欢迎来到第五篇!经过前面的铺垫,我们终于要完成设备的初始化工作了。
这一步在 Vulkan 中至关重要。虽然我们有了VkPhysicalDevice(物理设备句柄),但我们几乎不会直接用它来发号施令。我们真正日常打交道的是VkDevice(逻辑设备)。
此外,我们还将拿到那个至关重要的VkQueue(队列)句柄——未来我们所有的渲染命令,都要提交给它。
准备工作:类成员变量
首先,我们需要在HelloVulkanApp类中增加两个新的成员变量:
VkDevice device; // 逻辑设备句柄 VkQueue graphicsQueue; // 图形队列句柄注意:
VkQueue会在逻辑设备销毁时自动清理,所以我们不需要为它写vkDestroyQueue。但VkDevice是需要我们手动销毁的。
配置队列信息 (VkDeviceQueueCreateInfo)
创建逻辑设备的第一步,是告诉 Vulkan 我们需要多少个队列。
还记得上一节我们写的findQueueFamilies吗?我们需要再次用到它,找出支持 Graphics 的队列族索引。
void createLogicalDevice() { // 1. 再次查找队列族索引 QueueFamilyIndices indices = findQueueFamilies(physicalDevice); VkDeviceQueueCreateInfo queueCreateInfo{}; queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; // 指定我们要从哪个队列族创建队列 queueCreateInfo.queueFamilyIndex = indices.graphicsFamily.value(); // 我们只需要一个队列来处理图形命令 queueCreateInfo.queueCount = 1; // 2. 设置队列优先级 (0.0 - 1.0) // 即使只有一个队列,这个也是必须填写的! float queuePriority = 1.0f; queueCreateInfo.pQueuePriorities = &queuePriority; // ... 待续 }指定设备特性 (VkPhysicalDeviceFeatures)
Vulkan 允许我们启用各种高级特性,比如几何着色器 (Geometry Shaders)、各向异性过滤等。
目前我们只是画一个简单的三角形,不需要任何高级特性。但这个结构体必须存在。
// ... 接上文 // 3. 指定设备特性 (暂时全部留空/为false) VkPhysicalDeviceFeatures deviceFeatures{}; // deviceFeatures.geometryShader = VK_TRUE; // 如果以后需要,就像这样开启创建逻辑设备 (VkDeviceCreateInfo)
现在把所有东西填入最终的结构体:
// ... 接上文 // 4. 填写逻辑设备创建信息 VkDeviceCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; // 链接队列信息 createInfo.pQueueCreateInfos = &queueCreateInfo; createInfo.queueCreateInfoCount = 1; // 链接设备特性 createInfo.pEnabledFeatures = &deviceFeatures; // 5. 处理校验层 (针对旧版 Vulkan 的兼容性设置) // 新版 Vulkan 规范中,Device 的校验层会自动继承 Instance 的设置, // 但为了兼容旧设备,我们还是把 validationLayers 填进去。 createInfo.enabledExtensionCount = 0; // 暂时没有设备级扩展 if (enableValidationLayers) { createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size()); createInfo.ppEnabledLayerNames = validationLayers.data(); } else { createInfo.enabledLayerCount = 0; } // 6. 正式创建设备 if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) { throw std::runtime_error("failed to create logical device!"); } // 7. 获取队列句柄 // 参数:逻辑设备, 队列族索引, 队列索引(0), 存放句柄的指针 vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue); }整合与清理
添加到初始化流程
修改initVulkan函数,把createLogicalDevice加进去:
void initVulkan() { createInstance(); setupDebugMessenger(); pickPhysicalDevice(); createLogicalDevice(); // <--- 新增 }完善清理流程
非常重要:逻辑设备必须在 Instance 销毁之前销毁,但要在其他资源(如窗口、Surface)之后销毁。
void cleanup() { // 先销毁逻辑设备 vkDestroyDevice(device, nullptr); // <--- 新增 if (enableValidationLayers) { DestroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr); } // 最后销毁 Instance vkDestroyInstance(instance, nullptr); glfwDestroyWindow(window); glfwTerminate(); }完整代码:
#define GLFW_INCLUDE_VULKAN #include <GLFW/glfw3.h> #include <iostream> #include <stdexcept> #include <vector> #include <cstring> #include <cstdlib> #include <optional> const uint32_t WIDTH = 800; const uint32_t 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(); } }; class HelloTriangleApplication { public: void run() { initWindow(); initVulkan(); mainLoop(); cleanup(); } private: GLFWwindow* window; VkInstance instance; VkDebugUtilsMessengerEXT debugMessenger; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device; VkQueue graphicsQueue; 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(); createLogicalDevice(); } void mainLoop() { while (!glfwWindowShouldClose(window)) { glfwPollEvents(); } } void cleanup() { vkDestroyDevice(device, nullptr); 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!"); } } void createLogicalDevice() { QueueFamilyIndices indices = findQueueFamilies(physicalDevice); VkDeviceQueueCreateInfo queueCreateInfo{}; queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; queueCreateInfo.queueFamilyIndex = indices.graphicsFamily.value(); queueCreateInfo.queueCount = 1; float queuePriority = 1.0f; queueCreateInfo.pQueuePriorities = &queuePriority; VkPhysicalDeviceFeatures deviceFeatures{}; VkDeviceCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; createInfo.pQueueCreateInfos = &queueCreateInfo; createInfo.queueCreateInfoCount = 1; createInfo.pEnabledFeatures = &deviceFeatures; createInfo.enabledExtensionCount = 0; if (enableValidationLayers) { createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size()); createInfo.ppEnabledLayerNames = validationLayers.data(); } else { createInfo.enabledLayerCount = 0; } if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) { throw std::runtime_error("failed to create logical device!"); } vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue); } 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.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; }运行测试
编译并运行你的程序。
如果一切顺利:依然是那个熟悉的黑窗口(这就对了!)。
如果崩溃:
检查
QueueFamilyIndices是否正确获取了值。检查
queuePriority指针是否设置正确。确保
vkDestroyDevice写在了cleanup中正确的位置。
总结
到目前为止,我们已经完成了 Vulkan 的“纯后台”初始化工作:
Instance:初始化 Vulkan 库。
Validation Layers:开启调试报错。
Physical Device:选中了你的显卡。
Logical Device:建立了软件驱动连接。
Queue:拿到了发送命令的通道。
但是,细心的你会发现,我们虽然创建了 GLFW 窗口,也初始化了 Vulkan,但这两者之间还没有任何联系。Vulkan 现在只是在后台空转,它还不知道该把图画到哪个窗口上。
下一步预告
下一篇,我们将打破这层隔阂。我们将引入Window Surface (窗口表面),这是连接 Vulkan 渲染结果和 Windows 屏幕显示的桥梁。
而且,因为引入了 Surface,我们的“队列族选择逻辑”将变得稍微复杂一点点(因为不是所有显卡都支持把图画到窗口上)。
准备好了吗?我们要开始让 Vulkan 看见窗口了!
详见:Logical device and queues - Vulkan Tutorial