vulakn教程--Drawing a Triangle--Set up--Physical Device and Queue Family
2016-09-04 19:09
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原文链接:Vulkan-tutorial
VkPhysicalDevice 将同Instance一同销毁,这里不必使用VDeleter。
首先我们要考虑两个问题:
如何获取Physical Devices。
如何从Physical Devices 中挑选我们想要的那个Physical Device.
这种模式你绝对不会陌生,在前一章节我们寻找Validation layers时就已经领略过,当时是这样的:
现在我们已经得到了所有Physical Devices, 接下来我们挑选一个满足我们具体需求的显卡。
(1)
好复杂的结构,还好目前我们只对它的
你一定不会对获取
(2)
这是个庞大(我用…表示它还有很多字段)但简单的结构,每个字段都是
获取vkGetPhysicalDeviceFeatures的方法:
(3)
你会在很多地方看到队列的身影。在Vulkan中,队列有很多种类(感觉family 译成种类好理解),每种队列只支持Vulkan命令的一个子集,比如:一种队列只具有处理计算的命令(processing of compute commands) 或者只具有内存传递的命令(memory transfer related commands)。我们将从Physical Device里枚举出它所拥有的所有队列(
同样为了简单,我们只考虑
采用同样的模式来遍历制定Physical Device的
模拟需求:
我们需要
总结如下:
1. 显卡类型为
2. 特性支持geometry shaders。
3. 队列支持图形处理命令。
举个例子,我们有一个挑选函数,它满足了我们对显卡类型和对
你也可以采用下面一个比较优雅的方法,它对Physical Device进行打分,然后取得最高分的那个:
当然,我们并不打算在这个教程中使用这个方式,我们的目的仅在于为你提供另一条挑选显卡的思路,使你明确条条大路皆通罗马。
下面我们来添加另一条限制条件:队列支持图形处理命令。
为了更好的说明问题,我们来添加一个便利的结构:
各个字段的含义都非常明确,如果找到这样的队列
我们添加
然后再添加一个验证方法
把它们组合在一起看起来是这样的:
源码:
Physical Device and Queue
好了,我们已经用VkInstance初始化了Vulkan API,是时候选择一个具有我们需要的特性的显卡了(graphics card),事实上,我们可以同时使用多个显卡,为了简单起见,我们只选择第一个满足我们要求的显卡。VkPhysicalDevice physicalDevice=Vk_NULL_HANDLE; //声明
VkPhysicalDevice 将同Instance一同销毁,这里不必使用VDeleter。
首先我们要考虑两个问题:
如何获取Physical Devices。
如何从Physical Devices 中挑选我们想要的那个Physical Device.
如何获取Physical Devices
Vulkan 提供了枚举(enumerate)出当前平台(platform)可用的所有显卡(graphics card or Physical Device)的简便方法:VkResult vkEnumeratePhysicalDevices( VkInstance instance, uint32_t* pPhysicalDeviceCount, VkPhysicalDevice* pPhysicalDevices);
这种模式你绝对不会陌生,在前一章节我们寻找Validation layers时就已经领略过,当时是这样的:
vkEnumerateInstanceLayerProperties(..)。 现在我们用相似的方法来搜集所有的Physical Devices:
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());
现在我们已经得到了所有Physical Devices, 接下来我们挑选一个满足我们具体需求的显卡。
如何从Physical Devices 中挑选我们想要的那个Physical Device
首先我们需要引入几个重要的概念:(1)
VkPhysicalDeviceProperties(显卡的属性)
typedef struct VkPhysicalDeviceProperties { uint32_t apiVersion; uint32_t driverVersion; uint32_t vendorID; uint32_t deviceID; VkPhysicalDeviceType deviceType; char deviceName[VK_MAX_PHYSICAL_DEVICE_NAME_SIZE]; uint8_t pipelineCacheUUID[VK_UUID_SIZE]; VkPhysicalDeviceLimits limits; VkPhysicalDeviceSparseProperties sparseProperties; } VkPhysicalDeviceProperties;
好复杂的结构,还好目前我们只对它的
VkPhysicalDeviceType
deviceType字段感兴趣。现在让我们看看
VkPhysicalDeviceType到底是个啥:
typedef enum VkPhysicalDeviceType { VK_PHYSICAL_DEVICE_TYPE_OTHER = 0, //other VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU = 1, //集成 VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU = 2, //独立 VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU = 3, //虚拟 VK_PHYSICAL_DEVICE_TYPE_CPU = 4, //running on cpu } VkPhysicalDeviceType
你一定不会对获取
vkGetPhysicalDeviceProperties的方法感到陌生:
void vkGetPhysicalDeviceProperties( VkPhysicalDevice physicalDevice, VkPhysicalDeviceProperties* pProperties );
(2)
VkPhysicalDeviceFeatures( 特性支持 ):
typedef struct VkPhysicalDeviceFeatures { VkBool32 robustBufferAccess; VkBool32 fullDrawIndexUint32; VkBool32 imageCubeArray; VkBool32 independentBlend; VkBool32 geometryShader; VkBool32 tessellationShader; VkBool32 sampleRateShading; VkBool32 dualSrcBlend; VkBool32 logicOp; VkBool32 multiDrawIndirect; VkBool32 drawIndirectFirstInstance; VkBool32 depthClamp; ... ... } VkPhysicalDeviceFeatures;
这是个庞大(我用…表示它还有很多字段)但简单的结构,每个字段都是
bool型,非真(
Vk_TRUE)即假(
