Reputation: 29
I'm working on a voxel engine in C++ using Vulkan. Most of the boilerplate code is heavily based on vulkan-tutorial.com. I have a drawFrame function that looks like this...
void drawFrame(float dt) {
vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX);
uint32_t imageIndex;
VkResult result = vkAcquireNextImageKHR(device, swapChain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex);
updateUniformBuffer(imageIndex, dt);
if (result == VK_ERROR_OUT_OF_DATE_KHR) {
recreateSwapChain();
return;
} else if (result != VK_SUCCESS && result != VK_SUBOPTIMAL_KHR) {
throw std::runtime_error("failed to acquire swap chain image!");
}
// Check if a previous frame is using this image (i.e.there is its fence to wait on)
if (imagesInFlight[imageIndex] != VK_NULL_HANDLE) {
vkWaitForFences(device, 1, &imagesInFlight[imageIndex], VK_TRUE, UINT64_MAX);
}
// Mark the image as now being in use by this frame
imagesInFlight[imageIndex] = inFlightFences[currentFrame];
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
VkSemaphore waitSemaphores[] = { imageAvailableSemaphores[currentFrame] };
VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = waitSemaphores;
submitInfo.pWaitDstStageMask = waitStages;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffers[imageIndex];
VkSemaphore signalSemaphores[] = { renderFinishedSemaphores[currentFrame] };
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = signalSemaphores;
vkResetFences(device, 1, &inFlightFences[currentFrame]);
result = vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[currentFrame]);
if (result != VK_SUCCESS) {
throw std::runtime_error("failed to submit draw command buffer!");
}
VkPresentInfoKHR presentInfo{};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pWaitSemaphores = signalSemaphores;
VkSwapchainKHR swapChains[] = { swapChain };
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = swapChains;
presentInfo.pImageIndices = &imageIndex;
presentInfo.pResults = nullptr; // Optional
result = vkQueuePresentKHR(presentQueue, &presentInfo);
if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR || framebufferResized) {
framebufferResized = false;
recreateSwapChain();
} else if (result != VK_SUCCESS) {
throw std::runtime_error("failed to present swap chain image!");
}
// Increment the frame. By using the modulo(%) operator, we ensure that the frame index loops around after every MAX_FRAMES_IN_FLIGHT enqueued frames.
currentFrame = (currentFrame + 1) % config->maxFramesInFlight;
}
I'm passing in vertices like this...
void createVertexAndIndexBuffer() {
for (size_t x = 0; x < 100; x++) {
for (size_t y = 0; y < 4; y++) {
for (size_t z = 0; z < 100; z++) {
// for each block in the world vector
auto blockId = world.getBlock(x, y, z);
if (blockId == BlockId::Air) {
continue;
}
Vec3 blockPosition = { x, y, z };
// get its data
auto verts = blockdb.blockDataFor(blockId).getVertices();
auto inds = blockdb.blockDataFor(blockId).getIndices();
// account for the block position and store the new verts for later
for (int i = 0; i < verts.size(); i++) {
Vertex v(verts[i]);
v.pos += blockPosition;
vertices.push_back(v);
}
// store the indices for later accounting for the offset into the verts vector
for (int i = 0; i < inds.size(); i++) {
int ind(inds[i] + vertices.size());
indices.push_back(ind);
}
}
}
}
// time to start creating the actual buffer
VkDeviceSize vertexBufferSize = sizeof(vertices[0]) * vertices.size();
VkBuffer vertexStagingBuffer;
VkDeviceMemory vertexStagingBufferMemory;
createBuffer(vertexBufferSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, vertexStagingBuffer, vertexStagingBufferMemory);
void* vertexData;
vkMapMemory(device, vertexStagingBufferMemory, 0, vertexBufferSize, 0, &vertexData);
memcpy(vertexData, vertices.data(), (size_t)vertexBufferSize);
vkUnmapMemory(device, vertexStagingBufferMemory);
createBuffer(vertexBufferSize, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, vertexBuffer, vertexBufferMemory);
// use copyBuffer() to move the vertex data to the device local buffer
copyBuffer(vertexStagingBuffer, vertexBuffer, vertexBufferSize);
// After copying the data from the staging buffer to the device buffer, we should clean up the staging buffer since it is no longer needed.
