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c++ - Vulkan:缓冲区复制期间设备丢失

转载 作者:塔克拉玛干 更新时间:2023-11-03 07:05:17 25 4
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我真的很难提交缓冲区复制命令,以一种对我来说没有任何意义的方式。当我尝试从暂存缓冲区复制到设备本地缓冲区时,我从验证层收到“设备丢失”错误。真正令人困惑的是,它仅在我以特定方式调用复制函数时才会发生。

代码如下:

缓冲区.cpp

#include "Buffer.h"

namespace vkr
{
Buffer::Buffer() : buffer(VK_NULL_HANDLE), size(0) {}

Buffer::Buffer(
const VmaAllocator & _allocator,
const vk::DeviceSize bufferSize,
const vk::BufferUsageFlags usage,
const VmaMemoryUsage memoryUsageFlags
) :
size(bufferSize)
{
vk::BufferCreateInfo bufferInfo = {};
bufferInfo.size = size;
bufferInfo.usage = usage;
bufferInfo.sharingMode = vk::SharingMode::eExclusive;

VmaAllocationCreateInfo allocInfo = {};
allocInfo.usage = memoryUsageFlags;

auto vanillaBufferInfo = (VkBufferCreateInfo)bufferInfo;

vmaCreateBuffer(_allocator, &vanillaBufferInfo, &allocInfo, &buffer, &allocation, nullptr);
}

Buffer::Buffer(Buffer && otherBuffer)
{
buffer = otherBuffer.buffer;
allocation = otherBuffer.allocation;
size = otherBuffer.size;

otherBuffer.buffer = VK_NULL_HANDLE;
otherBuffer.allocation = VmaAllocation();
otherBuffer.size = 0;
}

Buffer & Buffer::operator=(Buffer && otherBuffer)
{
if (this != &otherBuffer) {
buffer = otherBuffer.buffer;
allocation = otherBuffer.allocation;
size = otherBuffer.size;

otherBuffer.buffer = VK_NULL_HANDLE;
otherBuffer.allocation = VmaAllocation();
otherBuffer.size = 0;
}
return *this;
}

Buffer::operator vk::Buffer() const
{
return vk::Buffer(buffer);
}

Buffer::operator VkBuffer() const
{
return buffer;
}

void Buffer::copyInto(const VmaAllocator & _allocator, const void* dataSrc)
{
void* mappedData;
vmaMapMemory(_allocator, allocation, &mappedData);
memcpy(mappedData, dataSrc, (size_t)size);
vmaUnmapMemory(_allocator, allocation);
}

void Buffer::copyInto(const VmaAllocator & _allocator, const void* dataSrc, const size_t newSize)
{
void* mappedData;

vmaMapMemory(_allocator, allocation, &mappedData);
memcpy(mappedData, dataSrc, newSize);
vmaUnmapMemory(_allocator, allocation);
}

void Buffer::destroy(const VmaAllocator & _allocator)
{
vmaDestroyBuffer(_allocator, buffer, allocation);
}
}

暂存缓冲区:

#include "StagedBufferFactory.h"


namespace vkr
{
namespace StagedBufferFactory
{
vkr::Buffer create(
vk::Device & device,
vk::CommandPool & commandPool,
vk::Queue & graphicsQueue,
const vk::BufferUsageFlags usageFlags,
const vk::DeviceSize size,
const void * dataSrc,
const VmaAllocator & _allocator
)
{
// Staging buffer that we load the data onto that's visible to our CPU
vk::BufferUsageFlags stagingUsageFlags = vk::BufferUsageFlagBits::eTransferSrc;
vkr::Buffer stagingBuffer{ _allocator, size, stagingUsageFlags, VMA_MEMORY_USAGE_CPU_ONLY };
stagingBuffer.copyInto(_allocator, &dataSrc, (size_t)size);

