在(三)物理设备中,提到了设备需求检测,
我认为最重要的是队列族,也就是队列类型。
因为vulkan的几乎所有操作都要经过队列进行。有的队列是计算指令的,有的队列是内存传输的。各司其职。
那么怎么查找需要的队列族呢?还是老办法:
获取数量->获取数组->条件检测。
1,获取队列族数量
uint32_t queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
2,获取队列族数组
std::vector queueFamilies(queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());
3,条件检测,
这里通过查找队列族索引的方式,以查找支持图形指令的第一个队列族索引为例( VK_QUEUE_GRAPHICS_BIT)。
QueueFaminliyIndices indices;
//暂时只需要支持图形指令
int i = 0;
for (const auto& queueFamily : queueFamilies )
{
if (queueFamily.queueCount > 0 && queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
indices.graphicsFamily = i;
}
if (indices.isCompleted())
{
break;
}
i++;
}
return indices;
这里队列族结构体如下:
struct QueueFaminliyIndices
{
//-1表示没找到满足需求的队列族
int graphicsFamily = -1;
bool isCompleted()
{
return graphicsFamily >= 0;
}
};
运行结果还是一样。
完整代码如下:
MyApplication.h
#pragma once
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
#include <vulkan/vulkan.h>
#include
#include “D:/install/filament-v1.18.0/third_party/imgui/examples/libs/glfw/include/GLFW/glfw3.h”
#include
#include
#include
#include
//队列族索引
struct QueueFaminliyIndices
{
//-1表示没找到满足需求的队列族
int graphicsFamily = -1;
bool isCompleted()
{
return graphicsFamily >= 0;
}
};
class MyApplication
{
public:
void run();
private:
//初始化窗口
void initWindow();
//初始化Vulkan对象
void initVulkan();
//主循环进行渲染操作
void mainLoop();
//资源清理
void cleanUp();
//创建一个实例初始化Vulkan库,指定驱动程序需要使用的应用程序信息
void createInstance();
//查询显卡设备
void pickPhysicalDevice();
//返回查找的队列族索引
QueueFaminliyIndices findQueueFamilies(VkPhysicalDevice device);
//确保选择的设备能执行需要的指令
bool isDeviceSuitable(VkPhysicalDevice device);
private:
//窗口
GLFWwindow* window = nullptr;
//实例句柄
VkInstance instance;
//存储显卡信息
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
};
MyApplication.cpp
#include “MyApplication.h”
void MyApplication::run()
{
initWindow();
initVulkan();
mainLoop();
cleanUp();
}
void MyApplication::initWindow()
{
//初始化GLFW库,
glfwInit();
//阻止创建OpenGL上下文
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
//禁止窗口大小改变
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
//存储窗口句柄
const int WIDTH = 800;
const int HEIGHT = 600;
window = glfwCreateWindow(WIDTH, HEIGHT, "Vulkan window", nullptr, nullptr);
}
void MyApplication::initVulkan()
{
createInstance();
pickPhysicalDevice();
}
void MyApplication::mainLoop()
{
//在没有错误和窗口没有被关闭下一直运行,事件循环
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
}
}
void MyApplication::cleanUp()
{
//在应用程序结束前清除vulkan实例
vkDestroyInstance(instance, nullptr);
glfwDestroyWindow(window);
glfwTerminate();
}
void MyApplication::createInstance()
{
//应用程序信息,便于优化
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;
//创建Vulkan驱动程序需要的信息
VkInstanceCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
createInfo.pApplicationInfo = &appInfo;
//返回需要的窗口交互扩展
uint32_t glfwExtensionCount = 0;
const char** glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);
createInfo.enabledExtensionCount = glfwExtensionCount;
createInfo.ppEnabledExtensionNames = glfwExtensions;
//全局扩展层(对整个应用程序都有效,而不仅仅对一个设备有效)
//暂时设置为0,不使用全局扩展层
createInfo.enabledLayerCount = 0;
//创建Vulkan实例
VkResult result = vkCreateInstance(
&createInfo, //包含创建信息的结构体指针
nullptr, //自定义的分配器回调函数,暂时设置为nullptr,不使用
&instance); //指向新对象句柄存储位置的指针。
//检测扩展支持
//获取扩展数量
uint32_t extensionCount = 0;
vkEnumerateInstanceExtensionProperties(nullptr, &extensionCount, nullptr);
//存储信息数组
std::vector<VkExtensionProperties> extensions(extensionCount);
vkEnumerateInstanceExtensionProperties(nullptr, &extensionCount, extensions.data());
}
void MyApplication::pickPhysicalDevice()
{
//获取显卡设备数量
uint32_t deviceCount = 0;
vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
//获取显卡数组
std::vector<VkPhysicalDevice> devices(deviceCount);
vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());
//选择合适的
for (const auto& device : devices)
{
if (isDeviceSuitable(device))
{
physicalDevice = device;
break;
}
}
}
QueueFaminliyIndices MyApplication::findQueueFamilies(VkPhysicalDevice device)
{
//获取设备的队列族个数
uint32_t queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
//获取队列族数组
std::vector queueFamilies(queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());
QueueFaminliyIndices indices;
//暂时只需要支持图形指令
int i = 0;
for (const auto& queueFamily : queueFamilies )
{
if (queueFamily.queueCount > 0 && queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
indices.graphicsFamily = i;
}
if (indices.isCompleted())
{
break;
}
i++;
}
return indices;
}
bool MyApplication::isDeviceSuitable(VkPhysicalDevice device)
{
QueueFaminliyIndices indices = findQueueFamilies(device);
return indices.isCompleted();
}
调用
#define GLFW_INCLUDE_VULKAN
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include “MyApplication.h”
int main()
{
MyApplication app;
app.run();
return 0;
}