欢迎来到第六篇!
如果你跟着教程走到现在,你可能会疑惑:“我创建了 GLFW 窗口,也初始化了 Vulkan,但它们俩好像完全不认识?”
没错。Vulkan 是一个跨平台的 API,为了保持纯洁性,它核心库里完全没有任何关于 "Windows"、"Linux" 或 "MacOS" 的代码。它根本不知道什么叫HWND(Windows 句柄)。
为了把渲染结果显示到屏幕上,我们需要一个中间层,这就叫Window Surface (VkSurfaceKHR)。
WSI (Window System Integration)
Vulkan 使用 WSI 扩展来处理不同操作系统的差异。
在 Windows 上,标准的创建 Surface 流程极其繁琐:你需要创建一个 VkWin32SurfaceCreateInfoKHR 结构体,填入 hwnd 和 hinstance,然后调用 vkCreateWin32SurfaceKHR。
但是!既然我们用了 GLFW,它提供了一个极其方便的包装函数,帮我们把脏活累活都干了。
添加成员变量
在HelloVulkanApp类中添加:
VkSurfaceKHR surface;创建 Surface
创建一个 createSurface 函数。
注意顺序: 它必须在 createInstance 之后,在 pickPhysicalDevice 之前。因为我们需要根据这个 Surface 来挑选支持显示的显卡。
void createSurface() { if (glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS) { throw std::runtime_error("failed to create window surface!"); } }修改:寻找支持显示的队列族
这是一个重要的概念更新。
之前我们只找了 VK_QUEUE_GRAPHICS_BIT(图形队列)。
现在,我们需要找一个支持 Present (呈现/显示) 的队列。
虽然在大多数现代 NVIDIA/AMD 显卡上,图形队列和呈现队列是同一个(Family Index 相同),但在某些架构或者服务器 GPU 上,它们可能是分开的。为了代码的健壮性,我们要把它们当做两个独立的条件来处理。
更新结构体
修改QueueFamilyIndices结构体,增加presentFamily:
struct QueueFamilyIndices { std::optional<uint32_t> graphicsFamily; std::optional<uint32_t> presentFamily; // <--- 新增 bool isComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } };更新查找逻辑
修改findQueueFamilies函数,增加对 Surface Support 的检查:
QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) { QueueFamilyIndices indices; // ... 获取 queueFamilies 列表的代码保持不变 ... int i = 0; for (const auto& queueFamily : queueFamilies) { // 1. 检查图形支持 if (queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) { indices.graphicsFamily = i; } // 2. 检查呈现(Present)支持 VkBool32 presentSupport = false; vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &presentSupport); if (presentSupport) { indices.presentFamily = i; } // 两个都找到了才算完 if (indices.isComplete()) { break; } i++; } return indices; }修改:逻辑设备创建 (由繁入简)
这是本节最烧脑的部分。
情况 A:图形队列索引是 0,呈现队列索引也是 0。我们需要创建1个队列。
情况 B:图形队列索引是 0,呈现队列索引是 1。我们需要创建2个队列。
如果我们不管三七二十一直接请求两次,当索引相同时,Vulkan 可能会报错说你试图从同一个 Family 重复创建队列。
解决方案:使用std::set(集合) 来去重。
引入 Set
记得在文件头添加:
#include <set>重构createLogicalDevice
我们需要大幅修改这一段代码:
void createLogicalDevice() { QueueFamilyIndices indices = findQueueFamilies(physicalDevice); std::vector<VkDeviceQueueCreateInfo> queueCreateInfos; // 使用 set 去重:如果 graphicsFamily 和 presentFamily 相同,set 里只会有一个元素 std::set<uint32_t> uniqueQueueFamilies = { indices.graphicsFamily.value(), indices.presentFamily.value() }; float queuePriority = 1.0f; // 根据唯一的队列族索引,创建对应的 CreateInfo for (uint32_t queueFamily : uniqueQueueFamilies) { VkDeviceQueueCreateInfo queueCreateInfo{}; queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; queueCreateInfo.queueFamilyIndex = queueFamily; queueCreateInfo.queueCount = 1; queueCreateInfo.pQueuePriorities = &queuePriority; queueCreateInfos.push_back(queueCreateInfo); } VkDeviceCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; // 指向 vector 的数据 createInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size()); createInfo.pQueueCreateInfos = queueCreateInfos.data(); // ... deviceFeatures 和 validation layers 的代码保持不变 ... // 开启必要的设备扩展 (下一章 SwapChain 会用到,这里先预留位置,或者暂时留空) createInfo.enabledExtensionCount = 0; if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) { throw std::runtime_error("failed to create logical device!"); } // 获取队列句柄 vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue); // 新增:获取呈现队列句柄 (如果和图形队列是同一个族,这里拿到的 handle 可能是一样的,这没关系) vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue); }别忘了在类成员变量里加一个presentQueue:
