2026/4/2 3:13:44
网站建设
项目流程
使用aspx做电影网站,刷业务网站怎么做,美团初期是怎么建网站,h5″wordpress欢迎来到第六篇#xff01;
如果你跟着教程走到现在#xff0c;你可能会疑惑#xff1a;“我创建了 GLFW 窗口#xff0c;也初始化了 Vulkan#xff0c;但它们俩好像完全不认识#xff1f;”
没错。Vulkan 是一个跨平台的 API#xff0c;为了保持纯洁性#xff0c;它…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presentFamilystruct QueueFamilyIndices { std::optionaluint32_t graphicsFamily; std::optionaluint32_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::vectorVkDeviceQueueCreateInfo queueCreateInfos; // 使用 set 去重如果 graphicsFamily 和 presentFamily 相同set 里只会有一个元素 std::setuint32_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_castuint32_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presentQueueVkQueue 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::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; std::optionaluint32_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_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 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::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); std::vectorVkDeviceQueueCreateInfo queueCreateInfos; std::setuint32_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_castuint32_t(queueCreateInfos.size()); createInfo.pQueueCreateInfos queueCreateInfos.data(); 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); 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::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; } VkBool32 presentSupport false; vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, presentSupport); if (presentSupport) { indices.presentFamily 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