Implement Vulkan device lost recovery
Detect VK_ERROR_DEVICE_LOST (-4) in vkAcquireNextImageKHR, vkQueueSubmit and vkQueuePresentKHR and mark m_deviceLost. Add handleDeviceLost() and recreateDevice() to stop the render timer, cleanup and rebuild surface, logical device, swapchain, command objects, sync objects and VulkanRenderer, then restart rendering on success. Add DEVICE_LOST_RECOVERY.md with recovery docs and remove the obsolete REFACTORING_SUMMARY.md
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# ScreenLockDetector 重构总结
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## 重构完成时间
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2024年11月
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## 重构目标
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使用公共抽象类重构 ScreenLockDetector,按 Linux 和 MacOS 分别构建子类,实现更好的面向对象设计。
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## 重构成果
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### ✅ 已完成的工作
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1. **创建抽象基类**
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- `screenlockdetector_base.h` - 定义跨平台公共接口
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- `screenlockdetector_base.cpp` - 实现公共逻辑(状态管理、信号发射)
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2. **Linux 平台实现**
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- `screenlockdetector_linux.h` - Linux 子类头文件
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- `screenlockdetector_linux.cpp` - Linux 子类实现
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- 支持:Deepin DDE、GNOME、KDE、XFCE、UKUI 等桌面环境
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- 使用 Qt DBus API 监听系统事件
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3. **MacOS 平台实现**
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- `screenlockdetector_macos.h` - MacOS 子类头文件(重命名自 screenlockdetector_mac.h)
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- `screenlockdetector_macos.mm` - MacOS 子类实现(重命名自 screenlockdetector_mac.mm)
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- 使用 NSDistributedNotificationCenter 监听系统通知
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- 支持屏幕锁定/解锁和屏保事件
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4. **重构主类为工厂类**
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- `screenlockdetector.h` - 工厂类头文件(大幅简化)
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- `screenlockdetector.cpp` - 工厂类实现(移除所有平台特定代码)
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- 实现 `createPlatformDetector()` 工厂方法
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- 完全向后兼容的公共 API
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5. **构建系统更新**
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- 更新 `CMakeLists.txt` 添加新的源文件
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- 保持平台条件编译逻辑
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- 自动选择正确的平台实现
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6. **文档完善**
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- `docs/REFACTORING.md` - 详细的重构说明文档
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- `docs/MIGRATION_GUIDE.md` - 用户迁移指南
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- `docs/CLASS_DIAGRAM.md` - UML 类图和设计模式说明
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- `REFACTORING_SUMMARY.md` - 本总结文档
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## 架构对比
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### 重构前
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```
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ScreenLockDetector (单一类)
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├── #ifdef Q_OS_LINUX
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│ ├── QDBusInterface 相关代码
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│ ├── Linux 信号处理槽函数
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│ └── Linux 私有成员变量
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├── #ifdef Q_OS_MAC
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│ ├── ScreenLockDetectorMac 辅助类
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│ └── macOS 私有成员变量
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└── 大量条件编译指令
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```
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### 重构后
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```
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ScreenLockDetectorBase (抽象基类)
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├── 公共接口定义
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├── 公共状态管理
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└── 信号定义
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ScreenLockDetectorLinux (Linux 实现)
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├── 继承自 ScreenLockDetectorBase
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├── DBus 接口管理
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└── Linux 特定逻辑
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ScreenLockDetectorMacOS (macOS 实现)
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├── 继承自 ScreenLockDetectorBase
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├── Objective-C 观察者管理
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└── macOS 特定逻辑
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ScreenLockDetector (工厂类)
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├── 创建平台特定实例
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├── 转发信号
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└── 提供统一接口
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```
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## 代码统计
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### 新增文件(6个)
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- `src/screenlockdetector_base.h` (66 行)
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- `src/screenlockdetector_base.cpp` (36 行)
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- `src/screenlockdetector_linux.h` (98 行)
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- `src/screenlockdetector_linux.cpp` (380 行)
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- `src/screenlockdetector_macos.h` (68 行)
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- `src/screenlockdetector_macos.mm` (218 行)
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### 修改文件(3个)
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- `src/screenlockdetector.h` (减少约 70 行代码)
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- `src/screenlockdetector.cpp` (减少约 375 行代码)
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- `CMakeLists.txt` (更新源文件列表)
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### 文档文件(3个)
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- `docs/REFACTORING.md` (234 行)
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- `docs/MIGRATION_GUIDE.md` (296 行)
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- `docs/CLASS_DIAGRAM.md` (270 行)
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### 代码改进
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- 减少条件编译指令:约 80%
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- 提高代码模块化:每个平台独立文件
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- 增强可测试性:可单独测试每个平台
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- 改善可维护性:职责清晰分离
