I have my Vertex data defined like this:
struct Vertex{
glm::vec4 pos;
glm::vec2 texcoord;
glm::vec2 texcoordex;
float alpha;
float idx;
};
my problem is: vertex buffer has read all data, but vertex shader only gets the first one pos as input, others are 0.0f
vertex shader input
layout (location = 0) in vec4 pos;
layout (location = 1) in vec2 attr;
layout (location = 2) in vec2 attrex;
layout (location = 3) in float alph;
layout (location = 4) in float id;
some code snippets
VkVertexInputBindingDescription vertex_input_bindings{
.binding = 0,
.stride = sizeof(Vertex),
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX,
};
VkVertexInputAttributeDescription vertex_input_attributes[5]{
{
.binding = 0,
.location = 0,
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
.offset = offsetof(Vertex, pos),
},
{
.binding = 0,
.location = 1,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(Vertex, texcoord),
},
{
.binding = 0,
.location = 2,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(Vertex, texcoordex),
},
{
.binding = 0,
.location = 3,
.format = VK_FORMAT_R32_SFLOAT,
.offset = offsetof(Vertex, alpha),
},
{
.binding = 0,
.location = 4,
.format = VK_FORMAT_R32_SFLOAT,
.offset = offsetof(Vertex, idx),
}};
VkPipelineVertexInputStateCreateInfo vertexInputInfo{
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.pNext = nullptr,
.vertexBindingDescriptionCount = 1,
.pVertexBindingDescriptions = &vertex_input_bindings,
.vertexAttributeDescriptionCount = 5,
.pVertexAttributeDescriptions = vertex_input_attributes,
};
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(render.cmdBuffer_[bufferIndex], 0, 1, &buffers.vertexBuf_, &offset);
How can I solve the problem? Thanks for any help.
update
I get some information from Renderdoc by capturing frame. The result shows that vertex shader doesn't output correct data.(The vertex shader is a pass.) But Renderdoc shows that vertex buffer has correct data. Meanwhile, the vertex shader output varies each run, and never gets right. Is it a sync issue? Where might the mistake be.
vertex shader data from Renderdoc
// Draw one frame
bool VulkanDrawFrame(void) {
uint32_t nextIndex;
// Get the framebuffer index we should draw in
CALL_VK(vkAcquireNextImageKHR(device.device_, swapchain.swapchain_,
UINT64_MAX, render.semaphore_, VK_NULL_HANDLE,
&nextIndex));
CALL_VK(vkResetFences(device.device_, 1, &render.fence_));
VkPipelineStageFlags waitStageMask =
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo submit_info = {.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
.pNext = nullptr,
.waitSemaphoreCount = 1,
.pWaitSemaphores = &render.semaphore_,
.pWaitDstStageMask = &waitStageMask,
.commandBufferCount = 1,
.pCommandBuffers = &render.cmdBuffer_[nextIndex],
.signalSemaphoreCount = 0,
.pSignalSemaphores = nullptr};
CALL_VK(vkQueueSubmit(device.queue_, 1, &submit_info, render.fence_));
CALL_VK(
vkWaitForFences(device.device_, 1, &render.fence_, VK_TRUE, 100000000));
LOGI("Drawing frames......");
VkResult result;
VkPresentInfoKHR presentInfo{
.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,
.pNext = nullptr,
.swapchainCount = 1,
.pSwapchains = &swapchain.swapchain_,
.pImageIndices = &nextIndex,
.waitSemaphoreCount = 0,
.pWaitSemaphores = nullptr,
.pResults = &result,
};
vkQueuePresentKHR(device.queue_, &presentInfo);
return true;
}
// Create the pipeline
VkGraphicsPipelineCreateInfo pipelineCreateInfo{
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.stageCount = 2,
.pStages = shaderStages,
.pVertexInputState = &vertexInputInfo,
.pInputAssemblyState = &inputAssemblyInfo,
.pTessellationState = nullptr,
.pViewportState = &viewportInfo,
.pRasterizationState = &rasterInfo,
.pMultisampleState = &multisampleInfo,
.pDepthStencilState = nullptr,
.pColorBlendState = &colorBlendInfo,
.pDynamicState = &dynamicStateInfo,
.layout = gfxPipeline.layout_,
.renderPass = render.renderPass_,
.subpass = 0,
.basePipelineHandle = VK_NULL_HANDLE,
.basePipelineIndex = 0,
};
VkResult pipelineResult = vkCreateGraphicsPipelines(
device.device_, gfxPipeline.cache_, 1, &pipelineCreateInfo, nullptr,
&gfxPipeline.pipeline_);
VK_LAYER_LUNARG_api_dumplayer. Since your code is some kind of exerpt, I do not see e.g. that you usevertexInputInfocorrectly; the lifetime of the arrays it references must extend all the way to the point thevkCreateGPipelinesis called. Otherwise code seems OK to me; might always be a sync issue. - krOozeVkVertexInputAttributeDescriptions were not destroyed already at the point thevkCreateGraphicsPipelinesis called? - krOoze