在使用名为pipelineInfo之前,我有一个需要填充的对象。为了填充对象,我使用了一个名为createPipelineInfo的函数。当我使用 Visual Studio 编译调试版本时,这非常有效,但是当我尝试编译发布版本时,编译器会“优化”整个createPipelineInfo函数。
以下是初始化对象及其用途的调用:
VkGraphicsPipelineCreateInfo pipelineInfo = createPipelineInfo(shaderStages, vertexInputInfo, inputAssembly, viewportState, rasterizer,
multisampling, colorBlending, pipelineLayout, renderPass);
if (vkCreateGraphicsPipelines(logicalDevice, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS) {
throw std::runtime_error("failed to create graphics pipeline!");
}
下面是createPipelineInfo函数:
inline static VkGraphicsPipelineCreateInfo createPipelineInfo(
const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages,
const VkPipelineVertexInputStateCreateInfo& vertexInputInfo,
const VkPipelineInputAssemblyStateCreateInfo& inputAssembly,
const VkPipelineViewportStateCreateInfo& viewportState,
const VkPipelineRasterizationStateCreateInfo& rasterizer,
const VkPipelineMultisampleStateCreateInfo& multisampling,
const VkPipelineColorBlendStateCreateInfo& colorBlending,
const VkPipelineLayout& pipelineLayout,
const VkRenderPass& renderPass) {
VkGraphicsPipelineCreateInfo pipelineInfo{};
//Shader Stage
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = 2;
pipelineInfo.pStages = shaderStages.data();
//Fixed Pipeline Stage
pipelineInfo.pVertexInputState = &vertexInputInfo;
pipelineInfo.pInputAssemblyState = &inputAssembly;
pipelineInfo.pViewportState = &viewportState;
pipelineInfo.pRasterizationState = &rasterizer;
pipelineInfo.pMultisampleState = &multisampling;
//pipelineInfo.pDepthStencilState = &depthStencil;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDynamicState = nullptr; // Optional
//Pipeline Layout
pipelineInfo.layout = pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.subpass = 0;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
return pipelineInfo;
}
另一方面,如果我复制函数的主体并将其转储以代替函数调用,则一切正常。
VkGraphicsPipelineCreateInfo pipelineInfo{};
//Shader Stage
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = 2;
pipelineInfo.pStages = shaderStages.data();
//Fixed Pipeline Stage
pipelineInfo.pVertexInputState = &vertexInputInfo;
pipelineInfo.pInputAssemblyState = &inputAssembly;
pipelineInfo.pViewportState = &viewportState;
pipelineInfo.pRasterizationState = &rasterizer;
pipelineInfo.pMultisampleState = &multisampling;
//pipelineInfo.pDepthStencilState = &depthStencil;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDynamicState = nullptr; // Optional
//Pipeline Layout
pipelineInfo.layout = pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.subpass = 0;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
if (vkCreateGraphicsPipelines(logicalDevice, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS) {
throw std::runtime_error("failed to create graphics pipeline!");
}
我试图弄清楚为什么编译器正在优化函数调用并且未能尝试开发一种不涉及转储函数体来代替对函数的每次调用的解决方法。