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vulakn教程--Drawing a Triangle--Set up--Physical Device and Queue Family

2016-09-04 19:09 459 查看
原文链接:Vulkan-tutorial

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
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
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
Vk_TRUE
,此外我们想队列支持图形处理命令,即
VkQueueFamilyProperties . queueFlags
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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