我正试图用Vulkan向HTC Vive画一些东西。
我启用了验证层,程序在vkCreateGraphicsPipeline
内给了我段错误。段错误发生在VkLayer_core_validation.dll
。如果这不够奇怪,那么发生段故障的函数是vkEmurateInstanceExtensions
。因此,我在没有验证层的情况下进行了测试,然后vkCreateGraphicsPipeline
因VK_ERROR_VALIDATION_FAILED_EXT
而失败。
我现在已经阅读了几次教程的管道部分,我没有发现任何错误。此外,我尝试使用旧版本的Vulkan SDK,但唯一的区别是该段错误发生在vkGetInstanceProcAddr
内的vkCreateGraphicsPipeline
内。
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。
其他信息: Vulkan SDK版本1.0.54.0
答案 0 :(得分:1)
最可能的解释是您将指针保留为未分配且包含无效的非NULL指针值。虽然看起来你已经尝试填写代码中的每个struct成员字段,但是有可能被忽略了。在运行代码来设置成员之前,可能需要尝试清除整个结构。
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,可以启用多个与验证相关的层,包括“参数检查”和“核心验证”。
如果参数检查层找到应该有有效指针的NULL指针,它通常会报告错误消息。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”,因此在解除引用之前不会总是测试NULL的指针。并且它无法避免解除引用错误的非NULL指针。目的是参数检查层将成功报告有用的错误消息,即使应用程序可能在核心验证中稍后崩溃。然后程序员应该解决参数检查报告的错误,然后允许核心验证完成它的工作。
所以,最重要的是,我建议在填写之前将所有结构清零。确保使用包含参数检查的标准验证元层。然后注意验证错误消息。
如果全部失败,那么您可能希望在验证层中捕获seg错误,以获得导致错误的数据结构的线索。看起来您可能在图层代码和符号文件之间存在符号不匹配。可能值得尝试解决此问题或构建自己的图层,以便您拥有准确的符号。
答案 1 :(得分:0)
图层中存在一个错误(可能在驱动程序中 - 它至少会使我的AMD崩溃)。
而不是pipelineinfo.pTessellationState
的未初始化值(有效,但显然是崩溃),请尝试NULL
。
如果在调试模式下编译,您还有其他应该被图层捕获的错误:
colorattachment.flags
(可能应为0
)dynamicstateinfo.dynamicStateCount
必须不是0
(如果您要禁用动态状态,请完全使用pipelineinfo.pDynamicState=NULL
)&&
短路而不会加载一个着色器模块(我认为您打算使用||
代替)请启用您的验证图层("VK_LAYER_LUNARG_standard_validation"
)+报告和验证它们是否按预期工作。在编译器调试模式下编译和测试您的程序(它将通过填充未初始化的值来填充更多可检测的模式来帮助您)。对我来说,这三个人在撞车事故发生之前都是正确的报道。
我正处于修复第一个阶段的过程中,希望它能够在下一个阶段发布。