Vulkan-Hpp/RAII_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::raii::Context context;
vk::raii::Instance instance = vk::raii::su::makeInstance( context, AppName, EngineName, {}, vk::su::getInstanceExtensions() );
#if !defined( NDEBUG )
vk::raii::DebugUtilsMessengerEXT debugUtilsMessenger( instance, vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
#endif
vk::raii::PhysicalDevice physicalDevice = vk::raii::PhysicalDevices( instance ).front();
uint32_t graphicsQueueFamilyIndex = vk::su::findGraphicsQueueFamilyIndex( physicalDevice.getQueueFamilyProperties() );
vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice, graphicsQueueFamilyIndex, vk::su::getDeviceExtensions() );
vk::raii::CommandPool commandPool = vk::raii::CommandPool( device, { {}, graphicsQueueFamilyIndex } );
vk::raii::CommandBuffer commandBuffer = vk::raii::su::makeCommandBuffer( device, commandPool );
vk::raii::Queue graphicsQueue( device, graphicsQueueFamilyIndex, 0 );
/* VULKAN_KEY_START */
// Start with a trivial command buffer and make sure fence wait doesn't time out
commandBuffer.begin( {} );
commandBuffer.setViewport( 0, vk::Viewport( 0.0f, 0.0f, 10.0f, 10.0f, 0.0f, 1.0f ) );
commandBuffer.end();
vk::raii::Fence fence( device, 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::raii::Event event( device, vk::EventCreateInfo() );
// reset the command buffer by resetting the complete command pool of this frame
commandPool.reset();
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
event.set();
do
{
result = device.waitForFences( { *fence }, true, vk::su::FenceTimeout );
} while ( result == vk::Result::eTimeout );
assert( result == vk::Result::eSuccess );
device.resetFences( { *fence } );
event.reset();
// reset the command buffer by resetting the complete command pool
commandPool.reset();
// 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 = event.getStatus();
assert( result == vk::Result::eEventReset );
// Send the command buffer and loop waiting for the event
graphicsQueue.submit( submitInfo, *fence );
int polls = 0;
do
{
result = event.getStatus();
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 );
/* VULKAN_KEY_END */
}
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;
}