单个子通道的子通道依赖关系。如何?

时间:2018-10-26 07:03:01

标签: vulkan

因此,我有一个渲染通道,其中有一个子通道,可直接绘制到帧缓冲区。该规范不会强迫我使用依赖项-如果我忽略它们,实现会隐式插入它们(尽管我不明白为什么它在第一个子通道中使用srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT-这个阶段意味着最开始,即等什么)。

但是与Vulkan一样,更好-明确一点。这就是混乱-多个来源使用不同的子通行证。

  1. SDK的多维数据集示例根本不使用它们。

  2. Vulkan教程仅使用一个:

    dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
    dependency.dstSubpass = 0;
    dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
    dependency.srcAccessMask = 0;
    dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
    dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
    

    为什么srcAccessMask在这里为零?

  3. 没有秘密的API使用两个:

    dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
    dependency.dstSubpass = 0;
    dependency.srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
    dependency.srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
    dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
    dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
    

    dependency.srcSubpass = 0;
    dependency.dstSubpass = VK_SUBPASS_EXTERNAL;
    dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
    dependency.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
    dependency.dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
    dependency.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
    

    不清楚srcStageMask为何 第一个子阶段中的VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT-不是 这个阶段应该用于执行依赖,但是在这里我们 需要内存依赖吗?关于为什么dstStageMask的相同问题 VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT在第二个子通道中?

  4. Khronos同步示例使用以下示例:

    dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
    dependency.dstSubpass = 0;
    dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
    dependency.srcAccessMask = 0;
    dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
    dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
    

    为什么srcAccessMask为0?

  5. 这是我对两个依赖项的尝试:

        dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
        dependency.dstSubpass = 0;
        dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // need to wait until
    presentation is finished reading the image
        dependency.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
        dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // we are writing to
    the image in this stage
        dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
    
    and
    
        dependency.srcSubpass = 0;
        dependency.dstSubpass = VK_SUBPASS_EXTERNAL;
        dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // we are writing to
    the image in this stage
        dependency.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
        dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // presentation reads
    image in this stage (is it?)
        dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
    

所有这些都很令人困惑。如您所见,多个主管资源的看法不同。使用哪一个?如何理解这些依赖性?

1 个答案:

答案 0 :(得分:3)

哦,亲爱的,这是一个大多数人不太了解的话题。假定并传播了许多错误信息。规范示例的正确位置是wikipage in the github repo

有关交换链图像获取/呈现的相关部分可以在here中找到。

  1. 这是一个旧示例,之前没有正确确定许多同步细节。

  2. 这样做的目的是使信号量同步,以等待vkAcquireNextImage结果与渲染一起使用。这是写后读取的危险,并且信号量将包括内存可见性同步。因此srcAccessMask是不必要的。

  3. 同样,障碍是指与信号量同步。将命令缓冲区提交到队列时,您可以设置哪些阶段等待哪些信号量。在这种情况下,他们使用管道级的底部而不是VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT

  4. 答案与2相同,唯一的不同是与dstAccessMask

  5. 我上面链接的Wiki页面使用以下内容:

    /* Only need a dependency coming in to ensure that the first
       layout transition happens at the right time.
       Second external dependency is implied by having a different
       finalLayout and subpass layout. */
    VkSubpassDependency dependency = {
        .srcSubpass = VK_SUBPASS_EXTERNAL,
        .dstSubpass = 0,
        // .srcStageMask needs to be a part of pWaitDstStageMask in the WSI semaphore.
        .srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
        .dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
        .srcAccessMask = 0,
        .dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
        .dependencyFlags = 0};
    
    /* Normally, we would need an external dependency at the end as well since we are changing layout in finalLayout,
       but since we are signalling a semaphore, we can rely on Vulkan's default behavior,
       which injects an external dependency here with
       dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
       dstAccessMask = 0. */
    

    您混合了第二个障碍的子通过索引。尽管如评论中所述,渲染通道的末尾已经存在一个隐式障碍,该障碍又与您用来与当前同步的信号量或栅栏同步。因此,不需要显式依赖。