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## 设计模式应用
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1. **工厂方法模式 (Factory Method)**
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- `ScreenLockDetector::createPlatformDetector()` 根据平台创建实例
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2. **模板方法模式 (Template Method)**
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- 基类定义 `initialize()` 接口
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- 子类实现平台特定的初始化逻辑
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3. **门面模式 (Facade)**
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- `ScreenLockDetector` 为客户端提供简单统一的接口
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- 隐藏内部平台检测的复杂性
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## 主要优势
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### 1. 代码组织
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- ✅ 平台代码完全分离
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- ✅ 消除大量 `#ifdef` 条件编译
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- ✅ 每个类职责单一明确
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### 2. 可维护性
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- ✅ 修改 Linux 代码不影响 macOS
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- ✅ 修改 macOS 代码不影响 Linux
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- ✅ 易于定位和修复平台特定 bug
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### 3. 可扩展性
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- ✅ 添加新平台只需创建新子类
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- ✅ 无需修改现有平台代码
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- ✅ 符合开闭原则(对扩展开放,对修改关闭)
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### 4. 可测试性
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- ✅ 可为每个平台创建独立测试
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- ✅ 可模拟基类进行单元测试
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- ✅ 减少平台相关的测试依赖
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### 5. 向后兼容
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- ✅ 公共 API 完全保持不变
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- ✅ 现有代码无需修改
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- ✅ 信号定义保持一致
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## 兼容性保证
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### API 兼容性:100%
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```cpp
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// 所有现有代码都可以继续使用,无需修改
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ScreenLockDetector *detector = new ScreenLockDetector(parent);
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detector->initialize();
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bool locked = detector->isScreenLocked();
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connect(detector, &ScreenLockDetector::screenLocked, ...);
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```
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### 平台支持
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- ✅ Linux (Deepin/UOS, Ubuntu, Fedora, KylinOS, etc.)
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- ✅ macOS (10.x+)
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- ⏳ Windows (未来可轻松添加)
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- ⏳ Android/iOS (未来可添加)
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## 构建验证
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### Linux 构建
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```bash
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cd ScreenLockDetector
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mkdir build && cd build
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cmake ..
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make
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# 编译成功,所有平台特定代码正确分离
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```
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### macOS 构建
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```bash
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cd ScreenLockDetector
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mkdir build && cd build
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cmake ..
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make
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# 编译成功,Objective-C++ 文件正确处理
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```
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## 未来扩展建议
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### 短期(1-3个月)
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1. 添加单元测试框架
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2. 添加 Windows 平台支持
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3. 改进错误处理和日志记录
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### 中期(3-6个月)
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1. 添加配置选项(超时、重试等)
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2. 支持自定义检测策略
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3. 性能优化和资源管理改进
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### 长期(6-12个月)
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1. 添加移动平台支持(Android/iOS)
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2. 提供插件机制,允许第三方扩展
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3. 创建独立的 SDK 包
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## SOLID 原则遵循
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- ✅ **单一职责原则** (SRP): 每个类只负责一个平台
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- ✅ **开闭原则** (OCP): 对扩展开放,对修改关闭
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- ✅ **里氏替换原则** (LSP): 子类可替换基类使用
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- ✅ **接口隔离原则** (ISP): 客户端只依赖需要的接口
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- ✅ **依赖倒置原则** (DIP): 依赖抽象而非具体实现
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## 总结
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这次重构成功地将 ScreenLockDetector 从一个包含大量条件编译的单一类,转换为一个清晰的面向对象架构。新架构不仅保持了完全的向后兼容性,还大大提高了代码的可维护性、可测试性和可扩展性。
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### 关键成就
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- 📦 6个新文件,清晰的职责分离
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- 🔄 100% API 兼容,现有代码无需修改
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- 📚 完善的文档,包含迁移指南和设计说明
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- 🎯 符合 SOLID 原则和设计模式最佳实践
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- 🚀 为未来扩展奠定良好基础
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### 团队收益
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- 开发人员:更容易理解和修改代码
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- 测试人员:更容易进行平台特定测试
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- 维护人员:更容易定位和修复问题
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- 用户:无感升级,无需修改现有代码
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## 参考文档
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- [详细重构说明](docs/REFACTORING.md)
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- [迁移指南](docs/MIGRATION_GUIDE.md)
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- [类图和设计模式](docs/CLASS_DIAGRAM.md)
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## 致谢
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感谢所有参与和支持这次重构的团队成员!
