// 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 "vulkan/vulkan_raii.hpp" #include 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, { vk::CommandPoolCreateFlagBits::eResetCommandBuffer, 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() ); commandBuffer.reset( vk::CommandBufferResetFlags() ); 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 ); commandBuffer.reset( {} ); device.resetFences( { *fence } ); event.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; }