2017-04-22 50 views
-1

編輯創建命令緩衝區時: 這裏是Valgrind的輸出:段錯誤在vkCmdDrawIndexed了第二次

==6785== 
==6785== Process terminating with default action of signal 11 (SIGSEGV) 
==6785== Access not within mapped region at address 0xE0 
==6785== at 0xA138542: cvdescriptorset::DescriptorSet::ValidateDrawState(std::map<unsigned int, descriptor_req, std::less<unsigned int>, std::allocator<std::pair<unsigned int const, descriptor_req> > > const&, std::vector<unsigned int, std::allocator<unsigned int> > const&, std::string*) const (in /home/user/VulkanSDK/1.0.37.0/x86_64/lib/libVkLayer_core_validation.so) 
==6785== by 0xA0D9A06: core_validation::validate_and_update_draw_state(core_validation::layer_data*, GLOBAL_CB_NODE*, bool, VkPipelineBindPoint, char const*) (in /home/user/VulkanSDK/1.0.37.0/x86_64/lib/libVkLayer_core_validation.so) 
==6785== by 0xA0EE4F3: core_validation::CmdDrawIndexed(VkCommandBuffer_T*, unsigned int, unsigned int, unsigned int, int, unsigned int) (in /home/user/VulkanSDK/1.0.37.0/x86_64/lib/libVkLayer_core_validation.so) 
==6785== by 0xA8B6F23: object_tracker::CmdDrawIndexed(VkCommandBuffer_T*, unsigned int, unsigned int, unsigned int, int, unsigned int) (in /home/user/VulkanSDK/1.0.37.0/x86_64/lib/libVkLayer_object_tracker.so) 
==6785== by 0xB3AD421: threading::CmdDrawIndexed(VkCommandBuffer_T*, unsigned int, unsigned int, unsigned int, int, unsigned int) (in /home/user/VulkanSDK/1.0.37.0/x86_64/lib/libVkLayer_threading.so) 
==6785== by 0x13B147: VulkanRenderer::createCommandBuffers(ObjectInRAM*, ObjectInRAM*) (in /home/wobbi/git/Code/Implementierungen/Vulkan/VulkanTest) 
==6785== by 0x13F1FF: VulkanRenderer::mainLoop() (in /home/wobbi/git/Code/Implementierungen/Vulkan/VulkanTest) 
==6785== by 0x110716: main (in /home/wobbi/git/Code/Implementierungen/Vulkan/VulkanTest) 

我總算得到vkCmdDrawIndexed期間段錯誤在我福爾康應用。 我想要做的是我想繪製兩個對象。第一個只有一次,第二個對象在不同位置可變的次數(沒有實例化)。我通過pushConstants得到不同的位置,一切正常。

當按下按鈕時,我想增加第二個對象的繪製次數,所以我等到設備空閒,然後用新的繪製調用數重新創建命令緩衝區。

但是在命令緩衝區的重新創建過程中,我得到一個段錯誤: vkCmdDrawIndexed(commandBuffers [i],obj2-> indices.size(),1,0,0,0);

我的代碼基於Vulkan-Tutorial.com,所以我只是再次調用createCommandBuffers()函數。

我爲我的池分配了: poolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;

爲什麼我得到段錯誤任何幫助,將不勝感激

代碼:

void VulkanRenderer::mainLoop() 
{ 
    float lastTextureChange = glfwGetTime(); 
    float lastFPSUpdate = glfwGetTime(); 
    int numFrames = 0; 
    int lastGPULoad = 1; 

    while (!glfwWindowShouldClose(window)) { 
     glfwPollEvents(); 

     //adjust camera values 
     //if frames are further apart then movement between frames has to be faster 
     float currentFrame = glfwGetTime(); 
     deltaTime = currentFrame - lastFrame; 
     lastFrame = currentFrame; 


     do_movement(); 

     updateUniformBuffer(glm::vec3(0.0f), 0.1f); 


     if(lastGPULoad != GPULoad) 
     {   
      lastGPULoad = GPULoad; 
      recreateSwapChain(); 
     } 

     drawFrame(); 

    } 

    vkDeviceWaitIdle(device); 

    glfwDestroyWindow(window); 
} 


void VulkanRenderer::recreateSwapChain() 
{ 
    vkDeviceWaitIdle(device); 

    createSwapChain(); 
    createImageViews(); 
    createRenderPass(); 
    createGraphicsPipeline(); 
    createDepthResources(); 
    createFramebuffers(); 
    createCommandBuffers(&male, &cube); 
} 


void VulkanRenderer::createCommandBuffers(ObjectInRAM* obj, ObjectInRAM* obj2) 
{ 
    //check if old command buffers are still around and free them 
    if (commandBuffers.size() > 0) 
    { 
     vkFreeCommandBuffers(device, commandPool, commandBuffers.size(), commandBuffers.data()); 
    } 

    commandBuffers.resize(swapChainFramebuffers.size()); 
    std::cout <<"creating new command buffers:" <<commandBuffers.size() <<std::endl; 

