Reputation: 632
I've followed the tutorial at www.vulkan-tutorial.com and I'm trying to split the Uniform buffer into 2 seperate buffers, one for View and Projection and one for Model. I've found however once I add another buffer to the layout, even if my shaders don't use it's content, no geometry is rendered. I don't get anything from the validation layers.
I've found that if the two UBOs are the same buffer, I have no problem. But if I assign them to different buffers, nothing appears on the screen. Have added descriptor set generation code.
Here's my layout generation code. All values are submitted correctly, bindings are 0, 1 and 2 respectively and this is reflected in shader code. I'm currently not even using the data in the buffer in the shader - so it's got nothing to do with the data I'm actually putting in the buffer.
Edit: Have opened up in RenderDoc. Without the extra buffer, I can see the normal VP buffer and it's values. They look fine. If I add in the extra buffer, it does not show up, but also the data from the first buffer is all zeroes.
Descriptor Set Layout generation:
std::vector<VkDescriptorSetLayoutBinding> layoutBindings;
/*
newShader->features includes 3 "features", with bindings 0,1,2.
They are - uniform buffer, uniform buffer, sampler
vertex bit, vertex bit, fragment bit
*/
for (auto a : newShader->features)
{
VkDescriptorSetLayoutBinding newBinding = {};
newBinding.descriptorType = (VkDescriptorType)layoutBindingDescriptorType(a.featureType);
newBinding.binding = a.binding;
newBinding.stageFlags = (VkShaderStageFlags)layoutBindingStageFlag(a.stage);
newBinding.descriptorCount = 1;
newBinding.pImmutableSamplers = nullptr;
layoutBindings.push_back(newBinding);
}
VkDescriptorSetLayoutCreateInfo layoutCreateInfo = {};
layoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutCreateInfo.bindingCount = static_cast<uint32_t>(layoutBindings.size());
layoutCreateInfo.pBindings = layoutBindings.data();
Descriptor Set Generation:
//Create a list of layouts
std::vector<VkDescriptorSetLayout> layouts(swapChainImages.size(), voa->shaderPipeline->shaderSetLayout);
//Allocate room for the descriptors
VkDescriptorSetAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = voa->shaderPipeline->descriptorPool;
allocInfo.descriptorSetCount = static_cast<uint32_t>(swapChainImages.size());
allocInfo.pSetLayouts = layouts.data();
voa->descriptorSets.resize(swapChainImages.size());
if (vkAllocateDescriptorSets(vdi->device, &allocInfo, voa->descriptorSets.data()) != VK_SUCCESS) {
throw std::runtime_error("failed to allocate descriptor sets!");
}
//For each set of commandBuffers (frames in flight +1)
for (size_t i = 0; i < swapChainImages.size(); i++) {
std::vector<VkWriteDescriptorSet> descriptorWrites;
//Buffer Info construction
for (auto a : voa->renderComponent->getMaterial()->shader->features)
{
//Create a new descriptor write
uint32_t index = descriptorWrites.size();
descriptorWrites.push_back({});
descriptorWrites[index].dstBinding = a.binding;
if (a.featureType == HE2_SHADER_FEATURE_TYPE_UNIFORM_BLOCK)
{
VkDescriptorBufferInfo bufferInfo = {};
if (a.bufferSource == HE2_SHADER_BUFFER_SOURCE_VIEW_PROJECTION_BUFFER)
{
bufferInfo.buffer = viewProjectionBuffers[i];
bufferInfo.offset = 0;
bufferInfo.range = sizeof(ViewProjectionBuffer);
}
else if (a.bufferSource == HE2_SHADER_BUFFER_SOURCE_MODEL_BUFFER)
{
bufferInfo.buffer = modelBuffers[i];
bufferInfo.offset = voa->ID * sizeof(ModelBuffer);
bufferInfo.range = sizeof(ModelBuffer);
}
//The following is the same for all Uniform buffers
descriptorWrites[index].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptorWrites[index].dstSet = voa->descriptorSets[i];
descriptorWrites[index].dstArrayElement = 0;
descriptorWrites[index].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
descriptorWrites[index].descriptorCount = 1;
descriptorWrites[index].pBufferInfo = &bufferInfo;
}
else if (a.featureType == HE2_SHADER_FEATURE_TYPE_SAMPLER2D)
{
VulkanImageReference ref = VulkanTextures::images[a.imageHandle];
VkDescriptorImageInfo imageInfo = {};
imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
imageInfo.imageView = ref.imageView;
imageInfo.sampler = defaultSampler;
descriptorWrites[index].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptorWrites[index].dstSet = voa->descriptorSets[i];
descriptorWrites[index].dstArrayElement = 0;
descriptorWrites[index].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descriptorWrites[index].descriptorCount = 1;