// This is our buffer located on our GPU, inaccessible to our CPU
vk::BufferUsageFlags gpuBufferUsageFlags = vk::BufferUsageFlagBits::eTransferDst | usageFlags;
vkr::Buffer gpuBuffer{ _allocator, size, gpuBufferUsageFlags, VMA_MEMORY_USAGE_GPU_ONLY };

copyBuffer(device, commandPool, graphicsQueue, stagingBuffer, gpuBuffer);

stagingBuffer.destroy(_allocator);

return gpuBuffer;
}

void copyBuffer(
vk::Device & device,
vk::CommandPool & commandPool,
vk::Queue & graphicsQueue,
vkr::Buffer & stagingBuffer,
vkr::Buffer & gpuBuffer
)
{
vk::CommandBufferAllocateInfo allocInfo = {};
allocInfo.level = vk::CommandBufferLevel::ePrimary;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;

vk::CommandBuffer commandBuffer;
device.allocateCommandBuffers(&allocInfo, &commandBuffer);

vk::CommandBufferBeginInfo beginInfo = {};
beginInfo.flags = vk::CommandBufferUsageFlagBits::eOneTimeSubmit;

commandBuffer.begin(&beginInfo);

vk::BufferCopy copyRegion = {};
copyRegion.srcOffset = 0;
copyRegion.dstOffset = 0;
copyRegion.size = stagingBuffer.size;
commandBuffer.copyBuffer(stagingBuffer.buffer, gpuBuffer.buffer, 1, &copyRegion);

commandBuffer.end();

vk::SubmitInfo submitInfo = {};
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;

// Create fence to ensure that the command buffer has finished executing
vk::FenceCreateInfo fenceInfo{};
vk::Fence fence = device.createFence(fenceInfo);

// Submit to the queue
graphicsQueue.submit(1, &submitInfo, fence);
graphicsQueue.waitIdle();
//device.waitForFences({ fence }, true, 100000000000);
device.destroyFence(fence);

device.free(commandPool, 1, &commandBuffer);
}
}
}

缓冲区创建:

void HelloTriangleApplication::createIndexBuffer()
{
vk::DeviceSize bufferSize = sizeof(indices[0]) * indices.size();

//// Staging buffer that we load the data onto that's visible to our CPU
vk::BufferUsageFlags stagingUsageFlags = vk::BufferUsageFlagBits::eTransferSrc;
vkr::Buffer stagingBuffer{ vulkanAllocator, bufferSize, stagingUsageFlags, VMA_MEMORY_USAGE_CPU_ONLY };

stagingBuffer.copyInto(vulkanAllocator, indices.data());

//// This is our buffer located on our GPU, inaccessible to our CPU
vk::BufferUsageFlags indexUsageFlags = vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eIndexBuffer;
indexBuffer = vkr::Buffer{ vulkanAllocator, bufferSize, indexUsageFlags, VMA_MEMORY_USAGE_GPU_ONLY };

vkr::StagedBufferFactory::copyBuffer(device, commandPool, graphicsQueue, stagingBuffer, indexBuffer);

stagingBuffer.destroy(vulkanAllocator);
}

所以这段代码可以正常工作...但是如果我尝试使用我的 vkr::StagedBuffer::create 函数(据我所知它调用了这段确切的代码)程序不会不工作。我得到一个黑屏(而不是我的彩虹色矩形),偶尔验证层会告诉我“设备丢失”

void HelloTriangleApplication::createIndexBuffer()
{
vk::DeviceSize bufferSize = sizeof(indices[0]) * indices.size();

indexBuffer = vkr::StagedBufferFactory::create(device, commandPool, graphicsQueue, vk::BufferUsageFlagBits::eIndexBuffer, bufferSize, indices.data(), vulkanAllocator);
}

我快崩溃了,我绝对不明白为什么会这样

最佳答案

正如 Frank 所指出的,这完全是由于我在上面发布的 vkr::StagedBufferFactory::create 代码中的语法错误。我不小心获取了传入的 dataSrc 指针的指针,导致我试图用垃圾填充我的 VkBuffer。

关于c++ - Vulkan:缓冲区复制期间设备丢失,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/51489702/

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