Vulkan填坑學習Day04—物理設備與隊列

Vulkan 物理設備與隊列

Vulkan物理設備與隊列 ,通過VkInstance初始化Vulkan後,我們需要在系統中查找並選擇一個支持我們所需功能的顯卡。實際上,我們可以選擇任意數量的顯卡並同時使用他們,但在本小節中,我們簡單的設定選擇規則,即將查找到的第一個圖形卡作爲我們適合的物理設備。

一、選擇物理設備

通過VkInstance初始化Vulkan後,我們需要在系統中查找並選擇一個支持我們所需功能的顯卡。實際上,我們可以選擇任意數量的顯卡並同時使用他們,但在本小節中,我們簡單的設定選擇規則,即將查找到的第一個圖形卡作爲我們適合的物理設備。
在這裏插入圖片描述
我們添加函數pickPhysicalDevice並在initVulkan函數中調用。

void initVulkan() {
    createInstance();
    setupDebugCallback();
    pickPhysicalDevice();
}

void pickPhysicalDevice() {
}

最終我們選擇的圖形顯卡存儲在類成員VkPhysicalDevice句柄中。當VkInstance銷燬時,這個對象將會被隱式銷燬,所以我們並不需要在cleanup函數中做任何操作。

VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;

關於獲取圖形卡列表的方式與獲得擴展列表的方式類似。

uint32_t deviceCount = 0;
vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);

如果Vulkan支持的設備數爲0,那麼沒有任何意義進行下一步,我們選擇拋出異常。

if (deviceCount == 0) {
    throw std::runtime_error("failed to find GPUs with Vulkan support!");
}

否則我們分配數組存儲所有VkPhysicalDevice的句柄。

std::vector<VkPhysicalDevice> devices(deviceCount);
vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());

現在我們需要對它們進行評估,檢查它們是否適合我們要執行的操作,因爲並不是所有的顯卡功能一致。爲此我們添加一個新的函數:

bool isDeviceSuitable(VkPhysicalDevice device) {
    return true;
}

我們將檢查是否有任何物理設備符合我們的功能需求。

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!");
}

下一步我們介紹isDeviceSuitable函數,並檢查第一個需要滿足的功能。在後續的小節中,我們將開始使用更多的Vulkan功能,我們會擴展此功能函數以滿足更多的檢查條件。

二、設備需求檢測

評估合適的設備我們可以通過遍歷一些細節來完成。基本的設備屬性像name, type以及Vulkan版本都可以通過vkGetPhysicalDeviceProperties來遍歷得到。

VkPhysicalDeviceProperties deviceProperties;
vkGetPhysicalDeviceProperties(device, &deviceProperties);

可以使用vkGetPhysicalDeviceFeatures查詢對紋理壓縮,64位浮點數和多視圖渲染(VR非常有用)等可選功能的支持:

VkPhysicalDeviceFeatures deviceFeatures;
vkGetPhysicalDeviceFeatures(device, &deviceFeatures);

更多遍歷物理設備細節的信息,諸如設備內存、隊列簇我們將會在後續小節討論。

例如,我們假設我們的應用程序僅適用於支持geometry shaders的專用顯卡。那麼isDeviceSuitable函數將如下所示:

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;
}

爲了避免純粹的單一的判斷一個設備是否合適,尤其是當你發現多個設備都合適的條件下,你也可以給每一個設備做權值,選擇最高的一個。這樣,可以通過給予更高權值獲取定製化的圖形設備,但如果沒有一個可用的設備,可以回滾到集成圖形設備。你可以按照如下方式實現:

#include <map>

...

void pickPhysicalDevice() {
    ...

    // Use an ordered map to automatically sort candidates by increasing score
    std::multimap<int, VkPhysicalDevice> candidates;

    for (const auto& device : devices) {
        int score = rateDeviceSuitability(device);
        candidates.insert(std::make_pair(score, device));
    }

    // Check if the best candidate is suitable at all
    if (candidates.rbegin()->first > 0) {
        physicalDevice = candidates.rbegin()->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;
}

我們不需要在小節內實現所有內容,但我們可以瞭解如何選擇圖形設備的過程。當然,我們也可以顯示圖形設備的名稱列表,讓用戶選擇。

因爲我們剛剛開始,Vulkan的支持是我們唯一需要的,在這裏假設任何GPU都可以:

bool isDeviceSuitable(VkPhysicalDevice device) {
    return true;
}

在下一小節中,我們將會討論第一個真正需要檢查的設備功能。

三、隊列族

之前已經簡要的介紹過,幾乎所有的Vulkan操作,從繪圖到上傳紋理,都需要將命令提交到隊列中。有不同類型的隊列來源於不同的隊列簇,每個隊列簇只允許部分commands。例如,可以有一個隊列簇,只允許處理計算commands或者只允許內存傳輸commands:

我們需要檢測設備中支持的隊列簇,其中哪一個隊列簇支持我們想要的commands。爲此我們添加一個新的函數findQueueFamilies來查找我們需要的隊列簇。現在我們只會尋找一個支持圖形commands隊列簇,但是我們可以在稍後的小節中擴展更多的內容。
在這裏插入圖片描述
此函數返回滿足某個屬性的隊列簇索引。定義結構體,其中索引-1表示”未找到”:

struct QueueFamilyIndices {
    int graphicsFamily = -1;
    bool isComplete() {
        return graphicsFamily >= 0;
    }
};