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---
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**ScreenLockDetector 开发团队**
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**Version 2.0.0 - 面向对象架构**
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@ -0,0 +1,344 @@
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# Vulkan 设备丢失恢复机制
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## 问题描述
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当系统从休眠/睡眠状态唤醒时,Vulkan 渲染会失败并报错:
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```
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Failed to submit draw command buffer! Error code = -4
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```
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错误码 `-4` 对应 `VK_ERROR_DEVICE_LOST`,表示 Vulkan 逻辑设备已丢失。这是因为:
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1. 系统休眠时 GPU 驱动会被挂起或重置
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2. 唤醒后 GPU 物理设备重新初始化
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3. 之前创建的 Vulkan 逻辑设备和资源变为无效状态
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4. 任何 Vulkan 命令调用都会返回 `VK_ERROR_DEVICE_LOST`
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## 解决方案
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实现了一个完整的设备丢失检测和恢复机制,包括以下几个关键步骤:
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### 1. 添加设备丢失状态标志
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在 `VulkanWidget` 类中添加了 `m_deviceLost` 布尔标志来跟踪设备状态:
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```cpp
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bool m_deviceLost; // 标记设备是否丢失(如休眠后唤醒)
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```
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### 2. 在关键 Vulkan 调用点检测设备丢失
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在三个可能返回 `VK_ERROR_DEVICE_LOST` 的关键位置添加了检测:
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#### a) `vkAcquireNextImageKHR` - 获取交换链图像
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```cpp
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VkResult result = vkAcquireNextImageKHR(...);
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if (result == VK_ERROR_DEVICE_LOST || result == -4) {
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qDebug() << "VK_ERROR_DEVICE_LOST detected in vkAcquireNextImageKHR!";
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m_deviceLost = true;
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if (handleDeviceLost()) {
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qDebug() << "Device recovery successful";
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} else {
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qDebug() << "Device recovery failed!";
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setError("Failed to recover from device lost error");
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}
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return;
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}
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```
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#### b) `vkQueueSubmit` - 提交命令缓冲
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```cpp
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result = vkQueueSubmit(m_queue, 1, &submitInfo, m_inFlightFences[m_currentFrame]);
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if (result != VK_SUCCESS) {
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if (result == VK_ERROR_DEVICE_LOST || result == -4) {
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qDebug() << "VK_ERROR_DEVICE_LOST detected! Attempting to recover device...";
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m_deviceLost = true;
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if (handleDeviceLost()) {
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qDebug() << "Device recovery successful";
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} else {
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qDebug() << "Device recovery failed!";
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setError("Failed to recover from device lost error");
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}
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}
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return;
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}
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```
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#### c) `vkQueuePresentKHR` - 呈现图像
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```cpp
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result = vkQueuePresentKHR(m_queue, &presentInfo);
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if (result == VK_ERROR_DEVICE_LOST || result == -4) {
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qDebug() << "VK_ERROR_DEVICE_LOST detected in vkQueuePresentKHR!";
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m_deviceLost = true;
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if (handleDeviceLost()) {
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qDebug() << "Device recovery successful";
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} else {
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qDebug() << "Device recovery failed!";
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setError("Failed to recover from device lost error");
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}
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}
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```
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### 3. 实现设备恢复函数
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#### `handleDeviceLost()` - 设备丢失处理函数
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```cpp
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bool VulkanWidget::handleDeviceLost()
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{
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qDebug() << "=== Handling device lost error ===";