    VkCommandBufferAllocateInfo allocInfo = {}; 
    allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; 
    allocInfo.commandPool = commandPool; 
    allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; 
    allocInfo.commandBufferCount = (uint32_t) commandBuffers.size(); 

    if (vkAllocateCommandBuffers(device, &allocInfo, commandBuffers.data()) != VK_SUCCESS) { 
     throw std::runtime_error("failed to allocate command buffers!"); 
    } 

    for (size_t i = 0; i < commandBuffers.size(); i++) { 
     VkCommandBufferBeginInfo beginInfo = {}; 
     beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; 
     beginInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT; 
     beginInfo.pInheritanceInfo = nullptr; // Optional 

     vkBeginCommandBuffer(commandBuffers[i], &beginInfo); 

      VkRenderPassBeginInfo renderPassInfo = {}; 
      renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; 
      renderPassInfo.renderPass = renderPass; 
      renderPassInfo.framebuffer = swapChainFramebuffers[i]; 

      renderPassInfo.renderArea.offset = {0}; 
      renderPassInfo.renderArea.extent = swapChainExtent; 

      std::array<VkClearValue, 2> clearValues = {}; 
      clearValues[0].color = {0.0f, 0.0f, 0.0f, 1.0f}; 
      clearValues[1].depthStencil = {1.0f, 0}; 

      renderPassInfo.clearValueCount = clearValues.size(); 
      renderPassInfo.pClearValues = clearValues.data(); 

      updateUniformBuffer(glm::vec3(80.0f, 80.0f, 80.0f), 10.0f); 

      vkCmdBeginRenderPass(commandBuffers[i], &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);   

       pushUBO.model = glm::mat4(); 
       pushUBO.model = glm::scale(pushUBO.model, glm::vec3(1.0f)); 

       // Submit via push constant (rather than a UBO) 
       vkCmdPushConstants(
        commandBuffers[i], 
        pipelineLayout, 
        VK_SHADER_STAGE_VERTEX_BIT, 
        0, 
        sizeof(pushUBO), 
        &pushUBO 
       ); 


       vkCmdBindPipeline(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphicsPipeline); 

       vkCmdBindDescriptorSets(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);     
       //Binding vertex buffers      
       VkBuffer vertexBuffers[] = {obj2->vertexBuffer}; 
       VkDeviceSize offsets[] = {0}; 
       vkCmdBindVertexBuffers(commandBuffers[i], 0, 1, vertexBuffers, offsets); 
       vkCmdBindIndexBuffer(commandBuffers[i], obj2->indexBuffer, 0, VK_INDEX_TYPE_UINT32); 
       std::cout <<"bound index: " <<obj2->indices.size() <<std::endl; 

       vkCmdDrawIndexed(commandBuffers[i], obj2->indices.size(), 1,0,0,0); 

       std::cout <<"before crowd cmd recording " <<std::endl; 
       //render crowd 
       vertexBuffers[0] = obj->vertexBuffer;    
       vkCmdBindVertexBuffers(commandBuffers[i], 0, 1, vertexBuffers, offsets); 
       vkCmdBindIndexBuffer(commandBuffers[i], obj->indexBuffer, 0, VK_INDEX_TYPE_UINT32); 


       int drawCmdCounter = 0; 
       while(drawCmdCounter < GPULoad) 
       { 
        pushUBO.model = glm::mat4(); 
        pushUBO.model = glm::translate(pushUBO.model, glm::vec3(drawCmdCounter*5.0f, 0.0f,0.0f)); 
        // Submit via push constant (rather than a UBO) 
        vkCmdPushConstants(
         commandBuffers[i], 
         pipelineLayout, 
         VK_SHADER_STAGE_VERTEX_BIT, 
         0, 
         sizeof(pushUBO), 
         &pushUBO 
        ); 

        vkCmdDrawIndexed(commandBuffers[i], obj->indices.size(), 1,0,0,0); 
        drawCmdCounter++; 
       }    

      vkCmdEndRenderPass(commandBuffers[i]); 
     if (vkEndCommandBuffer(commandBuffers[i]) != VK_SUCCESS) { 
      throw std::runtime_error("failed to record command buffer!"); 
     }   
    } 
} 
+1

歡迎來到StackOverflow。請參閱[如何創建一個最小,完整和可驗證的示例](https://stackoverflow.com/help/mcve)以明確問題。 – lnman

+1

您是否有適當的同步以確保您在覆蓋命令緩衝區的同時仍在進行中?還啓用驗證圖層並檢查其輸出是否有任何錯誤。如果你有適當的同步和驗證是乾淨的,發佈一個調用棧, –

+0

'void VulkanRenderer :: recreateSwapChain() { vkDeviceWaitIdle(device); //重建交換鏈 createCommandBuffers(); }' 當我注意到我需要更多/更少的繪製調用時,我在主循環中調用了這個函數。是否正在等待設備足夠空閒以確保沒有更多命令緩衝區正在運行? – wobbi

回答

0

從它看起來像層內崩潰調用堆棧。

1)(總是)使用updated SDK!你知道,我可以看到你正在使用過時的SDK。在撰寫本文時,有四個更新的版本,可能是bambillion錯誤修正。

2)嘗試運行層關閉。這將驗證它是層中的一個錯誤。 3)如果1)沒有幫助,並且2)你確定它是圖層,那麼你可以嘗試trunk version圖層(或者至少掃描最新的提交以獲取相關內容),然後查找現有的問題或報告一個新的。

4)可能可以通過設置VK_LAYER_PATH變量來使用SDK/Source/lib中各層的調試版本。這將啓用圖層本身的斷點/步驟調試。

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