descriptorWrites[index].pImageInfo = &imageInfo;
}
else
{
throw std::runtime_error("Unsupported feature type present in shader");
}
}
vkUpdateDescriptorSets(vdi->device, static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr);
}
Edit: Here is descriptor set binding code
vkCmdBeginRenderPass(commandBuffers[i], &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
//Very temporary Render loop. Binds every frame, very clumsy
for (int j = 0; j < max; j++)
{
VulkanObjectAttachment* voa = objectAttachments[j];
VulkanModelAttachment* vma = voa->renderComponent->getModel()->getComponent<VulkanModelAttachment>();
if (vma->indices == 0) continue;
vkCmdBindPipeline(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, voa->shaderPipeline->pipeline);
VkBuffer vertexBuffers[] = { vma->vertexBuffer };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(commandBuffers[i], 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(commandBuffers[i], vma->indexBuffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdBindDescriptorSets(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, voa->shaderPipeline->pipelineLayout, 0, 1, &voa->descriptorSets[i], 0, nullptr);
vkCmdDrawIndexed(commandBuffers[i], static_cast<uint32_t>(vma->indices), 1, 0, 0, 0);
}
vkCmdEndRenderPass(commandBuffers[i]);
Buffer updating code:
ViewProjectionBuffer ubo = {};
ubo.view = HE2_Camera::main->getCameraMatrix();
ubo.proj = HE2_Camera::main->getProjectionMatrix();
ubo.proj[1][1] *= -1;
ubo.model = a->object->getModelMatrix();
void* data;
vmaMapMemory(allocator, a->mvpAllocations[i], &data);
memcpy(data, &ubo, sizeof(ubo));
vmaUnmapMemory(allocator, a->mvpAllocations[i]);
}
std::vector<ModelBuffer> modelBuffersData;
for (VulkanObjectAttachment* voa : objectAttachments)
{
ModelBuffer mb = {};
mb.model = voa->object->getModelMatrix();
modelBuffersData.push_back(mb);
void* data;
vmaMapMemory(allocator, modelBuffersAllocation[i], &data);
memcpy(data, &modelBuffersData, sizeof(ModelBuffer) * modelBuffersData.size());
vmaUnmapMemory(allocator, modelBuffersAllocation[i]);
Upvotes: 2
Views: 1012
Reputation: 632
I found the problem - not a Vulkan issue but a C++ syntax one sadly. I'll explain it anyway but likely to not be your issue if you're visiting this page in the future.
I generate my descriptor writes in a loop. They're stored in a vector and then updated at the end of the loop
std::vector<VkDescriptorWrite> descriptorWrites;
for(int i = 0; i < shader.features.size); i++)
{
//Various stuff to the descriptor write
}
vkUpdateDescriptorSets(vdi->device, static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr);
One parameter of the descriptor write is pImageInfo
or pBufferInfo
. These point to a struct that contains specific data for that buffer or image. I filled these in within the loop
{//Within the loop above
//...
VkDescriptorBufferInfo bufferInfo = {};
bufferInfo.buffer = myBuffer;
descriptorWrites[i].pBufferInfo = &bufferInfo;
//...
}
Because these are passed by reference, not value, the descriptorWrite when being updated refers to the data in the original struct. But because the original struct was made in a loop, and the vkUpdateDescriptors
line is outside of the loop, by the time that struct is read it's out of scope and deleted.
While this should result in undefined behaviour, I can only imagine because there's no new variables between the end of the loop and the update call, the memory still read the contents of the last descriptorWrite in the loop. So all descriptors read that memory, and had the resources from the last descriptorWrite pushed to them. Fixed it all just by putting the VkDescriptorBufferInfo
s in a vector of their own at the start of the loop.
Upvotes: 6
Reputation: 442
It looks to me like the offset you're setting here is causing the VkWriteDescriptorSet to read overflow memory:
else if (a.bufferSource == HE2_SHADER_BUFFER_SOURCE_MODEL_BUFFER)
{
bufferInfo.buffer = modelBuffers[i];
bufferInfo.offset = voa->ID * sizeof(ModelBuffer);
bufferInfo.range = sizeof(ModelBuffer);
}
If you were only updating part of a buffer every frame, you'd do something like this:
bufferInfo.buffer = mvpBuffer[i];
bufferInfo.offset = sizeof(mat4[]{viewMat, projMat});
bufferInfo.range = sizeof(modelMat);
If you place the model in another buffer, you probably want to create a different binding for your descriptor set and your bufferInfo
for your model data would look like this:
bufferInfo.buffer = modelBuffer[i];
bufferInfo.offset = 0;
bufferInfo.range = sizeof(modelMat);
Upvotes: 0