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Vulkan 教程第一部分:基础概念与初步设置

时间:2024-07-10 23:55:48浏览次数:12  
标签:std 教程 VK nullptr createInfo 设置 device Vulkan

目录

1. 什么是Vulkan?

2. 环境准备

3. 创建Vulkan应用程序的基本步骤

4. 代码实现

5. 详细的步骤和概念解释

1.初始化窗口:

2.初始化Vulkan:

3.创建Vulkan实例:

4.选择物理设备

5. 创建逻辑设备

6. 创建交换链

7. 创建图像视图

8. 创建渲染通道

9. 创建帧缓冲

10. 创建命令池和命令缓冲

1. 什么是Vulkan?

Vulkan是一个现代的高性能图形API(Application Programming Interface),由Khronos Group开发。它提供了直接与GPU硬件通信的低级接口,允许开发者最大化地利用硬件性能。与OpenGL相比,Vulkan提供了更高的性能和更细粒度的控制。

2. 环境准备

在开始编写Vulkan程序之前,需要准备以下环境:

  • 安装Vulkan SDK
  • 设置开发环境(如Visual Studio, CLion等)
  • 安装必要的驱动程序

安装Vulkan SDK:

可以从LunarG官网下载适用于不同操作系统的Vulkan SDK:LunarG Vulkan SDK

3. 创建Vulkan应用程序的基本步骤
  1. 初始化Vulkan库
  2. 创建Vulkan实例
  3. 选择物理设备(GPU)
  4. 创建逻辑设备
  5. 创建交换链
  6. 创建图像视图
  7. 创建渲染通道
  8. 创建帧缓冲
  9. 创建命令池和命令缓冲
  10. 绘制和呈现
4. 代码实现

以下是一个简单的Vulkan应用程序的代码示例:

CMakeLists.txt:

cmake_minimum_required(VERSION 3.10)
project(VulkanTutorial)

set(CMAKE_CXX_STANDARD 17)
find_package(Vulkan REQUIRED)

add_executable(VulkanTutorial main.cpp)
target_include_directories(VulkanTutorial PRIVATE ${Vulkan_INCLUDE_DIRS})
target_link_libraries(VulkanTutorial PRIVATE ${Vulkan_LIBRARIES})

main.cpp:

#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <iostream>
#include <stdexcept>
#include <cstdlib>
#include <vector>
#include <optional>

const int WIDTH = 800;
const int HEIGHT = 600;

class HelloTriangleApplication {
public:
    void run() {
        initWindow();
        initVulkan();
        mainLoop();
        cleanup();
    }

private:
    GLFWwindow* window;
    VkInstance instance;
    VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
    VkDevice device;

    void initWindow() {
        glfwInit();
        glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
        window = glfwCreateWindow(WIDTH, HEIGHT, "Vulkan", nullptr, nullptr);
    }

    void initVulkan() {
        createInstance();
        pickPhysicalDevice();
        createLogicalDevice();
    }

    // 创建Vulkan实例
    void createInstance() {
        VkApplicationInfo appInfo{};
        appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
        appInfo.pApplicationName = "Hello Triangle";
        appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
        appInfo.pEngineName = "No Engine";
        appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
        appInfo.apiVersion = VK_API_VERSION_1_0;

        VkInstanceCreateInfo createInfo{};
        createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
        createInfo.pApplicationInfo = &appInfo;

        uint32_t glfwExtensionCount = 0;
        const char** glfwExtensions;
        glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);

        createInfo.enabledExtensionCount = glfwExtensionCount;
        createInfo.ppEnabledExtensionNames = glfwExtensions;
        createInfo.enabledLayerCount = 0;

        if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {
            throw std::runtime_error("failed to create instance!");
        }
    }

    // 选择物理设备(GPU)
    void pickPhysicalDevice() {
        uint32_t deviceCount = 0;
        vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);

        if (deviceCount == 0) {
            throw std::runtime_error("failed to find GPUs with Vulkan support!");
        }

        std::vector<VkPhysicalDevice> devices(deviceCount);
        vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());

        for (const auto& device : devices) {
            if (isDeviceSuitable(device)) {
                physicalDevice = device;
                break;
            }
        }

        if (physicalDevice == VK_NULL_HANDLE) {
            throw std::runtime_error("failed to find a suitable GPU!");
        }
    }