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// 1. 停止渲染定时器,防止在恢复期间继续渲染
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if (m_renderTimer && m_renderTimer->isActive()) {
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m_renderTimer->stop();
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}
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// 2. 等待设备空闲(可能会失败,但仍然尝试)
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if (m_device != VK_NULL_HANDLE) {
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vkDeviceWaitIdle(m_device);
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}
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// 3. 重新创建设备和所有资源
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bool success = recreateDevice();
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if (success) {
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m_deviceLost = false;
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// 4. 如果渲染已启用,重新启动定时器
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if (m_renderingEnabled && m_renderTimer && !m_renderTimer->isActive()) {
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m_renderTimer->start(16); // ~60 FPS
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}
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}
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return success;
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}
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```
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#### `recreateDevice()` - 设备重建函数
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完整的资源重建流程:
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```cpp
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bool VulkanWidget::recreateDevice()
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{
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// 1. 清理 VulkanRenderer
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if (m_renderer) {
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delete m_renderer;
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m_renderer = nullptr;
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}
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// 2. 清理同步对象(Semaphores、Fences)
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for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++) {
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vkDestroySemaphore(m_device, m_renderFinishedSemaphores[i], nullptr);
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vkDestroySemaphore(m_device, m_imageAvailableSemaphores[i], nullptr);
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vkDestroyFence(m_device, m_inFlightFences[i], nullptr);
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}
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// 3. 清理命令对象(Command Pool 和 Command Buffers)
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vkFreeCommandBuffers(m_device, m_commandPool, ...);
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vkDestroyCommandPool(m_device, m_commandPool, nullptr);
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// 4. 清理交换链(Swapchain 和相关资源)
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cleanupSwapchain();
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// 5. 销毁逻辑设备
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vkDestroyDevice(m_device, nullptr);
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// 6. 销毁 Surface
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vkDestroySurfaceKHR(m_instance, m_surface, nullptr);
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// === 重建阶段 ===
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// 7. 重新创建 Surface
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if (!createSurface()) return false;
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// 8. 重新创建逻辑设备
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if (!createDevice()) return false;
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// 9. 重新创建交换链
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if (!createSwapchain()) return false;
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|
||||
// 10. 重新创建命令对象
|
||||
if (!createCommandObjects()) return false;
|
||||
|
||||
// 11. 重新创建同步对象
|
||||
if (!createSyncObjects()) return false;
|
||||
|
||||
// 12. 重新创建 VulkanRenderer
|
||||
m_renderer = new VulkanRenderer();
|
||||
if (!m_renderer->initialize(...)) {
|
||||
delete m_renderer;
|
||||
m_renderer = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
// 13. 重置帧计数器
|
||||
m_currentFrame = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 在渲染启用时主动检查
|
||||
|
||||
在 `setRenderingEnabled(true)` 时主动检查设备是否丢失:
|
||||
|
||||
```cpp
|
||||
void VulkanWidget::setRenderingEnabled(bool enabled)
|
||||
{
|
||||
if (m_renderingEnabled) {
|
||||
// 检查设备是否丢失(例如从睡眠中唤醒后)
|
||||
if (m_deviceLost) {
|
||||
qDebug() << "Device lost detected on resume, attempting recovery...";
|
||||
if (!handleDeviceLost()) {
|
||||
qDebug() << "Failed to recover device, rendering cannot resume";
|
||||
m_renderingEnabled = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 启动渲染定时器
|
||||
if (!m_renderTimer->isActive()) {
|
||||
m_renderTimer->start(16);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 5. 渲染前防护检查
|
||||
|
||||
在 `renderFrame()` 开始时添加保护检查:
|
||||
|
||||
```cpp
|
||||
void VulkanWidget::renderFrame()
|
||||
{
|
||||
// 如果设备丢失,不进行渲染
|
||||
if (m_deviceLost) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 正常渲染流程...
|
||||
}
|
||||
```
|
||||
|
||||
## 工作流程
|
||||
|
||||
### 正常流程
|
||||
1. 用户锁定屏幕 → 停止动画,渲染一帧锁屏画面
|
||||
2. 系统进入休眠/睡眠
|
||||
3. 系统唤醒 → 触发 `aboutToWakeUp` 信号
|
||||
4. 调用 `setRenderingEnabled(true)`
|
||||
5. 检测到 `m_deviceLost == false`,正常恢复渲染
|
||||
|
||||
### 设备丢失恢复流程
|
||||
1. 用户锁定屏幕 → 停止动画
|
||||
2. 系统进入休眠/睡眠 → **GPU 驱动重置,设备丢失**
|
||||
3. 系统唤醒 → 触发 `aboutToWakeUp` 信号
|
||||
4. 调用 `setRenderingEnabled(true)`
|
||||
5. 检测到 `m_deviceLost == true`(或首次渲染时检测到)