Vk_FALSE)。表示是否对此特性的支持,如果你想了解完整的信息请参考相关文档,毕竟这里只是个栗子。
获取vkGetPhysicalDeviceFeatures的方法:
void vkGetPhysicalDeviceFeatures( VkPhysicalDevice physicalDevice, VkPhysicalDeviceFeatures* pFeatures );
(3)
VkQueueFamilyProperties(队列家族属性)
你会在很多地方看到队列的身影。在Vulkan中,队列有很多种类(感觉family 译成种类好理解),每种队列只支持Vulkan命令的一个子集,比如:一种队列只具有处理计算的命令(processing of compute commands) 或者只具有内存传递的命令(memory transfer related commands)。我们将从Physical Device里枚举出它所拥有的所有队列(
VkQueue)的种类,并从中抽取出我们感兴的那种队列,或者说我们要通过判断Physical Device 是否支持我们感兴趣的队列来对Physical Device 进行筛选。
typedef struct VkQueueFamilyProperties { VkQueueFlags queueFlags; // or VkQueueFlagBits uint32_t queueCount; uint32_t timestampValidBits; VkExtent3D minImageTransferGranularity; } VkQueueFamilyProperties;
同样为了简单,我们只考虑
queueFlags和
queueCount这两个字段。需要注意的是
queueFlags的类型在
VkQueueFamilyProperties的定义中是
VkQueueFlags,它的值属于
VkQueueFlagBits,结构如下:
typedef enum VkQueueFlagBits { VK_QUEUE_GRAPHICS_BIT = 0x00000001, VK_QUEUE_COMPUTE_BIT = 0x00000002, VK_QUEUE_TRANSFER_BIT = 0x00000004, VK_QUEUE_SPARSE_BINDING_BIT = 0x00000008, VK_QUEUE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF } VkQueueFlagBits;
采用同样的模式来遍历制定Physical Device的
VkQueueFamilyProperties:
void vkGetPhysicalDeviceQueueFamilyProperties( VkPhysicalDevice physicalDevice, uint32_t* pQueueFamilyPropertyCount, VkQueueFamilyProperties* pQueueFamilyProperties);
挑选Physical Device
所有的准备工作都完成的差不多了,现在开始挑选满足我们需求的Physical Device 流程。模拟需求:
我们需要
deviceType为
VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU类型的显卡,并且支持geometry shaders(后续会讲到) 特性,即
VkPhysicalDeviceFeatures. geometryShader为
Vk_TRUE,此外我们想队列支持图形处理命令,即
VkQueueFamilyProperties . queueFlags为
VK_QUEUE_GRAPHICS_BIT。
总结如下:
1. 显卡类型为
VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU。
2. 特性支持geometry shaders。
3. 队列支持图形处理命令。
举个例子,我们有一个挑选函数,它满足了我们对显卡类型和对
geometryShader特性的支持:
bool isDeviceSuitable(VkPhysicalDevice device) { VkPhysicalDeviceProperties deviceProperties; VkPhysicalDeviceFeatures deviceFeatures; vkGetPhysicalDeviceProperties(device, &deviceProperties); vkGetPhysicalDeviceFeatures(device, &deviceFeatures); return deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU && deviceFeatures.geometryShader; }
你也可以采用下面一个比较优雅的方法,它对Physical Device进行打分,然后取得最高分的那个:
#include <map> ... void pickPhysicalDevice() { ... // Use an ordered map to automatically sort candidates by increasing score std::map<int, VkPhysicalDevice> candidates; for (const auto& device : devices) { int score = rateDeviceSuitability(device); candidates[score] = device; } // Check if the best candidate is suitable at all if (candidates.begin()->first > 0) { physicalDevice = candidates.begin()->second; } else { throw std::runtime_error("failed to find a suitable GPU!"); } } int rateDeviceSuitability(VkPhysicalDevice device) { ... int score = 0; // Discrete GPUs have a significant performance advantage if (deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) { score += 1000; } // Maximum possible size of textures affects graphics quality score += deviceProperties.limits.maxImageDimension2D; // Application can't function without geometry shaders if (!deviceFeatures.geometryShader) { return 0; } return score; }
当然,我们并不打算在这个教程中使用这个方式,我们的目的仅在于为你提供另一条挑选显卡的思路,使你明确条条大路皆通罗马。
下面我们来添加另一条限制条件:队列支持图形处理命令。
为了更好的说明问题,我们来添加一个便利的结构:
struct QueueFamilyIndices { int graphicsFamily = -1; bool isComplete() { return graphicsFamily >= 0; } };
各个字段的含义都非常明确,如果找到这样的队列
graphicsFamily就为这种队列的索引(还记得
vkGetPhysicalDeviceQueueFamilyProperties(…)传入的