    // 检查设备是否适合
    bool isDeviceSuitable(VkPhysicalDevice device) {
        VkPhysicalDeviceProperties deviceProperties;
        vkGetPhysicalDeviceProperties(device, &deviceProperties);

        VkPhysicalDeviceFeatures deviceFeatures;
        vkGetPhysicalDeviceFeatures(device, &deviceFeatures);

        return deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU && deviceFeatures.geometryShader;
    }

    // 创建逻辑设备
    void createLogicalDevice() {
        VkDeviceQueueCreateInfo queueCreateInfo{};
        queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
        queueCreateInfo.queueFamilyIndex = 0;
        queueCreateInfo.queueCount = 1;

        float queuePriority = 1.0f;
        queueCreateInfo.pQueuePriorities = &queuePriority;

        VkPhysicalDeviceFeatures deviceFeatures{};

        VkDeviceCreateInfo createInfo{};
        createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
        createInfo.pQueueCreateInfos = &queueCreateInfo;
        createInfo.queueCreateInfoCount = 1;
        createInfo.pEnabledFeatures = &deviceFeatures;
        createInfo.enabledExtensionCount = 0;
        createInfo.enabledLayerCount = 0;

        if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) {
            throw std::runtime_error("failed to create logical device!");
        }
    }

    void mainLoop() {
        while (!glfwWindowShouldClose(window)) {
            glfwPollEvents();
        }
    }

    void cleanup() {
        vkDestroyDevice(device, nullptr);
        vkDestroyInstance(instance, nullptr);
        glfwDestroyWindow(window);
        glfwTerminate();
    }
};

int main() {
    HelloTriangleApplication app;

    try {
        app.run();
    } catch (const std::exception& e) {
        std::cerr << e.what() << std::endl;
        return EXIT_FAILURE;
    }

    return EXIT_SUCCESS;
}
5. 详细的步骤和概念解释
1.初始化窗口:
void initWindow() {
    glfwInit();
    glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
    window = glfwCreateWindow(WIDTH, HEIGHT, "Vulkan", nullptr, nullptr);
}
  • 使用GLFW库初始化窗口系统,并创建一个800x600的窗口。
  • GLFW_CLIENT_API设为GLFW_NO_API,表示我们不使用OpenGL上下文,而是使用Vulkan。

2.初始化Vulkan:
  • 包括创建Vulkan实例、选择物理设备和创建逻辑设备。
3.创建Vulkan实例:
void createInstance() {
    VkApplicationInfo appInfo{};
    appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
    appInfo.pApplicationName = "Hello Triangle";
    appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
    appInfo.pEngineName = "No Engine";
    appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
    appInfo.apiVersion = VK_API_VERSION_1_0;

    VkInstanceCreateInfo createInfo{};
    createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
    createInfo.pApplicationInfo = &appInfo;

    uint32_t glfwExtensionCount = 0;
    const char** glfwExtensions;
    glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);

    createInfo.enabledExtensionCount = glfwExtensionCount;
    createInfo.ppEnabledExtensionNames = glfwExtensions;
    createInfo.enabledLayerCount = 0;

    if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {
        throw std::runtime_error("failed to create instance!");
    }
}
  • VkApplicationInfo结构体包含应用程序的信息,这些信息可以帮助驱动进行优化。
  • VkInstanceCreateInfo结构体用于创建实例的信息。
  • 使用glfwGetRequiredInstanceExtensions获取GLFW所需的扩展列表。
  • 调用vkCreateInstance函数创建Vulkan实例。
4.选择物理设备
void pickPhysicalDevice() {
    uint32_t deviceCount = 0;
    vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);

    if (deviceCount == 0) {
        throw std::runtime_error("failed to find GPUs with Vulkan support!");
    }