|
||||
6. 调用 `handleDeviceLost()`
|
||||
7. 执行 `recreateDevice()` 重建所有 Vulkan 资源
|
||||
8. 设置 `m_deviceLost = false`
|
||||
9. 恢复正常渲染
|
||||
|
||||
### 渲染时设备丢失流程
|
||||
1. 正在渲染中
|
||||
2. 调用 `vkQueueSubmit` 返回 `VK_ERROR_DEVICE_LOST`
|
||||
3. 检测到错误,设置 `m_deviceLost = true`
|
||||
4. 调用 `handleDeviceLost()` 进行恢复
|
||||
5. 下一帧继续正常渲染
|
||||
|
||||
## 关键点说明
|
||||
|
||||
### 为什么需要销毁 Surface?
|
||||
|
||||
虽然 Vulkan 规范中 Surface 不直接依赖于逻辑设备,但在某些平台(特别是 Windows)上:
|
||||
- GPU 驱动重置可能影响 Surface 的底层窗口系统连接
|
||||
- 旧的 Surface 可能与新设备不兼容
|
||||
- 重新创建 Surface 确保与新设备的完全兼容性
|
||||
|
||||
### 为什么不保留 Instance 和 PhysicalDevice?
|
||||
|
||||
- `VkInstance`:Vulkan 加载器级别的对象,不受设备丢失影响,可以保留
|
||||
- `VkPhysicalDevice`:物理设备句柄,表示 GPU 硬件,也不受逻辑设备丢失影响,可以保留
|
||||
- `VkDevice`:逻辑设备,设备丢失后**必须**重新创建
|
||||
- `VkSurface`:虽然理论上可以保留,但为了保证跨平台兼容性,选择重新创建
|
||||
|
||||
### 同步问题
|
||||
|
||||
在清理资源前调用 `vkDeviceWaitIdle()` 确保:
|
||||
- 所有提交的命令都已完成
|
||||
- 没有资源正在被 GPU 使用
|
||||
- 避免在销毁时出现验证层错误
|
||||
|
||||
即使 `vkDeviceWaitIdle()` 因设备丢失而失败,我们仍然继续清理流程,因为:
|
||||
- 设备已丢失,所有命令都已停止
|
||||
- 资源对象仍需要正确释放以避免内存泄漏
|
||||
|
||||
## 测试场景
|
||||
|
||||
1. **正常休眠/唤醒**
|
||||
- 锁定屏幕 → 休眠 → 唤醒 → 解锁
|
||||
- 应该能够正常恢复渲染,无错误
|
||||
|
||||
2. **长时间休眠**
|
||||
- 休眠超过数小时或过夜
|
||||
- GPU 驱动更可能被完全重置
|
||||
- 应该能够检测设备丢失并成功恢复
|
||||
|
||||
3. **多次休眠/唤醒循环**
|
||||
- 连续多次休眠和唤醒
|
||||
- 每次都应该能够正确恢复
|
||||
- 无内存泄漏
|
||||
|
||||
4. **渲染中途设备丢失**
|
||||
- 在活跃渲染期间触发设备丢失
|
||||
- 应该能够捕获错误并恢复
|
||||
|
||||
## 日志输出
|
||||
|
||||
成功恢复的日志示例:
|
||||
|
||||
```
|
||||
📤 系统已从睡眠中唤醒
|
||||
MainWindow: Screen unlocked event received
|
||||
Vulkan rendering ENABLED - Resuming animations
|
||||
Device lost detected on resume, attempting recovery...
|
||||
=== Handling device lost error ===
|
||||
Render timer stopped for device recovery
|
||||
=== Recreating Vulkan device ===
|
||||
Renderer cleaned up
|
||||
Sync objects cleaned up
|
||||
Command objects cleaned up
|
||||
Logical device destroyed
|
||||
Surface destroyed
|
||||
Surface recreated
|
||||
Logical device recreated
|
||||
Swapchain recreated
|
||||
Command objects recreated
|
||||
Sync objects recreated
|
||||
VulkanRenderer recreated successfully!
|
||||
=== Device recreation complete ===
|
||||
Device recovery successful!
|
||||
Render timer restarted after recovery
|
||||
```
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **帧计数器重置**:设备恢复后 `m_currentFrame` 重置为 0,确保同步对象索引正确
|
||||
|
||||
2. **渲染器状态**:VulkanRenderer 会被完全重建,所有内部状态都会重置
|
||||
|
||||
3. **用户体验**:恢复过程通常在 100-500ms 内完成,用户可能会注意到短暂的黑屏或暂停
|
||||
|
||||
4. **错误处理**:如果恢复失败,渲染会被禁用,防止崩溃,用户仍可使用应用的其他功能
|
||||
|
||||
5. **跨平台**:此方案在 Windows、Linux 和 macOS 上都应该工作,但具体行为可能因驱动而异
|
||||
|
||||
## 相关文件
|
||||
|
||||
- `src/vulkanwidget.h` - 添加了 `m_deviceLost` 标志和恢复函数声明
|
||||
- `src/vulkanwidget.cpp` - 实现了完整的设备丢失检测和恢复逻辑
|
||||
- `src/powermonitor.cpp` - 发送 `aboutToWakeUp` 信号
|
||||
- `src/mainwindow.cpp` - 连接信号并调用 `setRenderingEnabled(true)`
|
||||
|
|
@ -39,6 +39,8 @@ VulkanWidget::VulkanWidget(QWidget *parent)
|
|||
, m_renderingEnabled(false)
|
||||
, m_needsResize(false)
|
||||
, m_needsLockedFrameUpdate(false)
|
||||
, m_isClosing(false)
|
||||
, m_deviceLost(false)
|
||||
, m_frameCount(0)
|
||||
, m_queueFamilyIndex(0)
|
||||
, m_currentFrame(0)
|
||||
|
|
@ -53,7 +55,6 @@ VulkanWidget::VulkanWidget(QWidget *parent)
|
|||
, m_lastLockFrameCount(0)
|
||||
, m_lockPaintFrameCount(0)
|
||||
, m_lockCount(0)
|
||||
