我试图在几何着色器中实现billboarded四边形来渲染粒子效果。几何着色器输入是点(vec3),其输出是具有位置和UV坐标(vec3,vec2)的三角形条。我已经尝试过两种顶点输入绑定的变体,但都不起作用。Vulkan:VkVertexInputBindingDescription总是与几何着色器错误
如果我设置的顶点像这样结合:
VkVertexInputBindingDescription binding_desc[2] = {};
binding_desc[0].binding = 0;
binding_desc[0].stride = sizeof(glm::vec3);
binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
binding_desc[1].binding = 1;
binding_desc[1].stride = sizeof(glm::vec2);
binding_desc[1].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription attribute_desc[2] = {};
attribute_desc[0].location = 0;
attribute_desc[0].binding = binding_desc[0].binding;
attribute_desc[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attribute_desc[0].offset = offsetof(vert_shader_vertex, pos);
attribute_desc[1].location = 1;
attribute_desc[1].binding = binding_desc[1].binding;
attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
attribute_desc[1].offset = offsetof(vert_shader_vertex, uv);
主叫vkCmdDraw
当我得到以下错误:
ERROR [默认] DS:(OBJECT 0)(CODE 24)管道状态对象 (0x3c)预计应通过vkCmdBindVertexBuffers设置此命令缓冲区的顶点绑定索引1 。这是因为在 pVertexBindingDescriptions指数1 VkVertexInputBindingDescription结构有1
绑定值。但是,如果我将它设置成这样:
VkVertexInputBindingDescription binding_desc[1] = {};
binding_desc[0].binding = 0;
binding_desc[0].stride = sizeof(glm::vec3);
binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription attribute_desc[1] = {};
attribute_desc[0].location = 0;
attribute_desc[0].binding = binding_desc[0].binding;
attribute_desc[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attribute_desc[0].offset = offsetof(vert_shader_vertex, pos);
调用vkCreateGraphicsPipelines
,当我得到这个错误:
ERROR [默认] SC:(OBJECT 0)(CODE 3)顶点着色器消耗输入 在位置1,但不提供
- 是否VkVertexInputBindingDescription描述输入到几何着色器或顶点着色器?
- 我是否需要“虚拟”UV坐标在我的顶点缓冲区中作为占位符?
- 是否有可能我的几何着色器未被激活,以及如何确认?
- 这两种方法哪一种是正确的,我该如何解决相应的错误?
- 另外,我是Vulkan的新手,所以对着色器的评论值得欢迎。
几何着色器
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (location = 0) in vec3 inPos[];
layout (location = 0) out vec3 outPos;
layout (location = 1) out vec2 outUV;
layout (push_constant) uniform constants_t {
vec3 up;
vec3 right;
mat4x4 world;
mat4x4 projection;
} constants;
void main(void)
{
const vec3 pos = gl_in[0].gl_Position.xyz;
const vec3 up = constants.up;
const vec3 right = constants.right;
outPos = pos + up - right;
outUV = vec2(0, 0);
EmitVertex();
outPos = pos + up + right;
outUV = vec2(1, 0);
EmitVertex();
outPos = pos - up - right;
outUV = vec2(0, 1);
EmitVertex();
outPos = pos - up + right;
outUV = vec2(1, 1);
EmitVertex();
EndPrimitive();
}
顶点着色器
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec4 outPos;
layout (location = 1) out vec2 outUV;
layout (push_constant) uniform constants_t {
vec3 up;
vec3 right;
mat4x4 world;
mat4x4 projection;
} constants;
void main(void) {
outUV = inUV;
outPos = vec4(inPos.xyz, 1.0) * constants.world * constants.projection;
}
vkCmdBindVertexBuffers
VkBuffer vertex_buffers[1] = {vertexBuffer};
VkDeviceSize vertex_offset[1] = {0};
vkCmdBindVertexBuffers(commandBuffer, 0, 1, vertex_buffers, vertex_offset);
“*调用vkCmdDraw时出现以下错误:*”为了说明发生了什么,我们需要在渲染之前查看您发送的实际命令*。 –
我认为vkCmdBindVertexBuffers对于第一个变体是非常重要的 –
@NicolBolas你真的吗?我的文章包含相当一般的子弹尖端问题。此外,我没有权限将所有代码转储到某处供您查看。 – Brent