VkQueue presentQueue;整合与清理
修改初始化顺序
极其重要:Surface 必须在 Pick Physical Device 之前创建,因为 Pick 过程现在依赖 Surface 进行检查。
void initVulkan() { createInstance(); setupDebugMessenger(); createSurface(); // <--- 插入在这里! pickPhysicalDevice(); // 内部依赖 surface createLogicalDevice(); // 内部依赖 surface }修改清理顺序
Surface 是 Vulkan 资源,需要手动销毁。
void cleanup() { vkDestroyDevice(device, nullptr); if (enableValidationLayers) { DestroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr); } vkDestroySurfaceKHR(instance, surface, nullptr); // <--- 新增:在 Instance 之前销毁 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> #include <set> 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; std::optional<uint32_t> presentFamily; bool isComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; class HelloTriangleApplication { public: void run() { initWindow(); initVulkan(); mainLoop(); cleanup(); } private: GLFWwindow* window; VkInstance instance; VkDebugUtilsMessengerEXT debugMessenger; VkSurfaceKHR surface; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device; VkQueue graphicsQueue; VkQueue presentQueue; 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(); createSurface(); pickPhysicalDevice(); createLogicalDevice(); } void mainLoop() { while (!glfwWindowShouldClose(window)) { glfwPollEvents(); } } void cleanup() { vkDestroyDevice(device, nullptr); if (enableValidationLayers) { DestroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr); } vkDestroySurfaceKHR(instance, surface, 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 createSurface() { if (glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS) { throw std::runtime_error("failed to create window surface!"); } } 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); std::vector<VkDeviceQueueCreateInfo> queueCreateInfos; std::set<uint32_t> uniqueQueueFamilies = { indices.graphicsFamily.value(), indices.presentFamily.value() }; float queuePriority = 1.0f; for (uint32_t queueFamily : uniqueQueueFamilies) { VkDeviceQueueCreateInfo queueCreateInfo{}; queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; queueCreateInfo.queueFamilyIndex = queueFamily; queueCreateInfo.queueCount = 1; queueCreateInfo.pQueuePriorities = &queuePriority; queueCreateInfos.push_back(queueCreateInfo); } VkPhysicalDeviceFeatures deviceFeatures{}; VkDeviceCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; createInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size()); createInfo.pQueueCreateInfos = queueCreateInfos.data(); 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); vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue); } 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; } VkBool32 presentSupport = false; vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &presentSupport); if (presentSupport) { indices.presentFamily = 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; }运行结果
编译运行。
表面上:依然是那个熟悉的黑窗口,没有任何变化。
实际上:你的代码逻辑已经发生了质变。现在的设备初始化流程已经考虑了“显示”的需求,并且你的显卡选择逻辑已经过滤掉了那些没有显示输出能力的计算卡。
总结
这一节我们做了三件事:
创建了
VkSurfaceKHR,打通了 Vulkan 与 Windows 的任督二脉。学会了区分
Graphics Queue(画图) 和Present Queue(显示)。利用
std::set优雅地处理了队列族的去重逻辑。
下一步预告
虽然有了 Surface,但我们还缺少显存管理的机制。屏幕刷新率是 60Hz 或 144Hz,如果你画得太快或太慢怎么办?我们需要一个缓冲区队列来管理图像的交换。
这就是大名鼎鼎的Swap Chain (交换链)。
下一篇,我们将进入 Vulkan 中最复杂、最容易报错、也是最核心的概念之一:配置交换链。请提前准备好护肝片!
详见:Window surface - Vulkan Tutorial