    std::vector<VkPhysicalDevice> devices(deviceCount);
    vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());

    for (const auto& device : devices) {
        if (isDeviceSuitable(device)) {
            physicalDevice = device;
            break;
        }
    }

    if (physicalDevice == VK_NULL_HANDLE) {
        throw std::runtime_error("failed to find a suitable GPU!");
    }
}
  • vkEnumeratePhysicalDevices函数列举所有支持Vulkan的物理设备。
  • 遍历所有物理设备,检查是否适合我们的需求。
bool isDeviceSuitable(VkPhysicalDevice device) {
    VkPhysicalDeviceProperties deviceProperties;
    vkGetPhysicalDeviceProperties(device, &deviceProperties);

    VkPhysicalDeviceFeatures deviceFeatures;
    vkGetPhysicalDeviceFeatures(device, &deviceFeatures);

    return deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU && deviceFeatures.geometryShader;
}
  • vkGetPhysicalDeviceProperties获取物理设备的属性,例如设备类型和名称。
  • vkGetPhysicalDeviceFeatures获取物理设备的功能,例如是否支持几何着色器。
  • 在此示例中,我们选择离散GPU并且支持几何着色器的设备。
5. 创建逻辑设备
void createLogicalDevice() {
    VkDeviceQueueCreateInfo queueCreateInfo{};
    queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
    queueCreateInfo.queueFamilyIndex = 0;  // 这里只是一个示例,实际上需要找到合适的队列族索引
    queueCreateInfo.queueCount = 1;

    float queuePriority = 1.0f;
    queueCreateInfo.pQueuePriorities = &queuePriority;

    VkPhysicalDeviceFeatures deviceFeatures{};

    VkDeviceCreateInfo createInfo{};
    createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
    createInfo.pQueueCreateInfos = &queueCreateInfo;
    createInfo.queueCreateInfoCount = 1;
    createInfo.pEnabledFeatures = &deviceFeatures;
    createInfo.enabledExtensionCount = 0;
    createInfo.enabledLayerCount = 0;

    if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) {
        throw std::runtime_error("failed to create logical device!");
    }
}
  • VkDeviceQueueCreateInfo结构体用于描述逻辑设备队列。
  • queueFamilyIndex表示队列族索引。在实际应用中,需要通过查询找到支持所需操作的队列族索引。
  • queuePriority设置队列的优先级,范围为0.0到1.0。
  • VkDeviceCreateInfo结构体包含创建逻辑设备的信息。
6. 创建交换链

交换链(Swap Chain)是一个队列,包含一系列的图像,用于在屏幕上呈现。

VkSwapchainKHR swapChain;
std::vector<VkImage> swapChainImages;
VkFormat swapChainImageFormat;
VkExtent2D swapChainExtent;

void createSwapChain() {
    VkSwapchainCreateInfoKHR createInfo{};
    createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
    createInfo.surface = surface;

    VkSurfaceCapabilitiesKHR capabilities;
    vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physicalDevice, surface, &capabilities);

    createInfo.minImageCount = capabilities.minImageCount + 1;
    createInfo.imageFormat = VK_FORMAT_B8G8R8A8_SRGB;
    createInfo.imageColorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR;
    createInfo.imageExtent = capabilities.currentExtent;
    createInfo.imageArrayLayers = 1;
    createInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;

    uint32_t queueFamilyIndices[] = {queueFamilyIndices.graphicsFamily.value(), queueFamilyIndices.presentFamily.value()};

    if (queueFamilyIndices[0] != queueFamilyIndices[1]) {
        createInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
        createInfo.queueFamilyIndexCount = 2;
        createInfo.pQueueFamilyIndices = queueFamilyIndices;
    } else {
        createInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
        createInfo.queueFamilyIndexCount = 0;
        createInfo.pQueueFamilyIndices = nullptr;
    }

    createInfo.preTransform = capabilities.currentTransform;
    createInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
    createInfo.presentMode = VK_PRESENT_MODE_FIFO_KHR;
    createInfo.clipped = VK_TRUE;
    createInfo.oldSwapchain = VK_NULL_HANDLE;

