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我正在尝试使用 Vulkan 在 HTC Vive 上绘制一些东西。
我启用了验证层,程序在 vkCreateGraphicsPipeline
内给我段错误。段错误发生在 VkLayer_core_validation.dll
中。如果这还不够奇怪,发生段错误的函数是 vkEmurateInstanceExtensions
。因此,我在没有验证层的情况下进行了测试,然后 vkCreateGraphicsPipeline
失败并返回 VK_ERROR_VALIDATION_FAILED_EXT
。
我现在已经多次阅读我所关注的教程的管道部分,但我没有发现任何错误。我还尝试了旧版本的 Vulkan SDK,但唯一的区别是该段错误发生在 vkCreateGraphicsPipeline
内的 vkGetInstanceProcAddr
中。
static int loadShader(VrDevice *device,VkShaderModule *module,char *filename){
// load the shader
.
.
.
// Create the VkShaderModule
VkShaderModuleCreateInfo shadermodule;
shadermodule.sType=VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shadermodule.flags=0;
shadermodule.pNext=NULL;
shadermodule.codeSize=buffersize;
shadermodule.pCode=(const uint32_t *)buffer;
VkResult result=vkCreateShaderModule(device->logicaldevice,&shadermodule,NULL,module);
// Check for vulkan error and free allocated memory before exiting
delete[] buffer;
if(result==VK_SUCCESS) return 1;
else return 0;
}
int renderingInit(VrDevice *device,char *appname){
.
.
.
VkApplicationInfo appinfo;
appinfo.sType=VK_STRUCTURE_TYPE_APPLICATION_INFO;
appinfo.pNext=NULL;
appinfo.apiVersion=VK_MAKE_VERSION(1,0,0);
appinfo.pApplicationName=appname;
appinfo.applicationVersion=1;
appinfo.pEngineName=appname;
appinfo.engineVersion=1;
VkInstanceCreateInfo instanceinfo;
instanceinfo.sType=VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
instanceinfo.pNext=NULL;
instanceinfo.flags=0;
instanceinfo.pApplicationInfo=&appinfo;
instanceinfo.enabledExtensionCount=numextension;
instanceinfo.ppEnabledExtensionNames=extensions;
instanceinfo.enabledLayerCount=layercount;
instanceinfo.ppEnabledLayerNames=debuglayers;
if(vkCreateInstance(&instanceinfo,NULL,&device->instance)!=VK_SUCCESS) return 0;
.
.
.
// Graphics card related matters
uint32_t devicecount=1;
result=vkEnumeratePhysicalDevices(device->instance,&devicecount,&device->physicaldevice);
if(result==VK_SUCCESS || result==VK_INCOMPLETE){
vkGetPhysicalDeviceProperties(device->physicaldevice,&device->physicaldeviceprop);
vkGetPhysicalDeviceMemoryProperties(device->physicaldevice,&device->physicaldevicememprop);
vkGetPhysicalDeviceFeatures(device->physicaldevice,&device->physicaldevicefeatures);
}
else return 0
uint32_t queuecount;
vkGetPhysicalDeviceQueueFamilyProperties(device->physicaldevice,&queuecount,NULL);
if(queuecount>0){
VkQueueFamilyProperties *queues=new VkQueueFamilyProperties[queuecount];
vkGetPhysicalDeviceQueueFamilyProperties(device->physicaldevice,&queuecount,queues);
uint32_t queue;
for(queue=0;queue<queuecount;queue++){
if(queues[queue].queueFlags&VK_QUEUE_GRAPHICS_BIT) break;
}
delete[] queues;
device->queuefamily=queue;
}
else return 0;
.
.
.
// Make logical device
VkDeviceQueueCreateInfo queueinfo;
queueinfo.sType=VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queueinfo.pNext=NULL;
queueinfo.flags=0;
queueinfo.queueCount=1;
queueinfo.queueFamilyIndex=device->queuefamily;
float priority=1.0f;
queueinfo.pQueuePriorities=&priority;
VkDeviceCreateInfo createinfo;
createinfo.sType=VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
createinfo.pNext=NULL;
createinfo.flags=0;
createinfo.pQueueCreateInfos=&queueinfo;
createinfo.queueCreateInfoCount=1;
createinfo.ppEnabledExtensionNames=extensions;
createinfo.enabledExtensionCount=numextensions;
createinfo.ppEnabledLayerNames=NULL;
createinfo.enabledLayerCount=0;
createinfo.pEnabledFeatures=&device->physicaldevicefeatures;
if(vkCreateDevice(device->physicaldevice,&createinfo,NULL,&device->logicaldevice)!=VK_SUCCESS) return 0;
vkGetDeviceQueue(device->logicaldevice,device->queuefamily,0,&device->queue);
// Create the frame image for the Vive
.
.
.