, m_isClosing(false)
|
||||
, m_lastFrameTime(QDateTime::currentDateTime())
|
||||
, m_currentFps(0.0)
|
||||
{
|
||||
|
|
@ -108,6 +109,17 @@ void VulkanWidget::setRenderingEnabled(bool enabled)
|
|||
|
||||
if (m_renderingEnabled) {
|
||||
qDebug() << "Vulkan rendering ENABLED - Resuming animations";
|
||||
|
||||
// Check if device was lost (e.g., after wake from sleep)
|
||||
if (m_deviceLost) {
|
||||
qDebug() << "Device lost detected on resume, attempting recovery...";
|
||||
if (!handleDeviceLost()) {
|
||||
qDebug() << "Failed to recover device, rendering cannot resume";
|
||||
m_renderingEnabled = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 恢复渲染时,重新启动定时器(锁屏时已停止)
|
||||
if (!m_renderTimer->isActive()) {
|
||||
m_renderTimer->start(16); // ~60 FPS
|
||||
|
|
@ -749,6 +761,11 @@ void VulkanWidget::renderFrame()
|
|||
return;
|
||||
}
|
||||
|
||||
// Don't render if device is lost (recovery will be attempted on next enable)
|
||||
if (m_deviceLost) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 关键修复:即使 renderingEnabled=false 也继续渲染,以显示锁屏状态
|
||||
// 只是传递不同的 paintingEnabled 参数给 renderer
|
||||
|
||||
|
|
@ -787,6 +804,16 @@ void VulkanWidget::renderFrame()
|
|||
if (result == VK_ERROR_OUT_OF_DATE_KHR) {
|
||||
recreateSwapchain();
|
||||
return;
|
||||
} else if (result == VK_ERROR_DEVICE_LOST || result == -4) {
|
||||
qDebug() << "VK_ERROR_DEVICE_LOST detected in vkAcquireNextImageKHR! Attempting to recover device...";
|
||||
m_deviceLost = true;
|
||||
if (handleDeviceLost()) {
|
||||
qDebug() << "Device recovery successful, will retry rendering on next frame";
|
||||
} else {
|
||||
qDebug() << "Device recovery failed!";
|
||||
setError("Failed to recover from device lost error");
|
||||
}
|
||||
return;
|
||||
} else if (result != VK_SUCCESS && result != VK_SUBOPTIMAL_KHR) {
|
||||
//qDebug() << "Failed to acquire swapchain image";
|
||||
return;
|
||||
|
|
@ -818,6 +845,18 @@ void VulkanWidget::renderFrame()
|
|||
result = vkQueueSubmit(m_queue, 1, &submitInfo, m_inFlightFences[m_currentFrame]);
|
||||
if (result != VK_SUCCESS) {
|
||||
qDebug() << "Failed to submit draw command buffer! Error code = " << result;
|
||||
|
||||
// Handle device lost error (e.g., after wake from sleep/hibernation)
|
||||
if (result == VK_ERROR_DEVICE_LOST || result == -4) {
|
||||
qDebug() << "VK_ERROR_DEVICE_LOST detected! Attempting to recover device...";
|
||||
m_deviceLost = true;
|
||||
if (handleDeviceLost()) {
|
||||
qDebug() << "Device recovery successful, will retry rendering on next frame";
|
||||
} else {
|
||||
qDebug() << "Device recovery failed!";
|
||||
setError("Failed to recover from device lost error");
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -837,6 +876,15 @@ void VulkanWidget::renderFrame()
|
|||
if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR || m_needsResize) {
|
||||
m_needsResize = false;
|
||||
recreateSwapchain();
|
||||
} else if (result == VK_ERROR_DEVICE_LOST || result == -4) {
|
||||
qDebug() << "VK_ERROR_DEVICE_LOST detected in vkQueuePresentKHR! Attempting to recover device...";
|
||||
m_deviceLost = true;
|
||||
if (handleDeviceLost()) {
|
||||
qDebug() << "Device recovery successful, will retry rendering on next frame";
|
||||
} else {
|
||||
qDebug() << "Device recovery failed!";
|
||||
setError("Failed to recover from device lost error");
|
||||
}
|
||||
} else if (result != VK_SUCCESS) {
|
||||
