vkBeginCommandBuffer(cmd, &cmdBeginInfo));
这里需要转换SwapChain中的图像格式,是的图像是可以写入的
vkCmdPipelineBarrier2是也是用来做同步的东西,他需要一个 VkDependencyInfo
VkDependencyInfo需要VkImageMemoryBarrier2
VkImageMemoryBarrier2指定了图像的stage,access权限,可以看到这里从destAccessi变成了可读可写,设定了图像的layout
void vkutil::transition_image(VkCommandBuffer cmd, VkImage image, VkImageLayout currentLayout, VkImageLayout newLayout)
{
VkImageMemoryBarrier2 imageBarrier {.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2};
imageBarrier.pNext = nullptr;
imageBarrier.srcStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
imageBarrier.srcAccessMask = VK_ACCESS_2_MEMORY_WRITE_BIT;
imageBarrier.dstStageMask = VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT;
imageBarrier.dstAccessMask = VK_ACCESS_2_MEMORY_WRITE_BIT | VK_ACCESS_2_MEMORY_READ_BIT;
imageBarrier.oldLayout = currentLayout;
imageBarrier.newLayout = newLayout;
VkImageAspectFlags aspectMask = (newLayout == VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL) ? VK_IMAGE_ASPECT_DEPTH_BIT : VK_IMAGE_ASPECT_COLOR_BIT;
imageBarrier.subresourceRange = vkinit::image_subresource_range(aspectMask);
imageBarrier.image = image;
VkDependencyInfo depInfo {};
depInfo.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
depInfo.pNext = nullptr;
depInfo.imageMemoryBarrierCount = 1;
depInfo.pImageMemoryBarriers = &imageBarrier;
vkCmdPipelineBarrier2(cmd, &depInfo);
}
转换完图像之后,指定了clearValue,clearRange。
使用 vkCmdClearColorImage 命令清除color缓冲区,再把图像的layout转换为VK_IMAGE_LAYOUT_PRESENT_SRC_KHR用于呈现在屏幕上,最后结束命令录制
//make the swapchain image into writeable mode before rendering
vkutil::transition_image(cmd, _swapchainImages[swapchainImageIndex], VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL);
//make a clear-color from frame number. This will flash with a 120 frame period.
VkClearColorValue clearValue;
float flash = std::abs(std::sin(_frameNumber / 120.f));
clearValue = { { 0.0f, 0.0f, flash, 1.0f } };
VkImageSubresourceRange clearRange = vkinit::image_subresource_range(VK_IMAGE_ASPECT_COLOR_BIT);
//clear image
vkCmdClearColorImage(cmd, _swapchainImages[swapchainImageIndex], VK_IMAGE_LAYOUT_GENERAL, &clearValue, 1, &clearRange);
//make the swapchain image into presentable mode
vkutil::transition_image(cmd, _swapchainImages[swapchainImageIndex],VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
//finalize the command buffer (we can no longer add commands, but it can now be executed)
VK_CHECK(vkEndCommandBuffer(cmd));
录制完命令需要提交到Queue
这里我们需要等待SwapChain的semaphore(我们在获取交换链图像索引的时候signal了这个semaphore),并且signal render semaphore。最后提交命令并signal renderFence
VkCommandBufferSubmitInfo cmdinfo = vkinit::command_buffer_submit_info(cmd);
VkSemaphoreSubmitInfo waitInfo = vkinit::semaphore_submit_info(VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT_KHR,get_current_frame()._swapchainSemaphore);
VkSemaphoreSubmitInfo signalInfo = vkinit::semaphore_submit_info(VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT, get_current_frame()._renderSemaphore);
VkSubmitInfo2 submit = vkinit::submit_info(&cmdinfo,&signalInfo,&waitInfo);
//submit command buffer to the queue and execute it.
// _renderFence will now block until the graphic commands finish execution
VK_CHECK(vkQueueSubmit2(_graphicsQueue, 1, &submit, get_current_frame()._renderFence));
命令提交完毕就可以准备present
需要等待_renderSemaphore(提交队列的时候signal 了)
VkPresentInfoKHR presentInfo = {};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.pNext = nullptr;
presentInfo.pSwapchains = &_swapchain;
presentInfo.swapchainCount = 1;
presentInfo.pWaitSemaphores = &get_current_frame()._renderSemaphore;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pImageIndices = &swapchainImageIndex;
VK_CHECK(vkQueuePresentKHR(_graphicsQueue, &presentInfo));
//increase the number of frames drawn
_frameNumber++;