C++ Vulkan:缓冲区复制期间设备丢失
我在提交缓冲区复制命令时遇到了很大的困难,这对我来说毫无意义。当我尝试从暂存缓冲区复制到设备本地缓冲区时,验证层出现“设备丢失”错误。真正让人困惑的是,它只在我以特定方式调用copy函数时才会发生 代码如下: Buffer.cppC++ Vulkan:缓冲区复制期间设备丢失,c++,vulkan,C++,Vulkan,我在提交缓冲区复制命令时遇到了很大的困难,这对我来说毫无意义。当我尝试从暂存缓冲区复制到设备本地缓冲区时,验证层出现“设备丢失”错误。真正让人困惑的是,它只在我以特定方式调用copy函数时才会发生 代码如下: Buffer.cpp #include "Buffer.h" namespace vkr { Buffer::Buffer() : buffer(VK_NULL_HANDLE), size(0) {} Buffer::Buffer( const VmaA
#include "Buffer.h"
namespace vkr
{
Buffer::Buffer() : buffer(VK_NULL_HANDLE), size(0) {}
Buffer::Buffer(
const VmaAllocator & _allocator,
const vk::DeviceSize bufferSize,
const vk::BufferUsageFlags usage,
const VmaMemoryUsage memoryUsageFlags
) :
size(bufferSize)
{
vk::BufferCreateInfo bufferInfo = {};
bufferInfo.size = size;
bufferInfo.usage = usage;
bufferInfo.sharingMode = vk::SharingMode::eExclusive;
VmaAllocationCreateInfo allocInfo = {};
allocInfo.usage = memoryUsageFlags;
auto vanillaBufferInfo = (VkBufferCreateInfo)bufferInfo;
vmaCreateBuffer(_allocator, &vanillaBufferInfo, &allocInfo, &buffer, &allocation, nullptr);
}
Buffer::Buffer(Buffer && otherBuffer)
{
buffer = otherBuffer.buffer;
allocation = otherBuffer.allocation;
size = otherBuffer.size;
otherBuffer.buffer = VK_NULL_HANDLE;
otherBuffer.allocation = VmaAllocation();
otherBuffer.size = 0;
}
Buffer & Buffer::operator=(Buffer && otherBuffer)
{
if (this != &otherBuffer) {
buffer = otherBuffer.buffer;
allocation = otherBuffer.allocation;
size = otherBuffer.size;
otherBuffer.buffer = VK_NULL_HANDLE;
otherBuffer.allocation = VmaAllocation();
otherBuffer.size = 0;
}
return *this;
}
Buffer::operator vk::Buffer() const
{
return vk::Buffer(buffer);
}
Buffer::operator VkBuffer() const
{
return buffer;
}
void Buffer::copyInto(const VmaAllocator & _allocator, const void* dataSrc)
{
void* mappedData;
vmaMapMemory(_allocator, allocation, &mappedData);
memcpy(mappedData, dataSrc, (size_t)size);
vmaUnmapMemory(_allocator, allocation);
}
void Buffer::copyInto(const VmaAllocator & _allocator, const void* dataSrc, const size_t newSize)
{
void* mappedData;
vmaMapMemory(_allocator, allocation, &mappedData);
memcpy(mappedData, dataSrc, newSize);
vmaUnmapMemory(_allocator, allocation);
}
void Buffer::destroy(const VmaAllocator & _allocator)
{
vmaDestroyBuffer(_allocator, buffer, allocation);
}
}
分段缓冲区:
#include "StagedBufferFactory.h"
namespace vkr
{
namespace StagedBufferFactory
{
vkr::Buffer create(
vk::Device & device,
vk::CommandPool & commandPool,
vk::Queue & graphicsQueue,
const vk::BufferUsageFlags usageFlags,
const vk::DeviceSize size,
const void * dataSrc,
const VmaAllocator & _allocator
)
{
// Staging buffer that we load the data onto that's visible to our CPU
vk::BufferUsageFlags stagingUsageFlags = vk::BufferUsageFlagBits::eTransferSrc;
vkr::Buffer stagingBuffer{ _allocator, size, stagingUsageFlags, VMA_MEMORY_USAGE_CPU_ONLY };
stagingBuffer.copyInto(_allocator, &dataSrc, (size_t)size);
// This is our buffer located on our GPU, inaccessible to our CPU
vk::BufferUsageFlags gpuBufferUsageFlags = vk::BufferUsageFlagBits::eTransferDst | usageFlags;
vkr::Buffer gpuBuffer{ _allocator, size, gpuBufferUsageFlags, VMA_MEMORY_USAGE_GPU_ONLY };
