我正在学习 Vulkan 教程,并已经实现了包括纹理在内的所有内容。 然而,我并没有逐行实现教程中的每个示例,而是尝试将特定的执行区域分成独立的类。 虽然我正在设置教程要求的所有内容,并且代码编译和执行没有错误,但深度缓冲显然不起作用,它不是将一个带有纹理的方块渲染在另一个带有纹理的方块之上,而是将它们渲染在一起。 我添加了指向我的 github 页面的链接,其中维护了完整的代码库。 下面显示了错误渲染的方块的图片,以突出显示不正确的行为。 (注意正方形之间重叠区域的锯齿渲染。)
在本例中,我正在实现深度缓冲,以下类名为
DepthManager
。 下面是graphics.hpp 文件中的原型,下面是graphics.cpp 文件中的实现。 我应该说,我还使用 Vulkan Memory Allocator 库来管理内存,而不是内置分配器。
DepthManager 的原型和实现如下所示;
class DepthManager {
public:
DepthManager(AllocatorManager& allocatorManager, VkDevice device,
VkPhysicalDevice physicalDevice, VkExtent2D swapChainExtent);
// --------------------------------------------------------------------------------
~DepthManager();
// --------------------------------------------------------------------------------
VkImageView getDepthImageView() const { return depthImageView; }
// --------------------------------------------------------------------------------
void createDepthResources();
// --------------------------------------------------------------------------------
VkFormat findDepthFormat();
// --------------------------------------------------------------------------------
VkImageView getDepthImageView();
// ================================================================================
private:
AllocatorManager& allocatorManager;
VkDevice device;
VkPhysicalDevice physicalDevice;
VkExtent2D swapChainExtent;
VkImage depthImage = VK_NULL_HANDLE;
VmaAllocation depthImageMemory = VK_NULL_HANDLE;
VkImageView depthImageView = VK_NULL_HANDLE;
// --------------------------------------------------------------------------------
bool hasStencilComponent(VkFormat format);
// --------------------------------------------------------------------------------
VkFormat findSupportedFormat(const std::vector<VkFormat>& candidates,
VkImageTiling tiling, VkFormatFeatureFlags features);
// --------------------------------------------------------------------------------
void createImage(uint32_t width, uint32_t height, VkFormat format,
VkImageTiling tiling, VkImageUsageFlags usage,
VmaMemoryUsage memoryUsage, VkImage& image,
VmaAllocation& imageMemory);
// --------------------------------------------------------------------------------
VkImageView createImageView(VkImage image, VkFormat format, VkImageAspectFlags aspectFlags);
};
DepthManager 实现如下所示
DepthManager::DepthManager(AllocatorManager& allocatorManager,
VkDevice device,
VkPhysicalDevice physicalDevice,
VkExtent2D swapChainExtent)
: allocatorManager(allocatorManager),
device(device),
physicalDevice(physicalDevice),
swapChainExtent(swapChainExtent) {
createDepthResources();
}
// --------------------------------------------------------------------------------
DepthManager::~DepthManager() {
if (depthImageView != VK_NULL_HANDLE) {
vkDestroyImageView(device, depthImageView, nullptr);
depthImageView = VK_NULL_HANDLE;
}
if (depthImage != VK_NULL_HANDLE && depthImageMemory != VK_NULL_HANDLE) {
vmaDestroyImage(allocatorManager.getAllocator(), depthImage, depthImageMemory);
depthImage = VK_NULL_HANDLE;
depthImageMemory = VK_NULL_HANDLE;
}
}
// --------------------------------------------------------------------------------
void DepthManager::createDepthResources() {
VkFormat depthFormat = findDepthFormat();
// Create depth image and verify initialization
createImage(swapChainExtent.width, swapChainExtent.height, depthFormat,
VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
VMA_MEMORY_USAGE_GPU_ONLY, depthImage, depthImageMemory);
// Check if depthImage and depthImageMemory are valid
if (depthImage == VK_NULL_HANDLE || depthImageMemory == VK_NULL_HANDLE) {
throw std::runtime_error("DepthManager: Failed to initialize depth image or memory allocation.");
}
// Create depth image view and verify initialization
depthImageView = createImageView(depthImage, depthFormat, VK_IMAGE_ASPECT_DEPTH_BIT);
// Check if depthImageView is valid
if (depthImageView == VK_NULL_HANDLE) {
throw std::runtime_error("DepthManager: Failed to initialize depth image view.");
}
}