    if (vkCreateSwapchainKHR(device, &createInfo, nullptr, &swapChain) != VK_SUCCESS) {
        throw std::runtime_error("failed to create swap chain!");
    }

    vkGetSwapchainImagesKHR(device, swapChain, &imageCount, nullptr);
    swapChainImages.resize(imageCount);
    vkGetSwapchainImagesKHR(device, swapChain, &imageCount, swapChainImages.data());

    swapChainImageFormat = createInfo.imageFormat;
    swapChainExtent = createInfo.imageExtent;
}

  • VkSwapchainCreateInfoKHR结构体包含创建交换链所需的信息。
  • vkGetPhysicalDeviceSurfaceCapabilitiesKHR获取表面的能力。
  • createInfo.imageFormatcreateInfo.imageColorSpace指定交换链图像的格式和颜色空间。
  • createInfo.imageExtent指定图像的分辨率。
  • createInfo.imageUsage指定图像的用途,此处为颜色附件。
  • createInfo.imageSharingMode指定图像共享模式。
  • vkCreateSwapchainKHR创建交换链。
7. 创建图像视图

图像视图(Image View)用于访问交换链中的图像。

std::vector<VkImageView> swapChainImageViews;

void createImageViews() {
    swapChainImageViews.resize(swapChainImages.size());

    for (size_t i = 0; i < swapChainImages.size(); i++) {
        VkImageViewCreateInfo createInfo{};
        createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
        createInfo.image = swapChainImages[i];
        createInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
        createInfo.format = swapChainImageFormat;
        createInfo.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
        createInfo.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
        createInfo.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
        createInfo.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
        createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
        createInfo.subresourceRange.baseMipLevel = 0;
        createInfo.subresourceRange.levelCount = 1;
        createInfo.subresourceRange.baseArrayLayer = 0;
        createInfo.subresourceRange.layerCount = 1;

        if (vkCreateImageView(device, &createInfo, nullptr, &swapChainImageViews[i]) != VK_SUCCESS) {
            throw std::runtime_error("failed to create image views!");
        }
    }
}
  • VkImageViewCreateInfo结构体包含创建图像视图所需的信息。
  • createInfo.viewType指定图像视图的类型,此处为2D图像视图。
  • createInfo.format指定图像视图的格式。
  • createInfo.components指定颜色通道的映射。
  • createInfo.subresourceRange指定图像子资源范围,包括mip层和数组层。
  • vkCreateImageView创建图像视图。
8. 创建渲染通道

渲染通道(Render Pass)定义渲染过程中使用的附件(Attachments)。

VkRenderPass renderPass;

void createRenderPass() {
    VkAttachmentDescription colorAttachment{};
    colorAttachment.format = swapChainImageFormat;
    colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
    colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
    colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
    colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
    colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
    colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
    colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;

    VkAttachmentReference colorAttachmentRef{};
    colorAttachmentRef.attachment = 0;
    colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;

    VkSubpassDescription subpass{};
    subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
    subpass.colorAttachmentCount = 1;
    subpass.pColorAttachments = &colorAttachmentRef;

    VkRenderPassCreateInfo renderPassInfo{};
    renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
    renderPassInfo.attachmentCount = 1;
    renderPassInfo.pAttachments = &colorAttachment;
    renderPassInfo.subpassCount = 1;
    renderPassInfo.pSubpasses = &subpass;

    VkSubpassDependency dependency{};
    dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
    dependency.dstSubpass = 0;
    dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
    dependency.srcAccessMask = 0;
    dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
    dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;

    renderPassInfo.dependencyCount = 1;
    renderPassInfo.pDependencies = &dependency;

    if (vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass) != VK_SUCCESS) {
        throw std::runtime_error("failed to create render pass!");
    }
}
  • VkAttachmentDescription描述附件的格式和操作。
  • VkAttachmentReference定义子通道使用的附件。
  • VkSubpassDescription定义子通道及其附件。
  • VkRenderPassCreateInfo包含创建渲染通道的信息。
  • VkSubpassDependency定义子通道依赖关系,以确保正确的执行顺序。
  • vkCreateRenderPass创建渲染通道。
9. 创建帧缓冲