copyBuffer(device, commandPool, graphicsQueue, stagingBuffer, gpuBuffer);
stagingBuffer.destroy(_allocator);
return gpuBuffer;
}
void copyBuffer(
vk::Device & device,
vk::CommandPool & commandPool,
vk::Queue & graphicsQueue,
vkr::Buffer & stagingBuffer,
vkr::Buffer & gpuBuffer
)
{
vk::CommandBufferAllocateInfo allocInfo = {};
allocInfo.level = vk::CommandBufferLevel::ePrimary;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
vk::CommandBuffer commandBuffer;
device.allocateCommandBuffers(&allocInfo, &commandBuffer);
vk::CommandBufferBeginInfo beginInfo = {};
beginInfo.flags = vk::CommandBufferUsageFlagBits::eOneTimeSubmit;
commandBuffer.begin(&beginInfo);
vk::BufferCopy copyRegion = {};
copyRegion.srcOffset = 0;
copyRegion.dstOffset = 0;
copyRegion.size = stagingBuffer.size;
commandBuffer.copyBuffer(stagingBuffer.buffer, gpuBuffer.buffer, 1, ©Region);
commandBuffer.end();
vk::SubmitInfo submitInfo = {};
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
// Create fence to ensure that the command buffer has finished executing
vk::FenceCreateInfo fenceInfo{};
vk::Fence fence = device.createFence(fenceInfo);
// Submit to the queue
graphicsQueue.submit(1, &submitInfo, fence);
graphicsQueue.waitIdle();
//device.waitForFences({ fence }, true, 100000000000);
device.destroyFence(fence);
device.free(commandPool, 1, &commandBuffer);
}
}
}
缓冲区创建:
void HelloTriangleApplication::createIndexBuffer()
{
vk::DeviceSize bufferSize = sizeof(indices[0]) * indices.size();
//// Staging buffer that we load the data onto that's visible to our CPU
vk::BufferUsageFlags stagingUsageFlags = vk::BufferUsageFlagBits::eTransferSrc;
vkr::Buffer stagingBuffer{ vulkanAllocator, bufferSize, stagingUsageFlags, VMA_MEMORY_USAGE_CPU_ONLY };
stagingBuffer.copyInto(vulkanAllocator, indices.data());
//// This is our buffer located on our GPU, inaccessible to our CPU
vk::BufferUsageFlags indexUsageFlags = vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eIndexBuffer;
indexBuffer = vkr::Buffer{ vulkanAllocator, bufferSize, indexUsageFlags, VMA_MEMORY_USAGE_GPU_ONLY };
vkr::StagedBufferFactory::copyBuffer(device, commandPool, graphicsQueue, stagingBuffer, indexBuffer);
stagingBuffer.destroy(vulkanAllocator);
}
所以这段代码没有问题。。。但是,如果我尝试使用我的vkr::StagedBuffer::create
函数(据我所知,该函数调用的正是这段代码),程序就无法运行。我得到一个黑屏(而不是彩虹色的矩形),偶尔验证层会告诉我“设备丢失”
我正在发疯,我绝对不明白为什么会出现这种情况。正如弗兰克指出的,这都是由于我上面发布的
vkr::StagedBufferFactory::create
代码中的语法错误造成的。我无意中使用了传入的dataSrc
指针的指针,导致我试图用垃圾填充VkBuffer。&dataSrc
是本地堆栈变量的地址,您可能是指dataSrc
,因此您的索引缓冲区充满垃圾,这可能是问题的原因,也可能不是问题的原因。这肯定会导致黑屏,但我不太确定验证错误。在处理越界索引时,这可能是驱动程序中的一个错误?哦,天哪,这几乎肯定是问题所在。我今晚会试试看,确认一下。谢谢你的帮助!不幸的是,这样的问题很常见,也很难发现。如果存在与您描述的问题类似的问题,在大多数情况下,这是代码中的错误-未初始化变量,传递指向临时变量的指针等。如果此问题得到解决,请将此标记为正确答案,以便将其从未回答问题列表中删除。解决此类错误的一个好机制是避免将void*
作为函数参数,而是使用模板允许您传入类型化数据引用,而不是指针。这也会导致呼叫端的代码更干净。谢谢你的建议,杰里科,我会调查的!
void HelloTriangleApplication::createIndexBuffer()
{
vk::DeviceSize bufferSize = sizeof(indices[0]) * indices.size();
indexBuffer = vkr::StagedBufferFactory::create(device, commandPool, graphicsQueue, vk::BufferUsageFlagBits::eIndexBuffer, bufferSize, indices.data(), vulkanAllocator);
}