我是Vulkan API的trying to synchronize frames,但我有一些奇怪的问题。我像这样实现了同步:
void RenderSystem::OnUpdate(const float deltaTime)
{
uint32_t frameIndex{};
auto result = SwapChain->AcquireNextImageIndex(PresentationCompleteSemaphore.get(),
nullptr,
&frameIndex);
InFlightFences[frameIndex]->Wait();
InFlightFences[frameIndex]->Reset();
if (result == VK_ERROR_OUT_OF_DATE_KHR)
{
Recreate();
return;
}
else if (result != VK_SUCCESS && result != VK_SUBOPTIMAL_KHR)
{
throw std::runtime_error("Error when acquiring next image...");
}
UpdateModelMatrix(deltaTime, frameIndex); // TODO: Remove this! For testing purposes only
VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
GraphicsMainQueue.Submit({ TriangleCommandBuffers[frameIndex].get() },
{ PresentationCompleteSemaphore.get() },
{ RenderCompleteSemaphore.get() },
InFlightFences[frameIndex].get(),
waitStages);
result = PresentationQueue.Present({ RenderCompleteSemaphore.get() },
{ SwapChain.get() },
&frameIndex);
if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR || MainWindow->HasBeenResized())
Recreate();
else if (result != VK_SUCCESS)
throw std::runtime_error("Failed to present result!");
}而且它在Windows10上的表现也非常出色。不幸的是,在Linux Mint上,它在某些情况下不起作用。首先,在Linux上移动窗口非常慢,有时会使整个操作系统冻结一秒钟,但这并不是最大的问题。关闭窗口会调用vkDeviceWaitIdle和...它会冻结应用程序。它永远不会开始响应,因为它将永远等待设备。验证层没有报告我的代码有任何问题。
我通过在函数底部移动栅栏同步部分解决了这个问题,但在我看来,这是一个次优的解决方案,因为我等待帧完成渲染,而不是准备下一帧。
// ...
if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR || MainWindow->HasBeenResized())
Recreate();
else if (result != VK_SUCCESS)
throw std::runtime_error("Failed to present result!");
InFlightFences[frameIndex]->Wait();
InFlightFences[frameIndex]->Reset();
}如何不仅在Windows上而且在Linux上正确地同步帧?我做错了什么?我遗漏了什么?
发布于 2021-08-05 14:26:22
您只有一组信号量。这意味着对这些信号量的访问可能不同步。
让我们看看没有干扰的代码:
AcquireNextImageIndex( PresentationCompleteSemaphore, frameIndex );
InFlightFences[frameIndex].WaitAndReset();
QSubmit( PresentationCompleteSemaphore, RenderCompleteSemaphore, InFlightFences[frameIndex] );
Present( RenderCompleteSemaphore, frameIndex );现在,我们如何知道我们可以在Acquire上重用PresentationCompleteSemaphore呢?Submit等待\取消它的信号,并且必须完成。我们可以从栅栏中推断出这一点,但是栅栏等待发生在Acquire之后。因此,在Acquire尝试重用信号量时,信号量可能仍在使用中。这是一个可能的程序流:
AcquireNextImageIndex( PresentationCompleteSemaphore ) -> frameIndex = 0;
QSubmit( PresentationCompleteSemaphore, RenderCompleteSemaphore, InFlightFences[0] );
// hazard; QSubmit still might be waiting on PresentationCompleteSemaphore
AcquireNextImageIndex( PresentationCompleteSemaphore ) -> frameIndex = 1;我们怎么知道我们可以重用RenderCompleteSemaphore呢?只有当Present已经使用它时,QSubmit才能使用它。目前唯一合理的推断方法是,当Acquire返回相同的交换链图像时。这是一个可能的程序流:
AcquireNextImageIndex( PresentationCompleteSemaphore ) -> frameIndex = 0;
QSubmit( PresentationCompleteSemaphore, RenderCompleteSemaphore, InFlightFences[0] );
Present( RenderCompleteSemaphore, 0 );
AcquireNextImageIndex( PresentationCompleteSemaphore ) -> frameIndex = 1;
// hazard; RenderCompleteSemaphore might still be waited on by Present
// which presented image 0, but we acquired image 1, so it might be async
QSubmit( PresentationCompleteSemaphore, RenderCompleteSemaphore, InFlightFences[1] );https://stackoverflow.com/questions/68656627
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