vkDestroyBuffer(device, vertexStagingBuffer, nullptr);
vkFreeMemory(device, vertexStagingBufferMemory, nullptr);
// and do the same for the index buffer
VkDeviceSize indexBufferSize = sizeof(indices[0]) * indices.size();
VkBuffer indexStagingBuffer;
VkDeviceMemory indexStagingBufferMemory;
createBuffer(indexBufferSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, indexStagingBuffer, indexStagingBufferMemory);
void* indexData;
vkMapMemory(device, indexStagingBufferMemory, 0, indexBufferSize, 0, &indexData);
memcpy(indexData, indices.data(), (size_t)indexBufferSize);
vkUnmapMemory(device, indexStagingBufferMemory);
createBuffer(indexBufferSize, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, indexBuffer, indexBufferMemory);
copyBuffer(indexStagingBuffer, indexBuffer, indexBufferSize);
vkDestroyBuffer(device, indexStagingBuffer, nullptr);
vkFreeMemory(device, indexStagingBufferMemory, nullptr);
}
Everything works fine like that but I need be able to render by chunk instead of by block in order to implement chunk geometry optimizations. This is my chunk.h and chunk.cpp...
#pragma once
#include "Layer.h"
class Chunk {
public:
Chunk() = default;
Chunk(World* _world, Vec2XZ pos);
~Chunk() {}
BlockId getBlock(int x, int y, int z);
bool setBlock(BlockId id, int x, int y, int z);
bool isBlockOutOfBounds(int x, int y, int z);
void generateVerticesAndIndices();
void load();
std::array<Layer, CHUNK_HEIGHT> layers;
const Vec2XZ position;
const World* world;
bool isLoaded = false;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
private:
};
#pragma once
#include "Chunk.h"
Chunk::Chunk(World* _world, Vec2XZ pos) :
position(pos),
world(_world) {
}
BlockId Chunk::getBlock(int x, int y, int z) {
if (isBlockOutOfBounds(x, y, z)) {
return BlockId::Air;
}
return layers[y].getBlock(x, z);
}
bool Chunk::setBlock(BlockId id, int x, int y, int z) {
if (!isBlockOutOfBounds(x, y, z)) {
if (layers[y].setBlock(id, x, z)) {
return true;
}
}
return false;
}
bool Chunk::isBlockOutOfBounds(int x, int y, int z) {
if (x >= CHUNK_WIDTH)
return true;
if (z >= CHUNK_WIDTH)
return true;
if (x < 0)
return true;
if (y < 0)
return true;
if (z < 0)
return true;
if (y >= CHUNK_HEIGHT) {
return true;
}
return false;
}
void Chunk::generateVerticesAndIndices() {
vertices.clear();
indices.clear();
for (int y = 0; y < CHUNK_HEIGHT; y++) {
for (int x = 0; x < CHUNK_WIDTH; x++) {
for (int z = 0; z < CHUNK_WIDTH; z++) {
// for each block in this chunk
auto blockId = getBlock(x, y, z);
if (blockId == BlockId::Air) {
continue; // dont render air
}
// infer the block position using its coordinates
Vec3 blockPosition = { x, y, z };
// get its data
auto verts = world->blockdb->blockDataFor(blockId).getVertices();
auto inds = world->blockdb->blockDataFor(blockId).getIndices();
// account for the block position and store the new verts
for (int i = 0; i < verts.size(); i++) {
Vertex v(verts[i]);
v.pos += blockPosition;
vertices.push_back(v);
}
// store the indices for later accounting for the offset into the verts vector
for (int i = 0; i < inds.size(); i++) {
int ind(inds[i] + vertices.size());
indices.push_back(ind);
}
}
}
}
}
void Chunk::load() {
if (isLoaded) {
return;
}
// todo: actual terrain generation
for (int y = 0; y < 4; y++) {
for (int x = 0; x < CHUNK_WIDTH; x++) {
for (int z = 0; z < CHUNK_WIDTH; z++) {
setBlock(BlockId::Grass, x, y, z);
}
}
}
isLoaded = true;
}
So I've basically migrated the top part of createVertexAndIndexBuffer() over to the chunk class. Then within createVertexAndIndexBuffer(), I iterate through the chunks around the player within render distance like this...
