Majorly revamp the debug system, setting up a validation layer with a debug messenger, document it all, clean up main and VulkanDebugLibs

This commit is contained in:
Lillian Salehi 2024-10-05 05:50:37 -05:00
parent 8d7cbb27c7
commit 4d16ae606d
3 changed files with 169 additions and 68 deletions

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@ -1,4 +1,7 @@
#include <cstdint>
#include <iostream>
#include <stdexcept>
#include <vulkan/vk_platform.h>
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
@ -9,23 +12,104 @@ using namespace AgnosiaEngine;
#include <cstring>
#include <vulkan/vulkan_core.h>
const std::vector<const char*> validationLayers = {
// This ifdef checks if the build flag is present, hence whether to hook the debugger in at all.
#ifdef DEBUG
const bool enableValidationLayers = true;
#else
const bool enableValidationLayers = false;
#endif
// This is our messenger object! It handles passing along debug messages to the debug callback we will also set.
VkDebugUtilsMessengerEXT debugMessenger;
// This is the set of "layers" to hook into. Basically, layers are used to tell the messenger what data we want, its a filter. *validation* is the general blanket layer to cover incorrect usage.
const std::vector<const char*> validationLayers = {
"VK_LAYER_KHRONOS_validation"
};
};
void VulkanDebugLibs::vulkanDebugSetup(VkInstanceCreateInfo& createInfo) {
createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
createInfo.ppEnabledLayerNames = validationLayers.data();
std::vector<const char*> getRequiredExtensions() {
// This gets a little weird, Vulkan is platform agnostic, so you need to figure out what extensions to interface with the current system are needed
// So, to figure out what extension codes and how many to use, feed the pointer into *glfwGetRequiredInstanceExtensions*, which will get the necessary extensions!
// From there, we can send that over to our createInfo Vulkan info struct to make it fully platform agnostic!
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 VulkanDebugLibs::checkValidationLayerSupport() { // This function is used to check Validation Layer Support, validation layers are the debug trace tools in the Vulkan SDK.
uint32_t layerCount; // layerCount will be used as the var to keep track of the number of requested validation layerk
vkEnumerateInstanceLayerProperties(&layerCount, nullptr); // Set layerCount to the number of validation layers requested when pProperties is NULLPTR
static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
VkDebugUtilsMessageTypeFlagsEXT messageType,
const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
void* pUserData) {
// One hell of a function, this is using the *PFN_vkDestroyDebugUtilsMessengerEXT* prototype, the prototype for an, "Application-defined debug messenger callback function".
// The VKAPI_CALL and VKAPI_ATTR ensure that the function has the right signature for vulkan to call it. The callback message can be anything from a diagnostic to error!
// You can even sort by those diagnostics with their flags, since they are just integers, maybe TODO?
std::cerr << "Validation layer: " << pCallbackData->pMessage << std::endl;
std::vector<VkLayerProperties> availableLayers(layerCount); // VkLayerProperties is a structure with data on the layername, desc, versions and etc.
vkEnumerateInstanceLayerProperties(&layerCount, availableLayers.data());// Now that we have a VkLayerProperties fed in, as well as the num. of properties, we can fill layerCount with the VkResult
return VK_FALSE;
}
for(const char* layerName : validationLayers) { // Pretty straightforward from here, just enumerate over all the VkResult data and see if we have any validationLayers
void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) {
// There is absolutely nothing about this i like, those long ass flags for messageType and Severity are just fucking hex values. Khronos should never cook again ToT
// On a serious note, this is just a struct to define the parameters of the debug messenger, nothing super special.
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;
createInfo.pUserData = nullptr; // Optional
}
void VulkanDebugLibs::vulkanDebugSetup(VkInstanceCreateInfo& createInfo, VkInstance& instance) {
// This function is quite useful, we first populate the debug create info structure, all the parameters dictating how the debug messenger will operate.
// The reason we populate the debug messenger so late is actually on purpose, we need to set the createInfo, which depends on the debugMessenger info,
// and if we set it before the creation of the instance, we cant debug vkCreateInstance or vkDestroyInstance! It's timed perfectly as of now.
VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo{};
auto extensions = getRequiredExtensions();
createInfo.enabledExtensionCount = static_cast<uint32_t>(extensions.size());
createInfo.ppEnabledExtensionNames = extensions.data();
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 VulkanDebugLibs::checkUnavailableValidationLayers() {
// Check if we are trying to hook validation layers in without support.
if(enableValidationLayers && !checkValidationLayerSupport()) {
throw std::runtime_error("Validation layers request, but not available! Are your SDK path variables set?");
}
}
bool VulkanDebugLibs::checkValidationLayerSupport() {
// This function is used to check Validation Layer Support, validation layers are the debug trace tools in the Vulkan SDK.
// layerCount will be used as the var to keep track of the number of requested validation layer
// VkLayerProperties is a structure with data on the layername, desc, versions and etc.
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) {
@ -42,5 +126,43 @@ bool VulkanDebugLibs::checkValidationLayerSupport() { // Thi
return true;
}
VkResult CreateDebugUtilsMessengerEXT(
VkInstance instance,
const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkDebugUtilsMessengerEXT* pDebugMessenger) {
// This function builds out debug messenger structure!
// It's a little odd, we have to look up the address of the vkCreateDebugUtilsMessengerEXT ourselves because its an extension function,
// therefore, not auto-loaded.
auto func = (PFN_vkCreateDebugUtilsMessengerEXT) vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT");
if (func != nullptr) {
return func(instance, pCreateInfo, pAllocator, pDebugMessenger);
} else {
return VK_ERROR_EXTENSION_NOT_PRESENT;
}
}
void VulkanDebugLibs::DestroyDebugUtilsMessengerEXT(VkInstance instance,
const VkAllocationCallbacks* pAllocator) {
// We are doing kind of the same thing as before in the create function, find the address of the DestroyDebugUtils function, and call it.
auto func = (PFN_vkDestroyDebugUtilsMessengerEXT) vkGetInstanceProcAddr(instance, "vkDestroyDebugUtilsMessengerEXT");
if(func != nullptr) {
func(instance, debugMessenger, pAllocator);
}
}
void VulkanDebugLibs::setupDebugMessenger(VkInstance& vulkanInstance) {
// This is a pretty simple function! we just pass in the values to build the debug messenger, populate the structure with the data we want,
// and safely create it, covering for runtime errors as per usual, this is the first thing that will be called!
if(!enableValidationLayers) return;
VkDebugUtilsMessengerCreateInfoEXT createInfo;
populateDebugMessengerCreateInfo(createInfo);
if(CreateDebugUtilsMessengerEXT(vulkanInstance, &createInfo, nullptr, &debugMessenger) != VK_SUCCESS) {
throw std::runtime_error("Failed to set up the Debug Messenger!");
}
}

