欢迎来到第五篇!经过前面的铺垫,我们终于要完成设备的初始化工作了。
这一步在 Vulkan 中至关重要。虽然我们有了 VkPhysicalDevice(物理设备句柄),但我们几乎不会直接用它来发号施令。我们真正日常打交道的是 VkDevice (逻辑设备)。
此外,我们还将拿到那个至关重要的 VkQueue (队列) 句柄------未来我们所有的渲染命令,都要提交给它。
准备工作:类成员变量
首先,我们需要在 HelloVulkanApp 类中增加两个新的成员变量:
cpp
VkDevice device; // 逻辑设备句柄
VkQueue graphicsQueue; // 图形队列句柄
注意:
VkQueue会在逻辑设备销毁时自动清理,所以我们不需要为它写vkDestroyQueue。但VkDevice是需要我们手动销毁的。
配置队列信息 (VkDeviceQueueCreateInfo)
创建逻辑设备的第一步,是告诉 Vulkan 我们需要多少个队列。
还记得上一节我们写的 findQueueFamilies 吗?我们需要再次用到它,找出支持 Graphics 的队列族索引。
cpp
void createLogicalDevice() {
// 1. 再次查找队列族索引
QueueFamilyIndices indices = findQueueFamilies(physicalDevice);
VkDeviceQueueCreateInfo queueCreateInfo{};
queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
// 指定我们要从哪个队列族创建队列
queueCreateInfo.queueFamilyIndex = indices.graphicsFamily.value();
// 我们只需要一个队列来处理图形命令
queueCreateInfo.queueCount = 1;
// 2. 设置队列优先级 (0.0 - 1.0)
// 即使只有一个队列,这个也是必须填写的!
float queuePriority = 1.0f;
queueCreateInfo.pQueuePriorities = &queuePriority;
// ... 待续
}
指定设备特性 (VkPhysicalDeviceFeatures)
Vulkan 允许我们启用各种高级特性,比如几何着色器 (Geometry Shaders)、各向异性过滤等。
目前我们只是画一个简单的三角形,不需要任何高级特性。但这个结构体必须存在。
cpp
// ... 接上文
// 3. 指定设备特性 (暂时全部留空/为false)
VkPhysicalDeviceFeatures deviceFeatures{};
// deviceFeatures.geometryShader = VK_TRUE; // 如果以后需要,就像这样开启
创建逻辑设备 (VkDeviceCreateInfo)
现在把所有东西填入最终的结构体:
cpp
// ... 接上文
// 4. 填写逻辑设备创建信息
VkDeviceCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
// 链接队列信息
createInfo.pQueueCreateInfos = &queueCreateInfo;
createInfo.queueCreateInfoCount = 1;
// 链接设备特性
createInfo.pEnabledFeatures = &deviceFeatures;
// 5. 处理校验层 (针对旧版 Vulkan 的兼容性设置)
// 新版 Vulkan 规范中,Device 的校验层会自动继承 Instance 的设置,
// 但为了兼容旧设备,我们还是把 validationLayers 填进去。
createInfo.enabledExtensionCount = 0; // 暂时没有设备级扩展
if (enableValidationLayers) {
createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
createInfo.ppEnabledLayerNames = validationLayers.data();
} else {
createInfo.enabledLayerCount = 0;
}
// 6. 正式创建设备
if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) {
throw std::runtime_error("failed to create logical device!");
}
// 7. 获取队列句柄
// 参数:逻辑设备, 队列族索引, 队列索引(0), 存放句柄的指针
vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
}
整合与清理
添加到初始化流程
修改 initVulkan 函数,把 createLogicalDevice 加进去:
cpp
void initVulkan() {
createInstance();
setupDebugMessenger();
pickPhysicalDevice();
createLogicalDevice(); // <--- 新增
}
完善清理流程
非常重要: 逻辑设备必须在 Instance 销毁之前销毁,但要在其他资源(如窗口、Surface)之后销毁。
cpp
void cleanup() {
// 先销毁逻辑设备
vkDestroyDevice(device, nullptr); // <--- 新增
if (enableValidationLayers) {
DestroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr);
}
// 最后销毁 Instance
vkDestroyInstance(instance, nullptr);
glfwDestroyWindow(window);
glfwTerminate();
}
完整代码:
cpp
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <iostream>
#include <stdexcept>
#include <vector>
#include <cstring>
#include <cstdlib>
#include <optional>
const uint32_t WIDTH = 800;
const uint32_t HEIGHT = 600;
const std::vector<const char*> validationLayers = {
"VK_LAYER_KHRONOS_validation"
};
#ifdef NDEBUG
const bool enableValidationLayers = false;
#else
const bool enableValidationLayers = true;
#endif
VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugUtilsMessengerEXT* pDebugMessenger) {
auto func = (PFN_vkCreateDebugUtilsMessengerEXT) vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT");
if (func != nullptr) {
return func(instance, pCreateInfo, pAllocator, pDebugMessenger);
} else {
return VK_ERROR_EXTENSION_NOT_PRESENT;
}
}