void createVertexAndIndexBuffer() {
// set bounds of how far out to render based on what chunk the player is in
Vec2XZ playerChunkCoords = { floor(player.position.x) / CHUNK_WIDTH, floor(player.position.z) / CHUNK_WIDTH };
Vec2XZ lowChunkXZ = { playerChunkCoords.x - renderDistance, playerChunkCoords.z - renderDistance };
Vec2XZ highChunkXZ = { playerChunkCoords.x + renderDistance, playerChunkCoords.z + renderDistance };
// for each chunk around the player within render distance
for (int x = lowChunkXZ.x; x < highChunkXZ.x; x++) {
for (int z = lowChunkXZ.z; z < highChunkXZ.z; z++) {
// get the chunk
Chunk* chunk = &world.getChunk(x, z);
// load it if it isnt already
if (!chunk->isLoaded) {
chunk->load();
}
// generate its geometry if it doesnt already exist
if (chunk->vertices.size() == 0 || chunk->indices.size() == 0) {
chunk->generateVerticesAndIndices();
}
auto verts = chunk->vertices;
auto inds = chunk->indices;
// account for the chunk position and store the new verts for later
for (int i = 0; i < verts.size(); i++) {
Vertex v(verts[i]);
v.pos.x += x * CHUNK_WIDTH;
v.pos.z += z * CHUNK_WIDTH;
vertices.push_back(v);
}
// store the indices for later accounting for the offset into the verts vector
for (int i = 0; i < inds.size(); i++) {
int ind(inds[i] + vertices.size());
indices.push_back(ind);
}
}
}
// time to start creating the actual buffer
VkDeviceSize vertexBufferSize = sizeof(vertices[0]) * vertices.size();
VkBuffer vertexStagingBuffer;
VkDeviceMemory vertexStagingBufferMemory;
createBuffer(vertexBufferSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, vertexStagingBuffer, vertexStagingBufferMemory);
void* vertexData;
vkMapMemory(device, vertexStagingBufferMemory, 0, vertexBufferSize, 0, &vertexData);
memcpy(vertexData, vertices.data(), (size_t)vertexBufferSize);
vkUnmapMemory(device, vertexStagingBufferMemory);
createBuffer(vertexBufferSize, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, vertexBuffer, vertexBufferMemory);
// use copyBuffer() to move the vertex data to the device local buffer
copyBuffer(vertexStagingBuffer, vertexBuffer, vertexBufferSize);
// After copying the data from the staging buffer to the device buffer, we should clean up the staging buffer since it is no longer needed.
vkDestroyBuffer(device, vertexStagingBuffer, nullptr);
vkFreeMemory(device, vertexStagingBufferMemory, nullptr);
// and do the same for the index buffer
VkDeviceSize indexBufferSize = sizeof(indices[0]) * indices.size();
VkBuffer indexStagingBuffer;
VkDeviceMemory indexStagingBufferMemory;
createBuffer(indexBufferSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, indexStagingBuffer, indexStagingBufferMemory);
void* indexData;
vkMapMemory(device, indexStagingBufferMemory, 0, indexBufferSize, 0, &indexData);
memcpy(indexData, indices.data(), (size_t)indexBufferSize);
vkUnmapMemory(device, indexStagingBufferMemory);
createBuffer(indexBufferSize, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, indexBuffer, indexBufferMemory);
copyBuffer(indexStagingBuffer, indexBuffer, indexBufferSize);
vkDestroyBuffer(device, indexStagingBuffer, nullptr);
vkFreeMemory(device, indexStagingBufferMemory, nullptr);
}
With this code, the engine starts up fine but the screen stays white and then after a few calls to vkQueueSubmit() within drawFrame(), vkQueueSubmit() returns VK_ERROR_DEVICE_LOST instead of VK_SUCCESS and then the app throws the corresponding runtime error, prints out the corresponding debug information "failed to submit draw command buffer!", waits for me to press a key, and then finally terminates with EXIT_FAILURE.
Why does pushing vertices from blocks directly work fine, but pushing them from chunks does not? I have checked the Vulkan specification and did a lot of googling but I just couldn't find much on what causes this error to be thrown. I want to know how to fix it and in turn, fix my engine.
Upvotes: 1
Views: 7430
Reputation: 29
I was assigning indices incorrectly and it was being caught by the graphics driver. There were indices that were larger than the vertex vector.
Upvotes: 1