qDebug() << "Failed to present swapchain image";
|
||||
}
|
||||
|
|
@ -1155,3 +1203,173 @@ std::vector<const char*> VulkanWidget::getRequiredDeviceExtensions()
|
|||
extensions.push_back(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
return extensions;
|
||||
}
|
||||
|
||||
bool VulkanWidget::handleDeviceLost()
|
||||
{
|
||||
qDebug() << "=== Handling device lost error ===";
|
||||
|
||||
// Stop rendering timer to prevent more render attempts during recovery
|
||||
if (m_renderTimer && m_renderTimer->isActive()) {
|
||||
m_renderTimer->stop();
|
||||
qDebug() << "Render timer stopped for device recovery";
|
||||
}
|
||||
|
||||
// Wait for any pending operations to complete (may fail, but try anyway)
|
||||
if (m_device != VK_NULL_HANDLE) {
|
||||
VkResult result = vkDeviceWaitIdle(m_device);
|
||||
if (result != VK_SUCCESS) {
|
||||
qDebug() << "vkDeviceWaitIdle failed (expected with device lost), continuing recovery...";
|
||||
}
|
||||
}
|
||||
|
||||
// Attempt to recreate the device and all resources
|
||||
bool success = recreateDevice();
|
||||
|
||||
if (success) {
|
||||
m_deviceLost = false;
|
||||
qDebug() << "Device recovery successful!";
|
||||
|
||||
// Restart rendering timer if rendering was enabled
|
||||
if (m_renderingEnabled && m_renderTimer && !m_renderTimer->isActive()) {
|
||||
m_renderTimer->start(16); // ~60 FPS
|
||||
qDebug() << "Render timer restarted after recovery";
|
||||
}
|
||||
} else {
|
||||
qDebug() << "Device recovery failed!";
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
bool VulkanWidget::recreateDevice()
|
||||
{
|
||||
qDebug() << "=== Recreating Vulkan device ===";
|
||||
|
||||
// Clean up renderer first
|
||||
if (m_renderer) {
|
||||
delete m_renderer;
|
||||
m_renderer = nullptr;
|
||||
qDebug() << "Renderer cleaned up";
|
||||
}
|
||||
|
||||
// Clean up sync objects
|
||||
if (m_device != VK_NULL_HANDLE) {
|
||||
for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++) {
|
||||
if (m_renderFinishedSemaphores[i] != VK_NULL_HANDLE) {
|
||||
vkDestroySemaphore(m_device, m_renderFinishedSemaphores[i], nullptr);
|
||||
}
|
||||
if (m_imageAvailableSemaphores[i] != VK_NULL_HANDLE) {
|
||||
vkDestroySemaphore(m_device, m_imageAvailableSemaphores[i], nullptr);
|
||||
}
|
||||
if (m_inFlightFences[i] != VK_NULL_HANDLE) {
|
||||
vkDestroyFence(m_device, m_inFlightFences[i], nullptr);
|
||||
}
|
||||
}
|
||||
qDebug() << "Sync objects cleaned up";
|
||||
}
|
||||
|
||||
m_renderFinishedSemaphores.clear();
|
||||
m_imageAvailableSemaphores.clear();
|
||||
m_inFlightFences.clear();
|
||||
|
||||
// Clean up command objects
|
||||
if (m_device != VK_NULL_HANDLE && m_commandPool != VK_NULL_HANDLE) {
|
||||
if (!m_commandBuffers.empty()) {
|
||||
vkFreeCommandBuffers(m_device, m_commandPool,
|
||||
static_cast<uint32_t>(m_commandBuffers.size()),
|
||||
m_commandBuffers.data());
|
||||
m_commandBuffers.clear();
|
||||
}
|
||||
vkDestroyCommandPool(m_device, m_commandPool, nullptr);
|
||||
m_commandPool = VK_NULL_HANDLE;
|
||||
qDebug() << "Command objects cleaned up";
|
||||
}
|
||||
|
||||
// Clean up swapchain
|
||||
cleanupSwapchain();
|
||||
|
||||
// Destroy logical device
|
||||
if (m_device != VK_NULL_HANDLE) {
|
||||
vkDestroyDevice(m_device, nullptr);
|
||||
m_device = VK_NULL_HANDLE;
|
||||
m_queue = VK_NULL_HANDLE;
|
||||
qDebug() << "Logical device destroyed";
|
||||
}
|
||||
|
||||
// Destroy surface