void DestroyDebugUtilsMessengerEXT(VkInstance instance, VkDebugUtilsMessengerEXT debugMessenger, const VkAllocationCallbacks* pAllocator) {
auto func = (PFN_vkDestroyDebugUtilsMessengerEXT) vkGetInstanceProcAddr(instance, "vkDestroyDebugUtilsMessengerEXT");
if (func != nullptr) {
func(instance, debugMessenger, pAllocator);
}
}
struct QueueFamilyIndices {
std::optional<uint32_t> graphicsFamily;
bool isComplete() {
return graphicsFamily.has_value();
}
};
class HelloTriangleApplication {
public:
void run() {
initWindow();
initVulkan();
mainLoop();
cleanup();
}
private:
GLFWwindow* window;
VkInstance instance;
VkDebugUtilsMessengerEXT debugMessenger;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkDevice device;
VkQueue graphicsQueue;
void initWindow() {
glfwInit();
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
window = glfwCreateWindow(WIDTH, HEIGHT, "Vulkan", nullptr, nullptr);
}
void initVulkan() {
createInstance();
setupDebugMessenger();
pickPhysicalDevice();
createLogicalDevice();
}
void mainLoop() {
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
}
}
void cleanup() {
vkDestroyDevice(device, nullptr);
if (enableValidationLayers) {
DestroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr);
}
vkDestroyInstance(instance, nullptr);
glfwDestroyWindow(window);
glfwTerminate();
}
void createInstance() {
if (enableValidationLayers && !checkValidationLayerSupport()) {
throw std::runtime_error("validation layers requested, but not available!");
}
VkApplicationInfo appInfo{};
appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
appInfo.pApplicationName = "Hello Triangle";
appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
appInfo.pEngineName = "No Engine";
appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
appInfo.apiVersion = VK_API_VERSION_1_0;
VkInstanceCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
createInfo.pApplicationInfo = &appInfo;
auto extensions = getRequiredExtensions();
createInfo.enabledExtensionCount = static_cast<uint32_t>(extensions.size());
createInfo.ppEnabledExtensionNames = extensions.data();
VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo{};
if (enableValidationLayers) {
createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
createInfo.ppEnabledLayerNames = validationLayers.data();
populateDebugMessengerCreateInfo(debugCreateInfo);
createInfo.pNext = (VkDebugUtilsMessengerCreateInfoEXT*) &debugCreateInfo;
} else {
createInfo.enabledLayerCount = 0;
createInfo.pNext = nullptr;
}
if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {
throw std::runtime_error("failed to create instance!");
}
}
void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) {
createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT;
createInfo.messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT;
createInfo.messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT;
createInfo.pfnUserCallback = debugCallback;
}
void setupDebugMessenger() {
if (!enableValidationLayers) return;
VkDebugUtilsMessengerCreateInfoEXT createInfo;
populateDebugMessengerCreateInfo(createInfo);
if (CreateDebugUtilsMessengerEXT(instance, &createInfo, nullptr, &debugMessenger) != VK_SUCCESS) {
throw std::runtime_error("failed to set up debug messenger!");
}
}
void pickPhysicalDevice() {
uint32_t deviceCount = 0;
vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
if (deviceCount == 0) {
throw std::runtime_error("failed to find GPUs with Vulkan support!");
}
std::vector<VkPhysicalDevice> devices(deviceCount);
vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());
for (const auto& device : devices) {
