您可以看到,除了第二个体素的第一和半部分外,这看起来不像随机生成的体素。老实说,我对数据正在发生的事情绝对不知道。我知道我的计算着色器输出到Swapchain映像上不是问题,因为我检查了其他计算着色器(例如噪声等)是否有效,并且它们做到了。我已经将错误的位置缩小到从我的std::vector<std::vector<std::vector<glm::vec4>>>
到
voxelImage
voxelImage
或的复制数据的位置,它可能是在传递到Compute着色器的位置。
我也检查了体素的产生不仅仅是生成屏幕上看到的内容。 VEC4S的向量确实是随机的,我保证错误是在我将其缩小到的两个地方中的任何一个。I只会发布
voxelImage
和voxelImageView
创建的代码,以及描述符可能是错误发生的。 (发布其余的代码将不必要地过多,并且太长了)
voxel图像创建:
void createVoxelImage() {
VkDeviceSize imageSize = voxelDataInit.size();
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VmaAllocation stagingAllocation;
createBuffer(imageSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_GPU_ONLY, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, stagingBuffer, stagingAllocation, stagingBufferMemory);
void* data;
vmaMapMemory(allocator, stagingAllocation, &data);
memcpy(data, &voxelDataInit, imageSize);
vmaUnmapMemory(allocator, stagingAllocation);
VkDeviceMemory temp;
createImage(voxWidth, voxHeight, voxDepth, VK_IMAGE_TYPE_3D, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_STORAGE_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, voxelImage, voxelAllocation, VMA_MEMORY_USAGE_GPU_ONLY, temp, 5);
//vkFreeMemory(device, temp, NULL);
//VkDeviceMemory temp;
//createImage(voxWidth, voxHeight, voxDepth, VK_IMAGE_TYPE_3D, VK_FORMAT_B8G8R8_UNORM, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_STORAGE_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, voxelImage, voxelAllocation, VMA_MEMORY_USAGE_CPU_TO_GPU, temp, 5);
transitionImageLayout(voxelImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_ACCESS_TRANSFER_READ_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
copyBufferToImage(stagingBuffer, voxelImage, static_cast<uint32_t>(voxWidth), static_cast<uint32_t>(voxHeight), static_cast<uint32_t>(voxDepth));
transitionImageLayout(voxelImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
vmaDestroyBuffer(allocator, stagingBuffer, stagingAllocation);
}
voxel图像视图创建:
void createVoxelImageView() {
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = voxelImage;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_3D;
viewInfo.format = VK_FORMAT_R8G8B8A8_SRGB;
//viewInfo.flags = VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT;
viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = 1;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &voxelImageView) != VK_SUCCESS) {
throw std::runtime_error("Failed to create image view! (voxel)");
}
}
将数据输入到着色器中
layout(binding = 4, rgba8) uniform image3D voxels;
::
createImage
::
void createImage(uint32_t width, uint32_t height, uint32_t depth, VkImageType imgType, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkImageLayout layout, VkMemoryPropertyFlags properties, VkImage& image, VmaAllocation& allocation, VmaMemoryUsage memUsage, VkDeviceMemory& imageMemory, int callNum) {
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = imgType;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = depth;
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = layout;
imageInfo.usage = usage;
imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.flags = VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT;
VmaAllocationCreateInfo vmaAllocInfo = {};
vmaAllocInfo.usage = memUsage;
vmaAllocInfo.requiredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
if (vmaCreateImage(allocator, &imageInfo, &vmaAllocInfo, &image, &allocation, nullptr) != VK_SUCCESS) {
throw std::runtime_error(std::to_string(callNum));
throw std::runtime_error("failed to create image!");
}
}
:
transitionImageLayout
如果确实是类型的变量,那么
void transitionImageLayout(VkImage image, VkFormat format, VkImageLayout oldLayout, VkImageLayout newLayout, VkAccessFlagBits srcAccess, VkAccessFlagBits dstAccess, VkPipelineStageFlagBits srcStage, VkPipelineStageFlagBits dstStage) {
VkCommandBuffer commandBuffer = beginSingleTimeCommands();
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
VkPipelineStageFlags sourceStage;
VkPipelineStageFlags destinationStage;
if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED && newLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
destinationStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
}
else {
if (srcStage == VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT) {
barrier.srcAccessMask = 0;
}
else {
barrier.srcAccessMask = srcAccess;
}
barrier.dstAccessMask = dstAccess;
sourceStage = srcStage;
destinationStage = dstStage;
//throw std::runtime_error("Unsupported layout transition.");
}
vkCmdPipelineBarrier(commandBuffer, sourceStage, destinationStage, 0, 0, nullptr, 0, nullptr, 1, &barrier);
endSingleTimeCommands(commandBuffer);
}
永远不会工作。 copyBufferToImage
是指向Avoid copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t height, uint32_t depth){
VkCommandBuffer commandBuffer = beginSingleTimeCommands();
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
depth
};
vkCmdCopyBufferToImage(commandBuffer, buffer, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
endSingleTimeCommands(commandBuffer);
}
的指针。指向voxelDataInit
的指针总是相同的大小(忽略分配器本身):3个指针的大小。记录:a
std::vector<std::vector<std::vector<glm::vec4>>>
是一个to to的或更确切地说,这是3个阵列的指针。但是无论如何,一个不是它只是一个。因此,复制一个字节不会复制数组本身。
memcpy(data, &voxelDataInit, imageSize);
的
&voxelDataInit
只是元素的数量,而不是数组中的bytes的数量。
复制这种数据结构的最佳方法是停止使用这种数据结构。如果您想要一个3D阵列,那么您想要的是一个尺寸长度×宽度×宽度×高度的尺寸。您可以使用长度,宽度,高度将3D坐标转换为1D坐标。