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广州专业网站设计,新的网站设计制作,怎么样创建网站,外贸建站公司欢迎来到第五篇#xff01;经过前面的铺垫#xff0c;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#xff08;物理设备句柄#xff09;#xff0c;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 VkDevi…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_castuint32_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::vectorconst 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::optionaluint32_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_castuint32_t(extensions.size()); createInfo.ppEnabledExtensionNames extensions.data(); VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo{}; if (enableValidationLayers) { createInfo.enabledLayerCount static_castuint32_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::vectorVkPhysicalDevice 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_castuint32_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::vectorVkQueueFamilyProperties 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::vectorconst char* getRequiredExtensions() { uint32_t glfwExtensionCount 0; const char** glfwExtensions; glfwExtensions glfwGetRequiredInstanceExtensions(glfwExtensionCount); std::vectorconst 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::vectorVkLayerProperties 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

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