使用vulkan渲染rgba的例子
时间: 2023-07-11 17:17:35 浏览: 161
一些简单的vulkan例子
下面是一个简单的使用 Vulkan 渲染 RGBA 图像的例子:
```c++
// 初始化 Vulkan 设备和窗口等对象
...
// 创建 Vulkan 图像对象,并分配内存
VkImageCreateInfo imageCreateInfo = {};
imageCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
imageCreateInfo.extent = { width, height, 1 };
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
vkCreateImage(device, &imageCreateInfo, nullptr, &image);
VkMemoryRequirements memoryRequirements;
vkGetImageMemoryRequirements(device, image, &memoryRequirements);
VkMemoryAllocateInfo memoryAllocateInfo = {};
memoryAllocateInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
memoryAllocateInfo.allocationSize = memoryRequirements.size;
memoryAllocateInfo.memoryTypeIndex = findMemoryType(memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
vkAllocateMemory(device, &memoryAllocateInfo, nullptr, &memory);
vkBindImageMemory(device, image, memory, 0);
// 将 RGBA 数据写入 Vulkan 图像对象的内存中
void* data;
vkMapMemory(device, memory, 0, VK_WHOLE_SIZE, 0, &data);
memcpy(data, rgbaData, width * height * 4);
vkUnmapMemory(device, memory);
// 创建 Vulkan 图片视图对象
VkImageViewCreateInfo imageViewCreateInfo = {};
imageViewCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
imageViewCreateInfo.image = image;
imageViewCreateInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
imageViewCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
imageViewCreateInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageViewCreateInfo.subresourceRange.baseMipLevel = 0;
imageViewCreateInfo.subresourceRange.levelCount = 1;
imageViewCreateInfo.subresourceRange.baseArrayLayer = 0;
imageViewCreateInfo.subresourceRange.layerCount = 1;
vkCreateImageView(device, &imageViewCreateInfo, nullptr, &imageView);
// 创建 Vulkan 着色器模块对象
VkShaderModuleCreateInfo shaderModuleCreateInfo = {};
shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shaderModuleCreateInfo.codeSize = sizeof(vertShaderCode);
shaderModuleCreateInfo.pCode = vertShaderCode;
vkCreateShaderModule(device, &shaderModuleCreateInfo, nullptr, &vertShaderModule);
// 创建 Vulkan 渲染管线对象
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = {};
pipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout);
VkGraphicsPipelineCreateInfo pipelineCreateInfo = {};
pipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineCreateInfo.stageCount = 2;
pipelineCreateInfo.pStages = shaderStages;
pipelineCreateInfo.pVertexInputState = &vertexInputStateCreateInfo;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyStateCreateInfo;
pipelineCreateInfo.pViewportState = &viewportStateCreateInfo;
pipelineCreateInfo.pRasterizationState = &rasterizationStateCreateInfo;
pipelineCreateInfo.pMultisampleState = &multisampleStateCreateInfo;
pipelineCreateInfo.pDepthStencilState = &depthStencilStateCreateInfo;
pipelineCreateInfo.pColorBlendState = &colorBlendStateCreateInfo;
pipelineCreateInfo.layout = pipelineLayout;
pipelineCreateInfo.renderPass = renderPass;
pipelineCreateInfo.subpass = 0;
vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineCreateInfo, nullptr, &pipeline);
// 在渲染时使用 Vulkan 图像视图进行渲染
...
```
以上代码仅为演示,部分细节和函数调用可能有所省略或调整。如果需要完整的代码示例,可以参考 Vulkan SDK 中的示例代码,例如 VulkanExample 中的 `texture.cpp` 示例。
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