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@ -3,8 +3,10 @@
namespace AgnosiaEngine {
class VulkanDebugLibs {
public:
void vulkanDebugSetup(VkInstanceCreateInfo& createInfo);
void vulkanDebugSetup(VkInstanceCreateInfo& createInfo, VkInstance& instance);
bool checkValidationLayerSupport();
void checkUnavailableValidationLayers();
void setupDebugMessenger(VkInstance& vulkanInstance);
void DestroyDebugUtilsMessengerEXT(VkInstance instance, const VkAllocationCallbacks* pAllocator);
};
}

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@ -1,6 +1,6 @@
#include <vector>
#define GLFW_INCLUDE_VULKAN
#include <vulkan/vulkan_core.h>
#include <GLFW/glfw3.h>
#include "debug/VulkanDebugLibs.h"
@ -10,20 +10,21 @@ using namespace AgnosiaEngine;
#include <cstring>
#include <cstdlib>
#include <iostream>
#include <stdexcept>
#ifdef DEBUG
const bool enableValidationLayers = true;
#else
const bool enableValidationLayers = false;
#endif
const uint32_t WIDTH = 800;
const uint32_t HEIGHT = 600;
// Define a base class structure to handle public and private methods
class TriangleTestApplication {
const uint32_t WIDTH = 800;
const uint32_t HEIGHT = 600;
#ifdef DEBUG
const bool enableValidationLayers = true;
#else
const bool enableValidationLayers = false;
#endif
public:
void run() {
initWindow();
initVulkan();
@ -32,9 +33,9 @@ public:
}
private:
GLFWwindow *window;
GLFWwindow* window;
VkInstance instance;
VulkanDebugLibs debug;
// Initialize GLFW Window. First, Initialize GLFW lib, disable resizing for
// now, and create window.
void initWindow() {
@ -48,14 +49,11 @@ private:
void initVulkan() {
createInstance();
debug.setupDebugMessenger(instance); // The debug messenger is out holy grail, it gives us Vulkan related debug info when built with the -DNDEBUG flag (as per the makefile)
}
void createInstance() {
VulkanDebugLibs debug;
if(enableValidationLayers && !debug.checkValidationLayerSupport()) {
throw std::runtime_error("Validation layers requested, but not available!");
}
debug.checkUnavailableValidationLayers(); // Check if there is a mistake with our Validation Layers.
// Set application info for the vulkan instance!
VkApplicationInfo appInfo{};
@ -71,40 +69,19 @@ private:
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; // Tell vulkan this is a info structure
createInfo.pApplicationInfo = &appInfo; // We just created a new appInfo structure, so we pass the pointer to it.
// This gets a little weird, Vulkan is platform agnostic, so you need to figure out what extensions to interface with the current system are needed
// So, to figure out what extension codes and how many to use, feed the pointer into *glfwGetRequiredInstanceExtensions*, which will get the necessary extensions!
// From there, we can send that over to our createInfo Vulkan info struct to make it fully platform agnostic!
uint32_t glfwExtensionCount = 0;
const char** glfwExtensions;
glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);
createInfo.enabledExtensionCount = glfwExtensionCount;
createInfo.ppEnabledExtensionNames = glfwExtensions;
if(enableValidationLayers) { // If we have validation layers, add them now, otherwise set it to 0
debug.vulkanDebugSetup(createInfo);
} else {
createInfo.enabledLayerCount = 0;
}
VkResult result = vkCreateInstance(&createInfo, nullptr, &instance); // Finally create the Vulkan instance, passing in the info to create from, and the global instance to use!
if(result != VK_SUCCESS) { // vkCreateInstance returns a VkResult, if its anything but success, we exit immediately. (VK_SUCCESS == 0)
throw std::runtime_error("Failed to create vulkan instance!");
}
debug.vulkanDebugSetup(createInfo, instance); // Handoff to the debug library to wrap the validation libs in! (And set the window up!)
}
void mainLoop() {
// Update window whilst open
void mainLoop() { // This loop just updates the GLFW window.
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
}
}
void cleanup() {
// Cleanup window when destroyed.
void cleanup() { // Similar to the last handoff, destroy the debug util in a safe manner in the library!
if(enableValidationLayers) {
debug.DestroyDebugUtilsMessengerEXT(instance, nullptr);
}
vkDestroyInstance(instance, nullptr);
glfwDestroyWindow(window);
glfwTerminate();