是否可以等待来自暂存缓冲区的传输完成而不调用 vkQueueWaitIdle

Is it possible to wait for a transfer from the staging buffer to complete without calling vkQueueWaitIdle

本文关键字:传输 vkQueueWaitIdle 调用 缓冲区 等待 是否      更新时间:2023-10-16

以下一段代码向您展示了如何将顶点缓冲区数据从临时缓冲区传输到本地内存缓冲区:

bool Vulkan::UpdateVertexBuffer(std::vector<VERTEX>& data, VULKAN_BUFFER& vertex_buffer)
{
std::memcpy(this->staging_buffer.pointer, &data[0], vertex_buffer.size);
size_t flush_size = static_cast<size_t>(vertex_buffer.size);
unsigned int multiple = static_cast<unsigned int>(flush_size / this->physical_device.properties.limits.nonCoherentAtomSize);
flush_size = this->physical_device.properties.limits.nonCoherentAtomSize * ((uint64_t)multiple + 1);
VkMappedMemoryRange flush_range = {};
flush_range.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
flush_range.pNext = nullptr;
flush_range.memory = this->staging_buffer.memory;
flush_range.offset = 0;
flush_range.size = flush_size;
vkFlushMappedMemoryRanges(this->device, 1, &flush_range);
VkResult result = vkWaitForFences(this->device, 1, &this->transfer.fence, VK_FALSE, 1000000000);
if(result != VK_SUCCESS) {
#if defined(_DEBUG)
std::cout << "UpdateVertexBuffer => vkWaitForFences : Timeout" << std::endl;
#endif
return false;
}
vkResetFences(this->device, 1, &this->transfer.fence);
VkCommandBufferBeginInfo command_buffer_begin_info = {};
command_buffer_begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
command_buffer_begin_info.pNext = nullptr; 
command_buffer_begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
command_buffer_begin_info.pInheritanceInfo = nullptr;
vkBeginCommandBuffer(this->transfer.command_buffer, &command_buffer_begin_info);
VkBufferCopy buffer_copy_info = {};
buffer_copy_info.srcOffset = 0;
buffer_copy_info.dstOffset = 0;
buffer_copy_info.size = vertex_buffer.size;
vkCmdCopyBuffer(this->transfer.command_buffer, this->staging_buffer.handle, vertex_buffer.handle, 1, &buffer_copy_info);
VkBufferMemoryBarrier buffer_memory_barrier = {};
buffer_memory_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
buffer_memory_barrier.pNext = nullptr;
buffer_memory_barrier.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
buffer_memory_barrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
buffer_memory_barrier.srcQueueFamilyIndex = this->queue_stack[this->transfer_stack_index].index;
buffer_memory_barrier.dstQueueFamilyIndex = this->queue_stack[this->graphics_stack_index].index;
buffer_memory_barrier.buffer = vertex_buffer.handle;
buffer_memory_barrier.offset = 0;
buffer_memory_barrier.size = VK_WHOLE_SIZE;
vkCmdPipelineBarrier(this->transfer.command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT, 0, 0, nullptr, 1, &buffer_memory_barrier, 0, nullptr);
vkEndCommandBuffer(this->transfer.command_buffer);
VkSubmitInfo submit_info = {};
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.pNext = nullptr;
submit_info.waitSemaphoreCount = 0;
submit_info.pWaitSemaphores = nullptr;
submit_info.pWaitDstStageMask = nullptr;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &this->transfer.command_buffer;
submit_info.signalSemaphoreCount = 0;
submit_info.pSignalSemaphores = nullptr;
VkResult result = vkQueueSubmit(this->queue_stack[this->transfer_stack_index].handle, 1, &submit_info, this->transfer.fence);
if(result != VK_SUCCESS) {
#if defined(_DEBUG)
std::cout << "UpdateVertexBuffer => vkQueueSubmit : Failed" << std::endl;
#endif
return false;
}
#if defined(_DEBUG)
std::cout << "UpdateVertexBuffer : Success" << std::endl;
#endif
return true;
}

它完美运行,没有任何验证层警告。但是当我调用 i 两次时,两个缓冲区都包含来自第二次调用的相同数据。例如:

UpdateVertexBuffer(cube_data, cube_buffer);
UpdateVertexBuffer(prism_data, prism_buffer);

这将导致cube_buffer和prism_buffer内部都有一个棱镜。要解决此问题,我可以简单地在两次调用之间等待几毫秒:

UpdateVertexBuffer(cube_data, cube_buffer);
std::this_thread::sleep_for(std::chrono::milliseconds(100));
UpdateVertexBuffer(prism_data, prism_buffer);

或者最好,我可以通过调用来替换围栏vkQueueWaitIdle(this->queue_stack[this->transfer_stack_index].handle);

在我看来,这将导致性能损失,并且围栏应该是等待传输操作正确完成的最佳方式,那么为什么当我使用围栏时,我的第一个缓冲区被秒填充。有没有办法在不使用vkQueueWaitIdle的情况下正确执行此操作.

感谢您的帮助。

在将数据写入暂存缓冲区后,等待上一次上传的围栏。为时已晚;围栏是为了防止您将数据写入正在读取的内存。

但实际上,你的问题是你的设计是错误的。您的设计是这样的,顺序更新都使用相同的内存。他们不应该。相反,顺序更新应使用同一内存的不同区域,以便它们不能重叠。这样,您可以执行传输,而不必在围栏上等待(或者至少,直到下一帧)。

基本上,您应该将暂存缓冲区视为环形缓冲区。每个想要执行某些分阶段传输工作的操作都应从暂存环形缓冲区"分配"X 字节的内存。暂存缓冲区系统按顺序分配内存,如果空间不足,则进行包装。但它也会记住与它同步的最后一个内存区域的位置。如果您尝试暂存太多工作,则必须同步。

此外,映射内存背后的目的之一是您可以直接写入该内存,而不是写入其他 CPU 内存并将其复制到其中。因此,生成该数据的进程不应传入VULKAN_BUFFER(无论那是什么),而是应该获取指向活动暂存缓冲区区域的指针并将其数据写入该区域。

哦,还有一件事:永远不要创建命令缓冲区并立即提交它。只是不要这样做。vkQueueSubmit可以使用多个命令缓冲区和多命令缓冲区是有原因的。对于任何一个队列,您永远不应该在每帧提交超过一次(或两次)。