[英]Why I got white blinking while resizing resizing the images of the swapchain with VK_PRESENT_MODE_FIFO_KHR present mode?
[英]Vulkan validation errors states my images are in the wrong layout, but only the two first times I present images from the swapchain
我一直在按照本指南使用 Vulkan-Hpp 中的 raii 標頭在 Vulkan 中設置一些簡單的渲染。 我跳過了圖形管道基礎部分(渲染通道章節除外),只是為了看看我是否只能讓渲染通道工作並呈現來自交換鏈的圖像。
我現在可以將當前交換鏈圖像清除為某種顏色並呈現它。 但是,對於我嘗試呈現的前兩幀,這失敗了,之后它運行順利,沒有任何驗證錯誤。 我完全不知道為什么會發生這種情況,所以我只想詳細說明我所知道的和我嘗試過的,希望有人可能在這里知道答案。
我在前兩幀得到的錯誤如下:
Validation Error: [ VUID-VkPresentInfoKHR-pImageIndices-01296 ] Object 0: handle = 0x1f5d50ee1e0, type = VK_OBJECT_TYPE_QUEUE; | MessageID = 0xc7aabc16 | vkQueuePresentKHR(): pSwapchains[0] images passed to present must be in layout VK_IMAGE_LAYOUT_PRESENT_SRC_KHR or VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR but is in VK_IMAGE_LAYOUT_UNDEFINED. The Vulkan spec states: Each element of pImageIndices must be the index of a presentable image acquired from the swapchain specified by the corresponding element of the pSwapchains array, and the presented image subresource must be in the VK_IMAGE_LAYOUT_PRESENT_SRC_KHR layout at the time the operation is executed on a VkDevice (https://github.com/KhronosGroup/Vulkan-Docs/search?q=)VUID-VkPresentInfoKHR-pImageIndices-01296)
這使得前兩幀或其他東西看起來可能存在同步問題。 由於我仍在使用 Vulkan 進行早期測試,因此我只是使用device.waitIdle()
而不是與信號量和柵欄正確同步。 我知道使用waitIdle
是一個緩慢的解決方案,但我認為它至少可以保持同步,所以我不確定這是否是一個同步問題。
我的交換鏈有 3 個圖像,所以如果在第一輪通過圖像呈現圖像存在問題,那么我應該得到三個錯誤......
presentKHR
function 即使在前兩幀也返回vk::Result::Success
。 我也嘗試關閉驗證層,當我這樣做時,前兩幀能夠呈現,所以它可能是驗證層中的錯誤?
我的一些初始化代碼:
// After swapchain creation
auto images = m_swapchain.getImages();
for (auto& image : images) {
m_images.emplace(image, createImageView(image));
}
m_renderPass = createRenderPass();
m_frameBuffers.reserve(m_images.size());
for (auto& [image, imageView] : m_images) {
m_frameBuffers.push_back(createFrameBuffer(imageView));
}
auto [result, imageIndex] = m_swapchain.acquireNextImage(
std::numeric_limits<uint64_t>().max(),
*m_imageAvailableSemaphore
);
// I use a semaphore here because the Vulkan spec states that I must use a semaphore or fence here
m_imageIndex = imageIndex;
// Functions called above
vk::raii::ImageView Swapchain::createImageView(const vk::Image& image) const {
try {
return m_context.getDevice().createImageView(
vk::ImageViewCreateInfo{
.flags = {},
.image = image,
.viewType = vk::ImageViewType::e2D,
.format = m_surfaceFormat.format,
.components = vk::ComponentMapping{
.r = vk::ComponentSwizzle::eIdentity,
.g = vk::ComponentSwizzle::eIdentity,
.b = vk::ComponentSwizzle::eIdentity,
.a = vk::ComponentSwizzle::eIdentity
},
.subresourceRange = vk::ImageSubresourceRange{
.aspectMask = vk::ImageAspectFlagBits::eColor,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1
}
}
);
}
catch (const std::exception& e) {
// Error handling...