帧缓冲(Framebuffer)用于存储渲染过程中生成的图像。

std::vector<VkFramebuffer> swapChainFramebuffers;

void createFramebuffers() {
    swapChainFramebuffers.resize(swapChainImageViews.size());

    for (size_t i = 0; i < swapChainImageViews.size(); i++) {
        VkImageView attachments[] = {
            swapChainImageViews[i]
        };

        VkFramebufferCreateInfo framebufferInfo{};
        framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
        framebufferInfo.renderPass = renderPass;
        framebufferInfo.attachmentCount = 1;
        framebufferInfo.pAttachments = attachments;
        framebufferInfo.width = swapChainExtent.width;
        framebufferInfo.height = swapChainExtent.height;
        framebufferInfo.layers = 1;

        if (vkCreateFramebuffer(device, &framebufferInfo, nullptr, &swapChainFramebuffers[i]) != VK_SUCCESS) {
            throw std::runtime_error("failed to create framebuffer!");
        }
    }
}
  • VkFramebufferCreateInfo结构体包含创建帧缓冲的信息。
  • 每个帧缓冲与交换链图像视图关联。
  • vkCreateFramebuffer创建帧缓冲。
10. 创建命令池和命令缓冲

命令池(Command Pool)用于管理命令缓冲(Command Buffer)的内存分配。命令缓冲存储要执行的绘制命令。

VkCommandPool commandPool;

void createCommandPool() {
    VkCommandPoolCreateInfo poolInfo{};
    poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
    poolInfo.queueFamilyIndex = 0;  // 这里应使用实际的图形队列族索引

    if (vkCreateCommandPool(device, &poolInfo, nullptr, &commandPool) != VK_SUCCESS) {
        throw std::runtime_error("failed to create command pool!");
    }
}
  • VkCommandPoolCreateInfo结构体包含创建命令池的信息。
  • queueFamilyIndex应设置为图形队列族的索引。
  • vkCreateCommandPool创建命令池。
std::vector<VkCommandBuffer> commandBuffers;

void createCommandBuffers() {
    commandBuffers.resize(swapChainFramebuffers.size());

    VkCommandBufferAllocateInfo allocInfo{};
    allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
    allocInfo.commandPool = commandPool;
    allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
    allocInfo.commandBufferCount = (uint32_t) commandBuffers.size();

    if (vkAllocateCommandBuffers(device, &allocInfo, commandBuffers.data()) != VK_SUCCESS) {
        throw std::runtime_error("failed to allocate command buffers!");
    }

    for (size_t i = 0; i < commandBuffers.size(); i++) {
        VkCommandBufferBeginInfo beginInfo{};
        beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;

        if (vkBeginCommandBuffer(commandBuffers[i], &beginInfo) != VK_SUCCESS) {
            throw std::runtime_error("failed to begin recording command buffer!");
        }

        VkRenderPassBeginInfo renderPassInfo{};
        renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
        renderPassInfo.renderPass = renderPass;
        renderPassInfo.framebuffer = swapChainFramebuffers[i];
        renderPassInfo.renderArea.offset = {0, 0};
        renderPassInfo.renderArea.extent = swapChainExtent;

        VkClearValue clearColor = {0.0f, 0.0f, 0.0f, 1.0f};
        renderPassInfo.clearValueCount = 1;
        renderPassInfo.pClearValues = &clearColor;

        vkCmdBeginRenderPass(commandBuffers[i], &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
        vkCmdEndRenderPass(commandBuffers[i]);

        if (vkEndCommandBuffer(commandBuffers[i]) != VK_SUCCESS) {
            throw std::runtime_error("failed to record command buffer!");
        }
    }
}
  • VkCommandBufferAllocateInfo结构体包含分配命令缓冲的信息。
  • vkAllocateCommandBuffers分配命令缓冲。
  • VkCommandBufferBeginInfo结构体包含开始记录命令缓冲的信息。
  • vkBeginCommandBuffer开始记录命令缓冲。
  • VkRenderPassBeginInfo结构体包含开始渲染通道的信息。
  • vkCmdBeginRenderPassvkCmdEndRenderPass命令分别开始和结束渲染通道。
  • vkEndCommandBuffer结束命令缓冲记录。