if (isDeviceSuitable(device)) {
physicalDevice = device;
break;
}
}
if (physicalDevice == VK_NULL_HANDLE) {
throw std::runtime_error("failed to find a suitable GPU!");
}
}
void createLogicalDevice() {
QueueFamilyIndices indices = findQueueFamilies(physicalDevice);
VkDeviceQueueCreateInfo queueCreateInfo{};
queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queueCreateInfo.queueFamilyIndex = indices.graphicsFamily.value();
queueCreateInfo.queueCount = 1;
float queuePriority = 1.0f;
queueCreateInfo.pQueuePriorities = &queuePriority;
VkPhysicalDeviceFeatures deviceFeatures{};
VkDeviceCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
createInfo.pQueueCreateInfos = &queueCreateInfo;
createInfo.queueCreateInfoCount = 1;
createInfo.pEnabledFeatures = &deviceFeatures;
createInfo.enabledExtensionCount = 0;
if (enableValidationLayers) {
createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
createInfo.ppEnabledLayerNames = validationLayers.data();
} else {
createInfo.enabledLayerCount = 0;
}
if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) {
throw std::runtime_error("failed to create logical device!");
}
vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
}
bool isDeviceSuitable(VkPhysicalDevice device) {
QueueFamilyIndices indices = findQueueFamilies(device);
return indices.isComplete();
}
QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
QueueFamilyIndices indices;
uint32_t queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());
int i = 0;
for (const auto& queueFamily : queueFamilies) {
if (queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
indices.graphicsFamily = i;
}
if (indices.isComplete()) {
break;
}
i++;
}
return indices;
}
std::vector<const char*> getRequiredExtensions() {
uint32_t glfwExtensionCount = 0;
const char** glfwExtensions;
glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);
std::vector<const char*> extensions(glfwExtensions, glfwExtensions + glfwExtensionCount);
if (enableValidationLayers) {
extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME);
}
return extensions;
}
bool checkValidationLayerSupport() {
uint32_t layerCount;
vkEnumerateInstanceLayerProperties(&layerCount, nullptr);
std::vector<VkLayerProperties> availableLayers(layerCount);
vkEnumerateInstanceLayerProperties(&layerCount, availableLayers.data());
for (const char* layerName : validationLayers) {
bool layerFound = false;
for (const auto& layerProperties : availableLayers) {
if (strcmp(layerName, layerProperties.layerName) == 0) {
layerFound = true;
break;
}
}
if (!layerFound) {
return false;
}
}
return true;
}
static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData, void* pUserData) {
std::cerr << "validation layer: " << pCallbackData->pMessage << std::endl;
return VK_FALSE;
}
};
int main() {
HelloTriangleApplication app;
try {
app.run();
} catch (const std::exception& e) {
std::cerr << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
运行测试
编译并运行你的程序。
-
如果一切顺利: 依然是那个熟悉的黑窗口(这就对了!)。

-
如果崩溃:
-
检查
QueueFamilyIndices是否正确获取了值。 -
检查
queuePriority指针是否设置正确。 -
确保
vkDestroyDevice写在了cleanup中正确的位置。
-
总结
到目前为止,我们已经完成了 Vulkan 的"纯后台"初始化工作:
-
Instance: 初始化 Vulkan 库。
-
Validation Layers: 开启调试报错。
-
Physical Device: 选中了你的显卡。
-
Logical Device: 建立了软件驱动连接。
-
Queue: 拿到了发送命令的通道。
但是,细心的你会发现,我们虽然创建了 GLFW 窗口,也初始化了 Vulkan,但这两者之间还没有任何联系。Vulkan 现在只是在后台空转,它还不知道该把图画到哪个窗口上。
下一步预告
下一篇,我们将打破这层隔阂。我们将引入 Window Surface (窗口表面),这是连接 Vulkan 渲染结果和 Windows 屏幕显示的桥梁。
而且,因为引入了 Surface,我们的"队列族选择逻辑"将变得稍微复杂一点点(因为不是所有显卡都支持把图画到窗口上)。
准备好了吗?我们要开始让 Vulkan 看见窗口了!