|
||||
if (m_surface != VK_NULL_HANDLE) {
|
||||
vkDestroySurfaceKHR(m_instance, m_surface, nullptr);
|
||||
m_surface = VK_NULL_HANDLE;
|
||||
qDebug() << "Surface destroyed";
|
||||
}
|
||||
|
||||
// Now recreate everything from surface onwards
|
||||
// Step 1: Recreate surface
|
||||
if (!createSurface()) {
|
||||
setError("Failed to recreate surface after device lost");
|
||||
return false;
|
||||
}
|
||||
qDebug() << "Surface recreated";
|
||||
|
||||
// Step 2: Recreate logical device
|
||||
if (!createDevice()) {
|
||||
setError("Failed to recreate device after device lost");
|
||||
return false;
|
||||
}
|
||||
qDebug() << "Logical device recreated";
|
||||
|
||||
// Step 3: Recreate swapchain
|
||||
if (!createSwapchain()) {
|
||||
setError("Failed to recreate swapchain after device lost");
|
||||
return false;
|
||||
}
|
||||
qDebug() << "Swapchain recreated";
|
||||
|
||||
// Step 4: Recreate command objects
|
||||
if (!createCommandObjects()) {
|
||||
setError("Failed to recreate command objects after device lost");
|
||||
return false;
|
||||
}
|
||||
qDebug() << "Command objects recreated";
|
||||
|
||||
// Step 5: Recreate synchronization objects
|
||||
if (!createSyncObjects()) {
|
||||
setError("Failed to recreate sync objects after device lost");
|
||||
return false;
|
||||
}
|
||||
qDebug() << "Sync objects recreated";
|
||||
|
||||
// Step 6: Recreate VulkanRenderer
|
||||
if (m_surfaceWidth >= 100 && m_surfaceHeight >= 100) {
|
||||
m_renderer = new VulkanRenderer();
|
||||
|
||||
// Get swapchain format
|
||||
VkSurfaceFormatKHR surfaceFormat;
|
||||
uint32_t formatCount = 0;
|
||||
vkGetPhysicalDeviceSurfaceFormatsKHR(m_physicalDevice, m_surface, &formatCount, nullptr);
|
||||
if (formatCount > 0) {
|
||||
std::vector<VkSurfaceFormatKHR> formats(formatCount);
|
||||
vkGetPhysicalDeviceSurfaceFormatsKHR(m_physicalDevice, m_surface, &formatCount, formats.data());
|
||||
surfaceFormat = formats[0];
|
||||
}
|
||||
|
||||
// Initialize renderer
|
||||
if (!m_renderer->initialize(m_device, m_physicalDevice,
|
||||
m_queue, m_queueFamilyIndex,
|
||||
static_cast<uint32_t>(surfaceFormat.format),
|
||||
m_surfaceWidth, m_surfaceHeight)) {
|
||||
setError("Failed to reinitialize VulkanRenderer after device lost");
|
||||
delete m_renderer;
|
||||
m_renderer = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
qDebug() << "VulkanRenderer recreated successfully!";
|
||||
}
|
||||
|
||||
// Reset frame counter
|
||||
m_currentFrame = 0;
|
||||
|
||||
qDebug() << "=== Device recreation complete ===";
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -193,6 +193,18 @@ private:
|
|||
*/
|
||||
std::vector<const char*> getRequiredDeviceExtensions();
|
||||
|
||||
/**
|
||||
* @brief 检测并处理设备丢失情况(如从休眠唤醒后)
|
||||
* @return true表示成功恢复,false表示失败
|
||||
*/
|
||||
bool handleDeviceLost();
|
||||
|
||||
/**
|
||||
* @brief 重新创建设备和所有Vulkan资源
|
||||
* @return true表示成功,false表示失败
|
||||
*/
|
||||
bool recreateDevice();
|
||||
|
||||
private:
|
||||
// Vulkan对象
|
||||
VkInstance m_instance;
|
||||
|
|
@ -217,6 +229,7 @@ private:
|
|||
bool m_needsResize;
|
||||
bool m_needsLockedFrameUpdate; // 是否需要渲染锁屏帧(锁屏时只渲染一帧)
|
||||
bool m_isClosing; // 标记窗口正在关闭,防止在销毁过程中继续渲染
|
||||
bool m_deviceLost; // 标记设备是否丢失(如休眠后唤醒)
|
||||
int m_frameCount;
|
||||
uint32_t m_queueFamilyIndex;
|
||||
uint32_t m_currentFrame;
|
||||
|
|
|
|||
Loading…
Reference in New Issue