}
}
vk::raii::RenderPass Swapchain::createRenderPass() const {
auto attachments = std::array{
vk::AttachmentDescription{
.flags = {},
.format = m_surfaceFormat.format,
.samples = vk::SampleCountFlagBits::e1,
.loadOp = vk::AttachmentLoadOp::eClear,
.storeOp = vk::AttachmentStoreOp::eStore,
.stencilLoadOp = vk::AttachmentLoadOp::eDontCare,
.stencilStoreOp = vk::AttachmentStoreOp::eDontCare,
.initialLayout = vk::ImageLayout::eUndefined,
.finalLayout = vk::ImageLayout::ePresentSrcKHR
}
};
auto attachmentReferences = std::array{
vk::AttachmentReference{
.attachment = 0,
.layout = vk::ImageLayout::eColorAttachmentOptimal
}
};
auto subpasses = std::array{
vk::SubpassDescription{
.flags = {},
.pipelineBindPoint = vk::PipelineBindPoint::eGraphics,
.inputAttachmentCount = 0,
.pInputAttachments = nullptr,
.colorAttachmentCount = static_cast<uint32_t>(attachmentReferences.size()),
.pColorAttachments = attachmentReferences.data(),
.pResolveAttachments = nullptr,
.pDepthStencilAttachment = nullptr,
.preserveAttachmentCount = 0,
.pPreserveAttachments = nullptr
}
};
try {
return m_context.getDevice().createRenderPass(
vk::RenderPassCreateInfo{
.flags = {},
.attachmentCount = static_cast<uint32_t>(attachments.size()),
.pAttachments = attachments.data(),
.subpassCount = static_cast<uint32_t>(subpasses.size()),
.pSubpasses = subpasses.data(),
.dependencyCount = 0,
.pDependencies = nullptr
}
);
}
catch (const std::exception& e) {
// Error handling...
}
}
vk::raii::Framebuffer Swapchain::createFrameBuffer(const vk::raii::ImageView& imageView) const {
try {
return m_context.getDevice().createFramebuffer(
vk::FramebufferCreateInfo{
.flags = {},
.renderPass = *m_renderPass,
.attachmentCount = 1,
.pAttachments = &*imageView,
.width = m_imageExtent.width,
.height = m_imageExtent.height,
.layers = 1
}
);
}
catch (const std::exception& e) {
// Error handling...
}
}
每幀執行的渲染代碼:
// The actual render function called every frame
void Renderer::render() {
m_context->recordCommands(
[&]() {
m_swapchain->beginRenderPassCommand(0.125f, 0.125f, 0.125f);
m_swapchain->endRenderPassCommand();
}
);
m_context->submitRecording();
m_swapchain->swap();
}
void GraphicsContext::recordCommands(const Application::Recording& recording) {
m_device.waitIdle();
m_commandBuffer.reset();
m_commandBuffer.begin(
vk::CommandBufferBeginInfo{
.flags = {},
.pInheritanceInfo = {}
}
);
recording();
m_commandBuffer.end();
}
void Swapchain::beginRenderPassCommand(
float clearColorRed,
float clearColorGreen,
float clearColorBlue
) {
auto clearValues = std::array{
vk::ClearValue(
vk::ClearColorValue(
std::array{
clearColorRed,
clearColorGreen,
clearColorBlue,
1.0f
}
)
)
};
m_context.getCommandBuffer().beginRenderPass(
vk::RenderPassBeginInfo{
.renderPass = *m_renderPass,
.framebuffer = *m_frameBuffers[m_imageIndex],
.renderArea = vk::Rect2D{
.offset = vk::Offset2D{
.x = 0,
.y = 0
},
.extent = m_imageExtent
},
.clearValueCount = static_cast<uint32_t>(clearValues.size()),
.pClearValues = clearValues.data()
},
vk::SubpassContents::eInline
);
}
void Swapchain::endRenderPassCommand() {
m_context.getCommandBuffer().endRenderPass();
}
void GraphicsContext::submitRecording() {
m_device.waitIdle();
m_graphicsQueue.submit(
vk::SubmitInfo{
.waitSemaphoreCount = 0,
.pWaitSemaphores = nullptr,
.pWaitDstStageMask = nullptr,
.commandBufferCount = 1,
.pCommandBuffers = &*m_commandBuffer,
.signalSemaphoreCount = 0,
.pSignalSemaphores = nullptr
}
);
}
void Swapchain::swap() {
m_context.getDevice().waitIdle();
auto presentResult = m_context.getPresentQueue().presentKHR(
vk::PresentInfoKHR{
.waitSemaphoreCount = 0,
.pWaitSemaphores = nullptr,
.swapchainCount = 1,
.pSwapchains = &*m_swapchain,
.pImageIndices = &m_imageIndex,
.pResults = nullptr
}
);
m_context.getDevice().waitIdle();
auto [result, imageIndex] = m_swapchain.acquireNextImage(
std::numeric_limits<uint64_t>().max(),
*m_imageAvailableSemaphore
);
m_imageIndex = imageIndex;
}
在特定情況或顯式同步之外,GPU 上的操作以任意順序執行。
您的圖形提交和隊列演示之間沒有同步。 因此,無論您何時發布它們,它們都可以按照實現所需的任何順序執行。
但是,由於圖形操作作用於演示操作使用的 object,因此存在事實上的依賴關系。 圖形操作必須先行動。 但是您沒有實際的同步來強制執行這種依賴關系。
因此驗證錯誤。 您需要確保隊列呈現發生在渲染操作之后。
我現在已經確認此問題是由驗證層中的錯誤引起的。 這是 Github 上的問題: https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/4422
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