// --------------------------------------------------------------------------------
VkFormat DepthManager::findDepthFormat() {
// Define the list of depth formats to check in order of preference
std::vector<VkFormat> depthFormats = {
VK_FORMAT_D32_SFLOAT,
VK_FORMAT_D32_SFLOAT_S8_UINT,
VK_FORMAT_D24_UNORM_S8_UINT
};
// Loop through each candidate format and check for support
for (VkFormat format : depthFormats) {
VkFormatProperties props;
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &props);
// Check if this format supports optimal tiling for depth-stencil attachment
if (props.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) {
return format;
}
}
throw std::runtime_error("failed to find supported depth format!");
}
// --------------------------------------------------------------------------------
VkImageView DepthManager::getDepthImageView() {
return depthImageView;
}
// ================================================================================
bool DepthManager::hasStencilComponent(VkFormat format) {
return format == VK_FORMAT_D32_SFLOAT_S8_UINT || format == VK_FORMAT_D24_UNORM_S8_UINT;
}
// --------------------------------------------------------------------------------
VkFormat DepthManager::findSupportedFormat(const std::vector<VkFormat>& candidates,
VkImageTiling tiling, VkFormatFeatureFlags features) {
for (VkFormat format : candidates) {
VkFormatProperties props;
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &props);
if (tiling == VK_IMAGE_TILING_LINEAR && (props.linearTilingFeatures & features) == features) {
return format;
} else if (tiling == VK_IMAGE_TILING_OPTIMAL && (props.optimalTilingFeatures & features) == features) {
return format;
}
}
throw std::runtime_error("failed to find supported format!");
}
// --------------------------------------------------------------------------------
void DepthManager::createImage(uint32_t width, uint32_t height, VkFormat format,
VkImageTiling tiling, VkImageUsageFlags usage,
VmaMemoryUsage memoryUsage, VkImage& image,
VmaAllocation& imageMemory) {
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VmaAllocationCreateInfo allocInfo{};
allocInfo.usage = memoryUsage;
if (vmaCreateImage(allocatorManager.getAllocator(), &imageInfo, &allocInfo, &image, &imageMemory, nullptr) != VK_SUCCESS) {
throw std::runtime_error("failed to create image!");
}
}
// --------------------------------------------------------------------------------
VkImageView DepthManager::createImageView(VkImage image, VkFormat format,
VkImageAspectFlags aspectFlags) {
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = 1;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
VkImageView imageView;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS) {
throw std::runtime_error("failed to create texture image view!");
}
return imageView;
}
本教程还要求我更新 createRenderPass 和 createFrameBuffer 方法,它们是图形管道的一部分,为了完整起见,我将在下面显示这些方法的更新。
void GraphicsPipeline::createRenderPass(VkFormat swapChainImageFormat) {
VkAttachmentDescription colorAttachment{};
colorAttachment.format = swapChainImageFormat;
colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
VkAttachmentDescription depthAttachment{};
depthAttachment.format = depthManager.findDepthFormat();
depthAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
depthAttachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
depthAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
depthAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
depthAttachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorAttachmentRef{};
colorAttachmentRef.attachment = 0;
colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthAttachmentRef{};
depthAttachmentRef.attachment = 1;
depthAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorAttachmentRef;
subpass.pDepthStencilAttachment = &depthAttachmentRef;
VkSubpassDependency dependency{};
dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
dependency.dstSubpass = 0;
dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.srcAccessMask = 0;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