// Create renderpass
VkAttachmentDescription colorattachment;
colorattachment.format = VK_FORMAT_R8G8B8A8_SRGB;
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_COLOR_ATTACHMENT_OPTIMAL;
colorattachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference attachreferences;
attachreferences.attachment=0;
attachreferences.layout=VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass;
subpass.flags=0;
subpass.pipelineBindPoint=VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.inputAttachmentCount=0;
subpass.pInputAttachments=NULL;
subpass.colorAttachmentCount=1;
subpass.pColorAttachments=&attachreferences;
subpass.pResolveAttachments=0;
subpass.pDepthStencilAttachment=0;
subpass.preserveAttachmentCount=0;
subpass.pPreserveAttachments=0;
VkRenderPassCreateInfo renderpassinfo;
renderpassinfo.sType=VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderpassinfo.pNext=NULL;
renderpassinfo.flags=0;
renderpassinfo.attachmentCount=1;
renderpassinfo.pAttachments=&colorattachment;
renderpassinfo.subpassCount=1;
renderpassinfo.pSubpasses=&subpass;
renderpassinfo.dependencyCount=0;
renderpassinfo.pDependencies=NULL;
if(vkCreateRenderPass(device->logicaldevice,&renderpassinfo,NULL,&device->renderpass)!=VK_SUCCESS) return 0;
//** Load shaders and handle pipeline creation **//
// Pipeline layout
VkPipelineLayoutCreateInfo createinfo;
createinfo.sType=VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
createinfo.pNext=NULL;
createinfo.flags=0;
createinfo.setLayoutCount=0;
createinfo.pSetLayouts=NULL;
createinfo.pushConstantRangeCount=0;
createinfo.pPushConstantRanges=NULL;
if(vkCreatePipelineLayout(device->logicaldevice,&createinfo,NULL,&device->pipelinelayout)!=VK_SUCCESS) return 0;
// Shader modules.
VkPipelineShaderStageCreateInfo shaderstages[2];
if(loadShader(device,&shaderstages[0].module,VERTEX_SHADER_NAME)==0 && loadShader(device,&shaderstages[1].module,FRAGMENT_SHADER_NAME)==0) return 0;
shaderstages[0].sType=VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderstages[0].pNext=NULL;
shaderstages[0].flags=0;
shaderstages[0].stage=VK_SHADER_STAGE_VERTEX_BIT;
shaderstages[0].pSpecializationInfo=NULL;
shaderstages[0].pName="main";
shaderstages[1].sType=VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderstages[1].pNext=NULL;
shaderstages[1].flags=0;
shaderstages[1].stage=VK_SHADER_STAGE_FRAGMENT_BIT;
shaderstages[1].pSpecializationInfo=NULL;
shaderstages[1].pName="main";
// Descripte the vertex input to pipeline.
VkPipelineVertexInputStateCreateInfo vertexinfo;
vertexinfo.sType=VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexinfo.pNext=NULL;
vertexinfo.flags=0;
vertexinfo.pVertexAttributeDescriptions=NULL;
vertexinfo.vertexAttributeDescriptionCount=0;
vertexinfo.pVertexBindingDescriptions=NULL;
vertexinfo.vertexBindingDescriptionCount=0;
VkPipelineInputAssemblyStateCreateInfo inputassembly;
inputassembly.sType=VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputassembly.pNext=NULL;
inputassembly.flags=0;
inputassembly.topology=VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
inputassembly.primitiveRestartEnable=VK_FALSE;
// Viewport decide what reqion of framebuffer is used.
VkViewport viewport = {0.0f,0.0f,(float)device->renderwidth,(float)device->renderheight,0.0f,1.0f};
// Scissors decide how much pippeline covers the window (how much info goes to rasterizing).
VkRect2D scissor = {0,0,device->renderwidth,device->renderheight};
VkPipelineViewportStateCreateInfo viewportstate;
viewportstate.sType=VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportstate.pNext=NULL;
viewportstate.flags=0;
viewportstate.pScissors=&scissor;
viewportstate.scissorCount=1;
viewportstate.pViewports=&viewport;
viewportstate.viewportCount=1;
// Rasterization infomration
VkPipelineRasterizationStateCreateInfo rasterization;
rasterization.sType=VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterization.pNext=NULL;
rasterization.flags=0;
rasterization.depthClampEnable=VK_FALSE;
rasterization.rasterizerDiscardEnable=VK_FALSE;
rasterization.polygonMode=VK_POLYGON_MODE_FILL;
rasterization.cullMode=VK_CULL_MODE_BACK_BIT;
rasterization.frontFace=VK_FRONT_FACE_CLOCKWISE;
rasterization.depthBiasEnable=VK_FALSE;
rasterization.depthBiasConstantFactor=0.0f;
rasterization.depthBiasClamp=0.0f;
rasterization.lineWidth=1.0f;
// Multisampling
VkPipelineMultisampleStateCreateInfo multisampling;
multisampling.sType=VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.pNext=NULL;
multisampling.flags=0;
multisampling.rasterizationSamples=VK_SAMPLE_COUNT_1_BIT;
multisampling.sampleShadingEnable=VK_FALSE;
multisampling.minSampleShading=0.0f;
multisampling.pSampleMask=NULL;
multisampling.alphaToCoverageEnable=VK_FALSE;
multisampling.alphaToOneEnable=VK_FALSE;
// Color blending
VkPipelineColorBlendAttachmentState colorblendattachment;
colorblendattachment.colorWriteMask=VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorblendattachment.blendEnable=VK_FALSE;
colorblendattachment.srcAlphaBlendFactor=VK_BLEND_FACTOR_ONE;
colorblendattachment.dstAlphaBlendFactor=VK_BLEND_FACTOR_ZERO;
colorblendattachment.colorBlendOp=VK_BLEND_OP_ADD;
colorblendattachment.srcColorBlendFactor=VK_BLEND_FACTOR_ONE;
colorblendattachment.dstColorBlendFactor=VK_BLEND_FACTOR_ZERO;
colorblendattachment.alphaBlendOp=VK_BLEND_OP_ADD;
VkPipelineColorBlendStateCreateInfo colorblend;
colorblend.sType=VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorblend.pNext=NULL;
colorblend.flags=0;
colorblend.logicOpEnable=VK_FALSE;
colorblend.logicOp=VK_LOGIC_OP_COPY;
colorblend.attachmentCount=1;
colorblend.pAttachments=&colorblendattachment;
colorblend.blendConstants[0]=0;
colorblend.blendConstants[1]=0;
colorblend.blendConstants[2]=0;
colorblend.blendConstants[3]=0;
// If tuo want to change viewport, line width, blend constants you have to change it in this data type.