pQueueFamilyPropertyCount参数吗,
graphicsFamily与此参数关联),否则为-1.
我们添加
findQueueFamilies(…)方法,用来寻找片特定命令的队列:
QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) { QueueFamilyIndices indices; uint32_t queueFamilyCount = 0; vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr); std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount); vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data()); int i = 0; for (const auto& queueFamily : queueFamilies) { if (queueFamily.queueCount > 0 && queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) { indices.graphicsFamily = i; } if (indices.isComplete()) { break; } i++; } return indices; }
然后再添加一个验证方法
isDeviceSuitable(…):
bool isDeviceSuitable(VkPhysicalDevice device) { QueueFamilyIndices indices = findQueueFamilies(device); return indices.isComplete(); }
把它们组合在一起看起来是这样的:
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!"); } }
源码:
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <iostream>
#include <stdexcept>
#include <functional>
#include <vector>
#include <cstring>
const int WIDTH = 800;
const int HEIGHT = 600;
const std::vector<const char*> validationLayers = {
"VK_LAYER_LUNARG_standard_validation"
};
#ifdef NDEBUG
const bool enableValidationLayers = false;
#else
const bool enableValidationLayers = true;
#endif
VkResult CreateDebugReportCallbackEXT(VkInstance instance, const VkDebugReportCallbackCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugReportCallbackEXT* pCallback) {
auto func = (PFN_vkCreateDebugReportCallbackEXT) vkGetInstanceProcAddr(instance, "vkCreateDebugReportCallbackEXT");
if (func != nullptr) {
return func(instance, pCreateInfo, pAllocator, pCallback);
} else {
return VK_ERROR_EXTENSION_NOT_PRESENT;
}
}
void DestroyDebugReportCallbackEXT(VkInstance instance, VkDebugReportCallbackEXT callback, const VkAllocationCallbacks* pAllocator) {
auto func = (PFN_vkDestroyDebugReportCallbackEXT) vkGetInstanceProcAddr(instance, "vkDestroyDebugReportCallbackEXT");
if (func != nullptr) {
func(instance, callback, pAllocator);
}
}
template <typename T>
class VDeleter {
public:
VDeleter() : VDeleter([](T, VkAllocationCallbacks*) {}) {}
VDeleter(std::function<void(T, VkAllocationCallbacks*)> deletef) {
this->deleter = [=](T obj) { deletef(obj, nullptr); };
}
VDeleter(const VDeleter<VkInstance>& instance, std::function<void(VkInstance, T, VkAllocationCallbacks*)> deletef) {
this->deleter = [&instance, deletef](T obj) { deletef(instance, obj, nullptr); };
}
VDeleter(const VDeleter<VkDevice>& device, std::function<void(VkDevice, T, VkAllocationCallbacks*)> deletef) {
this->deleter = [&device, deletef](T obj) { deletef(device, obj, nullptr); };
}
~VDeleter() {
cleanup();
}
T* operator &() {
cleanup();
return &object;
}
operator T() const {
return object;
}
private:
T object{VK_NULL_HANDLE};
std::function<void(T)> deleter;
void cleanup() {
if (object != VK_NULL_HANDLE) {
deleter(object);
}
object = VK_NULL_HANDLE;
}
};
struct QueueFamilyIndices { int graphicsFamily = -1; bool isComplete() { return graphicsFamily >= 0; } };
class HelloTriangleApplication {
public:
void run() {
initWindow();
initVulkan();
mainLoop();
}
private:
GLFWwindow* window;
VDeleter<VkInstance> instance{vkDestroyInstance};
VDeleter<VkDebugReportCallbackEXT> callback{instance, DestroyDebugReportCallbackEXT};
VDeleter<VkSurfaceKHR> surface{instance, vkDestroySurfaceKHR};
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