// Correct the attachments array and count
std::array<VkAttachmentDescription, 2> attachments = {colorAttachment, depthAttachment};
VkRenderPassCreateInfo renderPassInfo{};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size()); // Set to 2
renderPassInfo.pAttachments = attachments.data(); // Point to both color and depth attachments
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
renderPassInfo.dependencyCount = 1;
renderPassInfo.pDependencies = &dependency;
if (vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass) != VK_SUCCESS) {
throw std::runtime_error("failed to create render pass!");
}
}
void GraphicsPipeline::createFrameBuffers(const std::vector<VkImageView>& swapChainImageViews,
VkExtent2D swapChainExtent) {
// Verify depthImageView is initialized
VkImageView depthImageView = depthManager.getDepthImageView();
if (depthImageView == VK_NULL_HANDLE) {
throw std::runtime_error("DepthManager depthImageView is not initialized.");
}
framebuffers.resize(swapChainImageViews.size());
for (size_t i = 0; i < swapChainImageViews.size(); i++) {
std::array<VkImageView, 2> attachments = {
swapChainImageViews[i],
depthImageView
};
VkFramebufferCreateInfo framebufferInfo{};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.renderPass = renderPass;
framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
framebufferInfo.pAttachments = attachments.data();
framebufferInfo.width = swapChainExtent.width;
framebufferInfo.height = swapChainExtent.height;
framebufferInfo.layers = 1;
if (vkCreateFramebuffer(device, &framebufferInfo, nullptr, &framebuffers[i]) != VK_SUCCESS) {
throw std::runtime_error("failed to create framebuffer!");
}
}
}
问题可能与我实例化类的顺序有关,因此为了完整起见,我还显示了下面组织整个应用程序的
VulkanApplication
类的构造函数。 主要功能如下所示。
GLFWwindow* create_window(uint32_t h, uint32_t w, const std::string& screen_title, bool full_screen) {
if (!glfwInit()) {
throw std::runtime_error("GLFW Initialization Failed!\n");
}
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
GLFWmonitor* monitor = full_screen ? glfwGetPrimaryMonitor() : nullptr;
GLFWwindow* window = glfwCreateWindow(w, h, screen_title.c_str(), monitor, nullptr);
if (!window) {
glfwTerminate();
throw std::runtime_error("GLFW Instantiation failed!\n");
}
return window;
}
// ================================================================================
// ================================================================================
// Begin code
int main(int argc, const char * argv[]) {
// Define vertices for two connected triangles
const std::vector<Vertex> vertices = {
// First square, slightly offset along the x-axis and closer along the z-axis
{{-0.4f, -0.4f, -0.25f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f}},
{{0.4f, -0.4f, -0.25f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
{{0.4f, 0.4f, -0.25f}, {0.0f, 0.0f, 1.0f}, {0.0f, 1.0f}},
{{-0.4f, 0.4f, -0.25f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
// Second square, further along z-axis and offset along x-axis
{{-0.5f + 0.5f, -0.5f, -0.75f}, {1.0f, 0.5f, 0.0f}, {1.0f, 0.0f}},
{{0.5f + 0.5f, -0.5f, -0.75f}, {0.5f, 1.0f, 0.5f}, {0.0f, 0.0f}},
{{0.5f + 0.5f, 0.5f, -0.75f}, {0.0f, 0.5f, 1.0f}, {0.0f, 1.0f}},
{{-0.5f + 0.5f, 0.5f, -0.75f}, {0.5f, 1.0f, 1.0f}, {1.0f, 1.0f}}
};
const std::vector<uint16_t> indices = {
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4
};
// Call Application
try {
GLFWwindow* window = create_window(1050, 1200, "Vulkan Application", false);
VulkanApplication triangle(window, vertices, indices);
triangle.run();
// Clean up the GLFW window
glfwDestroyWindow(window);
// Terminate GLFW and clean up resources
glfwTerminate();
} catch(const std::exception& e) {
std::cerr << e.what() << "\n";
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
main函数实例化如下所示的
VulkanApplication
类。
VulkanApplication::VulkanApplication(GLFWwindow* window,
const std::vector<Vertex>& vertices,
const std::vector<uint16_t>& indices)
: windowInstance(std::move(window)),
vertices(vertices),