VkPipelineDynamicStateCreateInfo dynamicstateinfo;
dynamicstateinfo.sType=VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicstateinfo.pNext=NULL;
dynamicstateinfo.flags=0;
dynamicstateinfo.dynamicStateCount=0;
dynamicstateinfo.pDynamicStates=NULL;
VkGraphicsPipelineCreateInfo pipelineinfo;
pipelineinfo.sType=VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineinfo.pNext=NULL;
pipelineinfo.flags=0;
pipelineinfo.stageCount=2;
pipelineinfo.pStages=shaderstages;
pipelineinfo.pVertexInputState=&vertexinfo;
pipelineinfo.pInputAssemblyState=&inputassembly;
pipelineinfo.pViewportState=&viewportstate;
pipelineinfo.pRasterizationState=&rasterization;
pipelineinfo.pMultisampleState=&multisampling;
pipelineinfo.pDepthStencilState=NULL;
pipelineinfo.pColorBlendState=&colorblend;
pipelineinfo.pDynamicState=&dynamicstateinfo;
pipelineinfo.layout=device->pipelinelayout;
pipelineinfo.renderPass=device->renderpass;
pipelineinfo.subpass=0;
pipelineinfo.basePipelineHandle=VK_NULL_HANDLE;
pipelineinfo.basePipelineIndex=0;
// ** TODO: SEGMENT FAULT WHILE DEBUG LAYER IS ON! ** //
if((result=vkCreateGraphicsPipelines(device->logicaldevice,VK_NULL_HANDLE,1,&pipelineinfo,NULL,&device->pipeline))!=VK_SUCCESS) return 0;
// Destroy shaders after pipeline creation
vkDestroyShaderModule(device->logicaldevice,shaderstages[0].module,NULL);
vkDestroyShaderModule(device->logicaldevice,shaderstages[1].module,NULL);
}
编辑 1:将调试层更改为验证层。
附加信息:Vulkan SDK 版本 1.0.54.0
最佳答案
最可能的解释是您未分配指针并包含无效的非 NULL 指针值。尽管看起来您已尝试填写代码中的每个结构成员字段,但仍有可能会被忽略。在运行代码以设置成员之前尝试清除整个结构可能是值得的。
希望您使用“调试层”意味着启用标准验证层。标准验证层是一个元层,它启用多个与验证相关的层,包括“参数检查”和“核心验证”。
参数检查层如果在应该是有效指针的地方发现了NULL指针,往往会报错。这就是为什么我建议清除你的结构。这可以使该层产生有意义的消息。
core_validation 层假定参数检查“已通过”,因此在取消引用之前不会总是测试 NULL 指针。而且它无法避免取消引用错误的非 NULL 指针。目的是参数检查层将成功报告有用的错误消息,即使应用程序可能会在稍后的核心验证中崩溃。然后,程序员应解决参数检查报告的错误,这将允许核心验证完成其工作。
所以,最重要的是,我建议在填充之前将所有结构清零。确保您使用的是标准验证元层,其中包括参数检查。然后观察验证错误消息。
如果所有这些都失败了,那么您可能希望在验证层中捕获段错误,以获取导致错误的数据结构的线索。看起来图层代码和符号文件之间可能存在符号不匹配。可能值得尝试解决该问题或构建您自己的图层,以便您拥有准确的符号。
关于c++ - vkCreatePipeline 失败和验证层段错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/45460516/
我正在尝试使用 Vulkan 在 HTC Vive 上绘制一些东西。 我启用了验证层,程序在 vkCreateGraphicsPipeline 内给我段错误。段错误发生在 VkLayer_core_v
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