現在我們實現findQueueFamilies函數:

QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
    QueueFamilyIndices indices;
    ...
    return indices;
}

獲取隊列簇的列表函數爲vkGetPhysicalDeviceQueueFamilyProperties:

uint32_t queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);

std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());

有關隊列簇,結構體VkQueueFamilyProperties包含了具體信息,包括支持的操作類型和基於當前隊列簇可以創建的有效隊列數。我們至少需要找到一個支持VK_QUEUE_GRAPHICS_BIT的隊列簇

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++;
}

現在我們有了比較理想的隊列簇查詢功能,我們可以在isDeviceSuitable函數中使用,確保物理設備可以處理我們需要的命令:

bool isDeviceSuitable(VkPhysicalDevice device) {
    QueueFamilyIndices indices = findQueueFamilies(device);

    return indices.isComplete();
}

至此,我們已經找到了我們需要的物理設備,在部分我們會討論邏輯設備。

附:源代碼

//physical_device_selection.cpp
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>

#include <iostream>
#include <stdexcept>
#include <vector>
#include <cstring>
#include <cstdlib> 
//#include <optional>

const int WIDTH = 800;
const int HEIGHT = 600;

const std::vector<const char*> validationLayers = {
	"VK_LAYER_KHRONOS_validation"
};

#ifdef NDEBUG
const bool enableValidationLayers = false;
#else
const bool enableValidationLayers = true;
#endif

VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugUtilsMessengerEXT* pDebugMessenger) {
	auto func = (PFN_vkCreateDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT");
	if (func != nullptr) {
		return func(instance, pCreateInfo, pAllocator, pDebugMessenger);
	}
	else {
		return VK_ERROR_EXTENSION_NOT_PRESENT;
	}
}

void DestroyDebugUtilsMessengerEXT(VkInstance instance, VkDebugUtilsMessengerEXT debugMessenger, const VkAllocationCallbacks* pAllocator) {
	auto func = (PFN_vkDestroyDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkDestroyDebugUtilsMessengerEXT");
	if (func != nullptr) {
		func(instance, debugMessenger, pAllocator);
	}
}

//struct QueueFamilyIndices {
//	std::optional<uint32_t> graphicsFamily;
//	bool isComplete() {
//		return graphicsFamily.has_value();
//	}
//};

struct QueueFamilyIndices {
	int graphicsFamily = -1;

	bool isComplete() {
		return graphicsFamily >= 0;
	}
};

class HelloTriangleApplication {
public:
	void run() {
		initWindow();
		initVulkan();
		mainLoop();
		cleanup();
	}

private:
	GLFWwindow* window;
	VkInstance instance;
	VkDebugUtilsMessengerEXT debugMessenger;
	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();
		setupDebugMessenger();
		pickPhysicalDevice();
	}

	void mainLoop() {
		while (!glfwWindowShouldClose(window)) {
			glfwPollEvents();
		}
	}

	void cleanup() {
		if (enableValidationLayers) {
			DestroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr);
		}

		vkDestroyInstance(instance, nullptr);
		glfwDestroyWindow(window);
		glfwTerminate();
	}

	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 = static_cast<uint32_t>(extensions.size());
		createInfo.ppEnabledExtensionNames = extensions.data();

		VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo;
		if (enableValidationLayers) {
			createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
			createInfo.ppEnabledLayerNames = validationLayers.data();

			populateDebugMessengerCreateInfo(debugCreateInfo);
			createInfo.pNext = (VkDebugUtilsMessengerCreateInfoEXT*)&debugCreateInfo;
		}
		else {
			createInfo.enabledLayerCount = 0;
			createInfo.pNext = nullptr;
		}

		if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {
			throw std::runtime_error("failed to create instance!");
		}
	}

	void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) {
		createInfo = {};
		createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT;
		createInfo.messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT;
		createInfo.messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT;
		createInfo.pfnUserCallback = debugCallback;
	}

	void setupDebugMessenger() {
		if (!enableValidationLayers) return;

		VkDebugUtilsMessengerCreateInfoEXT createInfo;
		populateDebugMessengerCreateInfo(createInfo);

		if (CreateDebugUtilsMessengerEXT(instance, &createInfo, nullptr, &debugMessenger) != VK_SUCCESS) {
			throw std::runtime_error("failed to set up debug messenger!");
		}
	}

	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() {
		uint32_t glfwExtensionCount = 0;
		const char** glfwExtensions;
		glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);

		std::vector<const char*> extensions(glfwExtensions, glfwExtensions + glfwExtensionCount);

		if (enableValidationLayers) {
			extensions.push_back(VK_EXT_DEBUG_UTILS_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(VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData, void* pUserData) {
		std::cerr << "validation layer: " << pCallbackData->pMessage << std::endl;

		return VK_FALSE;
	}
};

int main() {
	HelloTriangleApplication app;

	try {
		app.run();
	}
	catch (const std::exception& e) {
		std::cerr << e.what() << std::endl;
		return EXIT_FAILURE;
	}

	return EXIT_SUCCESS;
}
發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章