The following piece of code show you how i transfer a vertex buffer data from the staging buffer to a local memory buffer :
bool Vulkan::UpdateVertexBuffer(std::vector<VERTEX>& data, VULKAN_BUFFER& vertex_buffer)
{
std::memcpy(this->staging_buffer.pointer, &data[0], vertex_buffer.size);
size_t flush_size = static_cast<size_t>(vertex_buffer.size);
unsigned int multiple = static_cast<unsigned int>(flush_size / this->physical_device.properties.limits.nonCoherentAtomSize);
flush_size = this->physical_device.properties.limits.nonCoherentAtomSize * ((uint64_t)multiple + 1);
VkMappedMemoryRange flush_range = {};
flush_range.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
flush_range.pNext = nullptr;
flush_range.memory = this->staging_buffer.memory;
flush_range.offset = 0;
flush_range.size = flush_size;
vkFlushMappedMemoryRanges(this->device, 1, &flush_range);
VkResult result = vkWaitForFences(this->device, 1, &this->transfer.fence, VK_FALSE, 1000000000);
if(result != VK_SUCCESS) {
#if defined(_DEBUG)
std::cout << "UpdateVertexBuffer => vkWaitForFences : Timeout" << std::endl;
#endif
return false;
}
vkResetFences(this->device, 1, &this->transfer.fence);
VkCommandBufferBeginInfo command_buffer_begin_info = {};
command_buffer_begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
command_buffer_begin_info.pNext = nullptr;
command_buffer_begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
command_buffer_begin_info.pInheritanceInfo = nullptr;
vkBeginCommandBuffer(this->transfer.command_buffer, &command_buffer_begin_info);
VkBufferCopy buffer_copy_info = {};
buffer_copy_info.srcOffset = 0;
buffer_copy_info.dstOffset = 0;
buffer_copy_info.size = vertex_buffer.size;
vkCmdCopyBuffer(this->transfer.command_buffer, this->staging_buffer.handle, vertex_buffer.handle, 1, &buffer_copy_info);
VkBufferMemoryBarrier buffer_memory_barrier = {};
buffer_memory_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
buffer_memory_barrier.pNext = nullptr;
buffer_memory_barrier.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
buffer_memory_barrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
buffer_memory_barrier.srcQueueFamilyIndex = this->queue_stack[this->transfer_stack_index].index;
buffer_memory_barrier.dstQueueFamilyIndex = this->queue_stack[this->graphics_stack_index].index;
buffer_memory_barrier.buffer = vertex_buffer.handle;
buffer_memory_barrier.offset = 0;
buffer_memory_barrier.size = VK_WHOLE_SIZE;
vkCmdPipelineBarrier(this->transfer.command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT, 0, 0, nullptr, 1, &buffer_memory_barrier, 0, nullptr);
vkEndCommandBuffer(this->transfer.command_buffer);
VkSubmitInfo submit_info = {};
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.pNext = nullptr;
submit_info.waitSemaphoreCount = 0;
submit_info.pWaitSemaphores = nullptr;
submit_info.pWaitDstStageMask = nullptr;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &this->transfer.command_buffer;
submit_info.signalSemaphoreCount = 0;
submit_info.pSignalSemaphores = nullptr;
VkResult result = vkQueueSubmit(this->queue_stack[this->transfer_stack_index].handle, 1, &submit_info, this->transfer.fence);
if(result != VK_SUCCESS) {
#if defined(_DEBUG)
std::cout << "UpdateVertexBuffer => vkQueueSubmit : Failed" << std::endl;
#endif
return false;
}
#if defined(_DEBUG)
std::cout << "UpdateVertexBuffer : Success" << std::endl;
#endif
return true;
}
It works perfectly without any validation layer warning. But when i call i twice, both buffers contains the same data, from the second call. For example :
UpdateVertexBuffer(cube_data, cube_buffer);
UpdateVertexBuffer(prism_data, prism_buffer);
This will result in having a prism inside both cube_buffer and prism_buffer. To fix this, i can simply wait for a few milliseconds between the two calls :
UpdateVertexBuffer(cube_data, cube_buffer);
std::this_thread::sleep_for(std::chrono::milliseconds(100));
UpdateVertexBuffer(prism_data, prism_buffer);
or preferably, i can replace the fence by a call to
vkQueueWaitIdle(this->queue_stack[this->transfer_stack_index].handle);
In my opinion this will result in performance loss and the fence is supposed to be the optimal way to wait for transfer operation to complete properly, so why is my first buffer filled by second when i'm using a fence. And is there a way to do this properly without using vkQueueWaitIdle.
Thanks for your help.