Vulkan-Hpp/samples/Events/Events.cpp

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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
// VulkanHpp Samples : Events
// Use basic events
#include "../utils/utils.hpp"
#include <iostream>
static char const * AppName = "Events";
static char const * EngineName = "Vulkan.hpp";
int main( int /*argc*/, char ** /*argv*/ )
{
try
{
vk::Instance instance = vk::su::createInstance( AppName, EngineName, {}, vk::su::getInstanceExtensions() );
#if !defined( NDEBUG )
vk::DebugUtilsMessengerEXT debugUtilsMessenger = instance.createDebugUtilsMessengerEXT( vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
#endif
vk::PhysicalDevice physicalDevice = instance.enumeratePhysicalDevices().front();
uint32_t graphicsQueueFamilyIndex = vk::su::findGraphicsQueueFamilyIndex( physicalDevice.getQueueFamilyProperties() );
vk::Device device = vk::su::createDevice( physicalDevice, graphicsQueueFamilyIndex );
vk::CommandPool commandPool = device.createCommandPool( { {}, graphicsQueueFamilyIndex } );
vk::CommandBuffer commandBuffer =
device.allocateCommandBuffers( vk::CommandBufferAllocateInfo( commandPool, vk::CommandBufferLevel::ePrimary, 1 ) ).front();
vk::Queue graphicsQueue = device.getQueue( graphicsQueueFamilyIndex, 0 );
/* VULKAN_KEY_START */
// Start with a trivial command buffer and make sure fence wait doesn't time out
commandBuffer.begin( vk::CommandBufferBeginInfo( vk::CommandBufferUsageFlags() ) );
commandBuffer.setViewport( 0, vk::Viewport( 0.0f, 0.0f, 10.0f, 10.0f, 0.0f, 1.0f ) );
commandBuffer.end();
vk::Fence fence = device.createFence( vk::FenceCreateInfo() );
vk::SubmitInfo submitInfo( {}, {}, commandBuffer );
graphicsQueue.submit( submitInfo, fence );
// Make sure timeout is long enough for a simple command buffer without waiting for an event
vk::Result result;
int timeouts = -1;
do
{
result = device.waitForFences( fence, true, vk::su::FenceTimeout );
timeouts++;
} while ( result == vk::Result::eTimeout );
assert( result == vk::Result::eSuccess );
if ( timeouts != 0 )
{
std::cout << "Unsuitable timeout value, exiting\n";
exit( -1 );
}
// Now create an event and wait for it on the GPU
vk::Event event = device.createEvent( vk::EventCreateInfo( vk::EventCreateFlags() ) );
// reset the command buffer by resetting the complete command pool
device.resetCommandPool( commandPool );
commandBuffer.begin( vk::CommandBufferBeginInfo() );
commandBuffer.waitEvents( event, vk::PipelineStageFlagBits::eHost, vk::PipelineStageFlagBits::eBottomOfPipe, nullptr, nullptr, nullptr );
commandBuffer.end();
device.resetFences( fence );
// Note that stepping through this code in the debugger is a bad idea because the GPU can TDR waiting for the event.
// Execute the code from vk::Queue::submit() through vk::Device::setEvent() without breakpoints
graphicsQueue.submit( submitInfo, fence );
// We should timeout waiting for the fence because the GPU should be waiting on the event
result = device.waitForFences( fence, true, vk::su::FenceTimeout );
if ( result != vk::Result::eTimeout )
{
std::cout << "Didn't get expected timeout in vk::Device::waitForFences, exiting\n";
exit( -1 );
}
// Set the event from the CPU and wait for the fence.
// This should succeed since we set the event
device.setEvent( event );
do
{
result = device.waitForFences( fence, true, vk::su::FenceTimeout );
} while ( result == vk::Result::eTimeout );
assert( result == vk::Result::eSuccess );
device.resetFences( fence );
device.resetEvent( event );
// reset the command buffer by resetting the complete command pool
device.resetCommandPool( commandPool );
// Now set the event from the GPU and wait on the CPU
commandBuffer.begin( vk::CommandBufferBeginInfo() );
commandBuffer.setEvent( event, vk::PipelineStageFlagBits::eBottomOfPipe );
commandBuffer.end();
// Look for the event on the CPU. It should be vk::Result::eEventReset since we haven't sent the command buffer yet.
result = device.getEventStatus( event );
assert( result == vk::Result::eEventReset );
// Send the command buffer and loop waiting for the event
graphicsQueue.submit( submitInfo, fence );
int polls = 0;
do
{
result = device.getEventStatus( event );
polls++;
} while ( result != vk::Result::eEventSet );
printf( "%d polls to find the event set\n", polls );
do
{
result = device.waitForFences( fence, true, vk::su::FenceTimeout );
} while ( result == vk::Result::eTimeout );
assert( result == vk::Result::eSuccess );
device.destroyEvent( event );
device.destroyFence( fence );
/* VULKAN_KEY_END */
device.freeCommandBuffers( commandPool, commandBuffer );
device.destroyCommandPool( commandPool );
device.destroy();
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#if !defined( NDEBUG )
instance.destroyDebugUtilsMessengerEXT( debugUtilsMessenger );
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#endif
instance.destroy();
}
catch ( vk::SystemError & err )
{
std::cout << "vk::SystemError: " << err.what() << std::endl;
exit( -1 );
}
catch ( std::exception & err )
{
std::cout << "std::exception: " << err.what() << std::endl;
exit( -1 );
}
catch ( ... )
{
std::cout << "unknown error\n";
exit( -1 );
}
return 0;
}