有没有一种方法可以使用临时缓冲区来更新纹理?

问题描述 投票:1回答:2

我正在使用https://vulkan-tutorial.com/深度缓冲代码作为基础。进行了一些更改以更新每帧的命令缓冲区。

我使用的是检查fps的粗略方法。不确定它的准确度如何,但是我正在对fps使用此检查。

            static auto startTime = std::chrono::high_resolution_clock::now();

            auto currentTime = std::chrono::high_resolution_clock::now();
            float time = std::chrono::duration<float, std::chrono::seconds::period>(currentTime - startTime).count();

            if (time < 1)
            {
                counter++;
            }
            else
            {
                int a = 34; //breakpoint put here to check the counter fps.
            }

每帧没有纹理的任何方式(命令缓冲区仍在每帧更新。)fps约为3500 fps。如果我尝试每帧更新纹理,则fps会降至350ish fps。

这只是带有空白纹理的测试代码,但这是我第一次使用上载纹理并对其进行更新的过程。

void createTextureImage()
{
    int Width = 1024;
    int Height = 1024;

    VkDeviceSize imageSize = Width * Height * sizeof(Pixel);
    PixelImage.resize(Width * Height, Pixel(0xFF, 0x00, 0x00));

    VkBuffer stagingBuffer;
    VkDeviceMemory stagingBufferMemory;
    createBuffer(imageSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, stagingBuffer, stagingBufferMemory);

    void* data;
    vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &data);
    memcpy(data, PixelImage.data(), static_cast<size_t>(imageSize));
    vkUnmapMemory(device, stagingBufferMemory);

    createImage(Width, Height, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, textureImage, textureImageMemory);

    transitionImageLayout(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
    copyBufferToImage(stagingBuffer, textureImage, static_cast<uint32_t>(Width), static_cast<uint32_t>(Height));
    transitionImageLayout(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);

    vkDestroyBuffer(device, stagingBuffer, nullptr);
    vkFreeMemory(device, stagingBufferMemory, nullptr);
}

void UpdateTexture()
{
    VkDeviceSize imageSize = 1024 * 1024 * sizeof(Pixel);
    memset(&PixelImage[0], 0xFF, imageSize);

    VkBuffer stagingBuffer;
    VkDeviceMemory stagingBufferMemory;
    createBuffer(imageSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, stagingBuffer, stagingBufferMemory);

    void* data;
    vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &data);
    memcpy(data, PixelImage.data(), static_cast<size_t>(imageSize));
    vkUnmapMemory(device, stagingBufferMemory);

    transitionImageLayout(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
    copyBufferToImage(stagingBuffer, textureImage, static_cast<uint32_t>(1024), static_cast<uint32_t>(1024));
    transitionImageLayout(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);

    vkDestroyBuffer(device, stagingBuffer, nullptr);
    vkFreeMemory(device, stagingBufferMemory, nullptr);

    vkDestroyImageView(device, textureImageView, nullptr);
    CreateImageView();
}

我一直在玩弄它,似乎全部写入缓冲区并多次转换布局,这实际上减慢了速度。

关于上下文,这是其余的更新纹理过程。

        UpdateTexture();
    for (size_t i = 0; i < vulkanFrame.size(); i++)
    {
        VkDescriptorBufferInfo bufferInfo = {};
        bufferInfo.buffer = uniformBuffers[i];
        bufferInfo.offset = 0;
        bufferInfo.range = sizeof(UniformBufferObject);

        VkDescriptorImageInfo imageInfo = {};
        imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
        imageInfo.imageView = textureImageView;
        imageInfo.sampler = textureSampler;

        std::array<VkWriteDescriptorSet, 2> descriptorWrites = {};

        descriptorWrites[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
        descriptorWrites[0].dstSet = descriptorSets[i];
        descriptorWrites[0].dstBinding = 0;
        descriptorWrites[0].dstArrayElement = 0;
        descriptorWrites[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
        descriptorWrites[0].descriptorCount = 1;
        descriptorWrites[0].pBufferInfo = &bufferInfo;

        descriptorWrites[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
        descriptorWrites[1].dstSet = descriptorSets[i];
        descriptorWrites[1].dstBinding = 1;
        descriptorWrites[1].dstArrayElement = 0;
        descriptorWrites[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
        descriptorWrites[1].descriptorCount = 1;
        descriptorWrites[1].pImageInfo = &imageInfo;

        vkUpdateDescriptorSets(device, static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr);
    }

此外,对于2D游戏的空白更新屏幕来说,具有很好的基本fps。我还将vulkan用于3d,但我也想用它做复古2d东西。

c++ textures game-engine vulkan
2个回答
1
投票

您每帧将从CPU发送4MB数据到GPU。在350 fps下,数据传输速度约为1.4GB /秒。考虑到所有因素,这相当不错。

登台缓冲区并不是真正的问题。一旦确定要从CPU向GPU发送数据,便丧失了一些性能。

如果您真的坚持要避免暂存,则可以检查以查看您的实现是否允许着色器从中采样线性纹理。在这种情况下,您可以将数据直接写入纹理的内存。但是,您需要对纹理进行双重缓冲,以免写入到GPU当前正在使用的纹理。但无论如何,您都需要这样做。

您可以做的更有效的事情是停止做毫无意义的事情。您需要停止:

  1. 每次上传]上的登台缓冲区分配和释放空间。在应用程序的开头创建足够的暂存内存和缓冲区空间,并保留它。
  2. 取消映射内存;除非您要删除所述内存,否则在Vulkan中几乎没有任何意义。
  3. 完成构建后即提交传输操作。我看不到您的CB /队列工作,因此我认为transitionImageLayoutcopyBufferToImage不仅在构建CB信息,而且还在提交信息。那会破坏性能(如果transitionImageLayout也提交工作,则尤其是
  4. )。您希望每个帧的提交尽可能少,理想情况下,每个实际使用的队列只有一个提交。

    所有这些都会损害代码的CPU性能。它们不会更改GPU传输的实际时间,但是会使导致该传输的代码运行得慢得多。


0
投票

我比Vulkan更熟悉DirectX。但是,如果不需要,您不想通过暂存缓冲区进行复制来更新纹理。如果您要清除每个帧的纹理,则应将其作为渲染通道的附件,并将loadOp设置为VK_ATTACHMENT_LOAD_OP_CLEAR。您还可以使用诸如vkCmdClearAttachments和vkCmdDrawIndexed之类的渲染命令来更新纹理。

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