// 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.hpp" #include static char const* AppName = "Events"; static char const* EngineName = "Vulkan.hpp"; int main(int /*argc*/, char ** /*argv*/) { try { vk::UniqueInstance instance = vk::su::createInstance(AppName, EngineName, vk::su::getInstanceExtensions()); #if !defined(NDEBUG) vk::UniqueDebugReportCallbackEXT debugReportCallback = vk::su::createDebugReportCallback(instance); #endif std::vector physicalDevices = instance->enumeratePhysicalDevices(); assert(!physicalDevices.empty()); uint32_t graphicsQueueFamilyIndex = vk::su::findGraphicsQueueFamilyIndex(physicalDevices[0].getQueueFamilyProperties()); vk::UniqueDevice device = vk::su::createDevice(physicalDevices[0], graphicsQueueFamilyIndex); vk::UniqueCommandPool commandPool = vk::su::createCommandPool(device, graphicsQueueFamilyIndex); std::vector commandBuffers = device->allocateCommandBuffersUnique(vk::CommandBufferAllocateInfo(commandPool.get(), vk::CommandBufferLevel::ePrimary, 1)); 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 commandBuffers[0]->begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlags())); commandBuffers[0]->setViewport(0, vk::Viewport(0.0f, 0.0f, 10.0f, 10.0f, 0.0f, 1.0f)); commandBuffers[0]->end(); vk::UniqueFence fence = device->createFenceUnique(vk::FenceCreateInfo()); vk::PipelineStageFlags waitDestinationStageMask(vk::PipelineStageFlagBits::eColorAttachmentOutput); vk::SubmitInfo submitInfo(0, nullptr, &waitDestinationStageMask, 1, &commandBuffers[0].get()); graphicsQueue.submit(submitInfo, fence.get()); // 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.get(), 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::UniqueEvent event = device->createEventUnique(vk::EventCreateInfo(vk::EventCreateFlags())); commandBuffers[0]->reset(vk::CommandBufferResetFlags()); commandBuffers[0]->begin(vk::CommandBufferBeginInfo()); commandBuffers[0]->waitEvents(event.get(), vk::PipelineStageFlagBits::eHost, vk::PipelineStageFlagBits::eBottomOfPipe, nullptr, nullptr, nullptr); commandBuffers[0]->end(); device->resetFences(fence.get()); // 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 waitDestinationStageMask = vk::PipelineStageFlagBits::eBottomOfPipe; graphicsQueue.submit(submitInfo, fence.get()); // We should timeout waiting for the fence because the GPU should be waiting on the event result = device->waitForFences(fence.get(), 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.get()); do { result = device->waitForFences(fence.get(), true, vk::su::FenceTimeout); } while (result == vk::Result::eTimeout); assert(result == vk::Result::eSuccess); commandBuffers[0]->reset({}); device->resetFences(fence.get()); device->resetEvent(event.get()); // Now set the event from the GPU and wait on the CPU commandBuffers[0]->begin(vk::CommandBufferBeginInfo()); commandBuffers[0]->setEvent(event.get(), vk::PipelineStageFlagBits::eBottomOfPipe); commandBuffers[0]->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.get()); assert(result == vk::Result::eEventReset); // Send the command buffer and loop waiting for the event graphicsQueue.submit(submitInfo, fence.get()); int polls = 0; do { result = device->getEventStatus(event.get()); polls++; } while (result != vk::Result::eEventSet); printf("%d polls to find the event set\n", polls); do { result = device->waitForFences(fence.get(), 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::runtime_error err) { std::cout << "std::runtime_error: " << err.what() << std::endl; exit(-1); } catch (...) { std::cout << "unknown error\n"; exit(-1); } return 0; }