11. 绘制和呈现

最后,我们需要编写绘制和呈现图像的代码。

void drawFrame() {
    vkWaitForFences(device, 1, &inFlightFence, VK_TRUE, UINT64_MAX);
    vkResetFences(device, 1, &inFlightFence);

    uint32_t imageIndex;
    vkAcquireNextImageKHR(device, swapChain, UINT64_MAX, imageAvailableSemaphore, VK_NULL_HANDLE, &imageIndex);

    VkSubmitInfo submitInfo{};
    submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;

    VkSemaphore waitSemaphores[] = {imageAvailableSemaphore};
    VkPipelineStageFlags waitStages[] = {VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT};
    submitInfo.waitSemaphoreCount = 1;
    submitInfo.pWaitSemaphores = waitSemaphores;
    submitInfo.pWaitDstStageMask = waitStages;

    submitInfo.commandBufferCount = 1;
    submitInfo.pCommandBuffers = &commandBuffers[imageIndex];

    VkSemaphore signalSemaphores[] = {renderFinishedSemaphore};
    submitInfo.signalSemaphoreCount = 1;
    submitInfo.pSignalSemaphores = signalSemaphores;

    if (vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFence) != VK_SUCCESS) {
        throw std::runtime_error("failed to submit draw command buffer!");
    }

    VkPresentInfoKHR presentInfo{};
    presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;

    presentInfo.waitSemaphoreCount = 1;
    presentInfo.pWaitSemaphores = signalSemaphores;

    VkSwapchainKHR swapChains[] = {swapChain};
    presentInfo.swapchainCount = 1;
    presentInfo.pSwapchains = swapChains;
    presentInfo.pImageIndices = &imageIndex;

    vkQueuePresentKHR(presentQueue, &presentInfo);
}
  • vkWaitForFences等待前一帧的渲染完成。
  • vkAcquireNextImageKHR获取交换链中的下一个图像。
  • VkSubmitInfo结构体包含提交命令缓冲的信息。
  • vkQueueSubmit提交命令缓冲到图形队列。
  • VkPresentInfoKHR结构体包含呈现图像的信息。
  • vkQueuePresentKHR将图像呈现到屏幕上。

12. 主循环和清理

void mainLoop() {
    while (!glfwWindowShouldClose(window)) {
        glfwPollEvents();
        drawFrame();
    }

    vkDeviceWaitIdle(device);
}

void cleanup() {
    for (auto framebuffer : swapChainFramebuffers) {
        vkDestroyFramebuffer(device, framebuffer, nullptr);
    }

    vkDestroyCommandPool(device, commandPool, nullptr);

    for (auto imageView : swapChainImageViews) {
        vkDestroyImageView(device, imageView, nullptr);
    }

    vkDestroySwapchainKHR(device, swapChain, nullptr);
    vkDestroyDevice(device, nullptr);

    vkDestroySurfaceKHR(instance, surface, nullptr);
    vkDestroyInstance(instance, nullptr);

    glfwDestroyWindow(window);
    glfwTerminate();
}
  • mainLoop包含主循环,处理窗口事件并绘制帧。
  • cleanup函数销毁所有Vulkan对象并释放资源。

以上是Vulkan基础教程的详细步骤和代码实现。每个步骤都描述了如何设置和初始化Vulkan。接下来在第二部分,我们将继续深入探讨Vulkan的使用,包括图形管线的设置、着色器的编写、以及资源的管理。

 

标签:std,教程,VK,nullptr,createInfo,设置,device,Vulkan
From: https://blog.csdn.net/qq_54098120/article/details/140327011

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