indices(indices){
// Instantiate related classes
glfwSetWindowUserPointer(windowInstance, this);
validationLayers = std::make_unique<ValidationLayers>();
vulkanInstanceCreator = std::make_unique<VulkanInstance>(this->windowInstance,
*validationLayers.get());
vulkanPhysicalDevice = std::make_unique<VulkanPhysicalDevice>(*this->vulkanInstanceCreator->getInstance(),
this->vulkanInstanceCreator->getSurface());
vulkanLogicalDevice = std::make_unique<VulkanLogicalDevice>(vulkanPhysicalDevice->getDevice(),
validationLayers->getValidationLayers(),
vulkanInstanceCreator->getSurface(),
deviceExtensions);
allocatorManager = std::make_unique<AllocatorManager>(
vulkanPhysicalDevice->getDevice(),
vulkanLogicalDevice->getDevice(),
*vulkanInstanceCreator->getInstance());
swapChain = std::make_unique<SwapChain>(vulkanLogicalDevice->getDevice(),
vulkanInstanceCreator->getSurface(),
vulkanPhysicalDevice->getDevice(),
this->windowInstance);
depthManager = std::make_unique<DepthManager>(
*allocatorManager, // Dereference unique_ptr
vulkanLogicalDevice->getDevice(),
vulkanPhysicalDevice->getDevice(),
swapChain->getSwapChainExtent()
);
//depthManager->createDepthResources();
commandBufferManager = std::make_unique<CommandBufferManager>(vulkanLogicalDevice->getDevice(),
indices,
vulkanPhysicalDevice->getDevice(),
vulkanInstanceCreator->getSurface());
samplerManager = std::make_unique<SamplerManager>(
vulkanLogicalDevice->getDevice(),
vulkanPhysicalDevice->getDevice()
);
samplerManager->createSampler("default");
textureManager = std::make_unique<TextureManager>(
*allocatorManager, // Dereference unique_ptr
vulkanLogicalDevice->getDevice(),
vulkanPhysicalDevice->getDevice(),
*commandBufferManager, // Dereference unique_ptr
vulkanLogicalDevice->getGraphicsQueue(),
"../../../data/texture.jpg",
*samplerManager
);
bufferManager = std::make_unique<BufferManager>(vertices,
indices,
*allocatorManager,
*commandBufferManager.get(),
vulkanLogicalDevice->getGraphicsQueue());
descriptorManager = std::make_unique<DescriptorManager>(vulkanLogicalDevice->getDevice());
descriptorManager->createDescriptorSets(bufferManager->getUniformBuffers(),
textureManager->getTextureImageView(),
samplerManager->getSampler("default"));
graphicsPipeline = std::make_unique<GraphicsPipeline>(vulkanLogicalDevice->getDevice(),
*swapChain.get(),
*commandBufferManager.get(),
*bufferManager.get(),
*descriptorManager.get(),
indices,
vulkanPhysicalDevice->getDevice(),
std::string("../../shaders/shader.vert.spv"),
std::string("../../shaders/shader.frag.spv"),
*depthManager);
graphicsPipeline->createFrameBuffers(swapChain->getSwapChainImageViews(),
swapChain->getSwapChainExtent());
graphicsQueue = this->vulkanLogicalDevice->getGraphicsQueue();
presentQueue = this->vulkanLogicalDevice->getPresentQueue();
}
正如我之前所说,应用程序可以正常工作,只是没有在两个方块之间正确实现 DepthBuffering,我不知道为什么!我认为问题在于如何
DepthBuffer`` class is written, or how it is used to support the
createRenderPassor
createFrameBufferfunctions, but is may also be in how it is called in the
VulkanApplication` 构造函数,所以我也分享这些实现。 从本质上讲,在比我更了解的人指出错误之前,我会陷入僵局,并且非常感谢我能得到的任何帮助。 如果您认为问题出在其他地方,请随意筛选顶部显示的 gitub 地址。
调试如此简单的东西花了一些时间,但问题是由我的
Vertex
类引起的。 getAttributeDescriptons()
功能设置为接收 2D 信息而不是 3D 信息。 正确的功能如下所示。
static std::array<VkVertexInputAttributeDescription, 3> getAttributeDescriptions() {
std::array<VkVertexInputAttributeDescription, 3> attributeDescriptions{};
attributeDescriptions[0].binding = 0;
attributeDescriptions[0].location = 0;
attributeDescriptions[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attributeDescriptions[0].offset = offsetof(Vertex, pos);
attributeDescriptions[1].binding = 0;
attributeDescriptions[1].location = 1;
attributeDescriptions[1].format = VK_FORMAT_R32G32B32_SFLOAT;
attributeDescriptions[1].offset = offsetof(Vertex, color);
attributeDescriptions[2].binding = 0;
attributeDescriptions[2].location = 2;
attributeDescriptions[2].format = VK_FORMAT_R32G32_SFLOAT;
attributeDescriptions[2].offset = offsetof(Vertex, texCoord);
return attributeDescriptions;
}