void initWindow() {
glfwInit();
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
window = glfwCreateWindow(WIDTH, HEIGHT, "Vulkan", nullptr, nullptr);
}
void initVulkan() {
createInstance();
setupDebugCallback();
pickPhysicalDevice();
}
void mainLoop() {
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
}
}
void createInstance() {
if (enableValidationLayers && !checkValidationLayerSupport()) {
throw std::runtime_error("validation layers requested, but not available!");
}
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;
auto extensions = getRequiredExtensions();
createInfo.enabledExtensionCount = extensions.size();
createInfo.ppEnabledExtensionNames = extensions.data();
if (enableValidationLayers) {
createInfo.enabledLayerCount = validationLayers.size();
createInfo.ppEnabledLayerNames = validationLayers.data();
} else {
createInfo.enabledLayerCount = 0;
}
if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {
throw std::runtime_error("failed to create instance!");
}
}
void setupDebugCallback() {
if (!enableValidationLayers) return;
VkDebugReportCallbackCreateInfoEXT createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
createInfo.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT;
createInfo.pfnCallback = debugCallback;
if (CreateDebugReportCallbackEXT(instance, &createInfo, nullptr, &callback) != VK_SUCCESS) {
throw std::runtime_error("failed to set up debug callback!");
}
}
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!");
}
}
bool isDeviceSuitable(VkPhysicalDevice device) { QueueFamilyIndices indices = findQueueFamilies(device); return indices.isComplete(); }
QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
QueueFamilyIndices indices;
uint32_t queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());
int i = 0;
for (const auto& queueFamily : queueFamilies) {
if (queueFamily.queueCount > 0 && queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
indices.graphicsFamily = i;
}
if (indices.isComplete()) {
break;
}
i++;
}
return indices;
}
std::vector<const char*> getRequiredExtensions() {
std::vector<const char*> extensions;
unsigned int glfwExtensionCount = 0;
const char** glfwExtensions;
glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);
for (unsigned int i = 0; i < glfwExtensionCount; i++) {
extensions.push_back(glfwExtensions[i]);
}
if (enableValidationLayers) {
extensions.push_back(VK_EXT_DEBUG_REPORT_EXTENSION_NAME);
}
return extensions;
}
bool checkValidationLayerSupport() {
uint32_t layerCount;
vkEnumerateInstanceLayerProperties(&layerCount, nullptr);
std::vector<VkLayerProperties> availableLayers(layerCount);
vkEnumerateInstanceLayerProperties(&layerCount, availableLayers.data());
for (const char* layerName : validationLayers) {
bool layerFound = false;
for (const auto& layerProperties : availableLayers) {
if (strcmp(layerName, layerProperties.layerName) == 0) {
layerFound = true;
break;
}
}
if (!layerFound) {
return false;
}
}
return true;
}
static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objType, uint64_t obj, size_t location, int32_t code, const char* layerPrefix, const char* msg, void* userData) {
std::cerr << "validation layer: " << msg << std::endl;
return VK_FALSE;
}
};
int main() {
HelloTriangleApplication app;
try {
app.run();
} catch (const std::runtime_error& e) {
std::cerr << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
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