接下来,只要依次检查每一个队列族,即检查结构体VkQueueFamilyProperties中的queueFlags位,直到找到合适的队列族: 复制代码 for(inti =0; i < queueFamilyCount; i++) {/* 5.3. 检查是否支持图形功能 */if(queueFamilies[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) {Log("graphics is supported"); mGraphics...
(), the + * family of the @a queue parameter must support transfers. This is true if + * any of @c VK_QUEUE_GRAPHICS_BIT, @c VK_QUEUE_COMPUTE_BIT or + * @c VK_QUEUE_TRANSFER_BIT is set in the @c queueFlags property of the queue's + * @c VkQueueFamilyProperties. If ...
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; } elsereturn0; . . . // Make logical device V...
所有的Command最后还是要通过Queue给GPU来执行,但是在硬件上有着不同的种类Queue并能够支持不同的功能(比如图形/计算/传输等等)。所以可以利用这一点,创建多个Queue可以来完成Queue级别的并行,并且可以通过不同种类的Queue来做特殊操作,比如一边使用Computer Queue来进行数据处理,另外一边用Graphics Queue来完成渲染。如下...
SYNC-HAZARD-PRESENT-AFTER-WRITE(ERROR / SPEC): msgNum: -512052050 - Validation Error: [ SYNC-HAZARD-PRESENT-AFTER-WRITE ] Object 0: handle = 0x555556c4ffe0, name = Graphics queue 0., type = VK_OBJECT_TYPE_QUEUE; | MessageID = 0xe17ab4ae | vkQueuePresentKHR: Hazard PRESENT_AFTER_...
(cmd,graphicsQueue);writeFile(this,stream.str(),image,getSwapChainExtent().width,getSwapChainExtent().height);cmd=getCommandPool()->beginSingleTimeCommands();adjustImageLayout(cmd,image,VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);getCommandPool()->endSingleTimeCommands(...
填充VkDeviceQueueCreateInfo结构体; 填充VkDeviceCreateInfo结构体; 调用vkCreateDevice创建设备。 3. 填充队列信息 在创建物理设备时,我们曾提到:mGraphicsQueueFamilyIndex与mPresentQueueFamilyIndex很可能相等(即这个队列族既支持图形处理,又支持显示相关的功能),如果二者相等,没有必要创建两个队列。因此,最终的代码如...
On a vulkan compute application I am working on, after I peform a vkQueueSubmit to the compute queue of my GPU with a command buffer which performs a large dispatch on a fairly sizable shader, calling vkQueueWaitIdle returns VK_ERROR_DEVICE_LOST. Calling ...
uint32_t queueFamilyIndexCount;//指定 pQueueFamilyIndices 数组中元素数量 const uint32_t* pQueueFamilyIndices;//指定将会访问该缓存的设备队列 } VkBufferCreateInfo; VkBufferUsageFlagBits (重点关注) typedef enum VkBufferUsageFlagBits { VK_BUFFER_USAGE_TRANSFER_SRC_BIT = 0x00000001, ...
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, pQueueFamilyPropertyCount, queueProps);intgraphicsQueueFamilyIndex;for(graphicsQueueFamilyIndex =0; graphicsQueueFamilyIndex < queueCount; graphicsQueueFamilyIndex++) {if((queueProps.get(graphicsQueueFamilyIndex).queueFlags() & VK_QUEUE_GRAPHI...