// 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::UniqueDebugUtilsMessengerEXT debugUtilsMessenger = vk::su::createDebugUtilsMessenger( instance ); #endif vk::PhysicalDevice physicalDevice = instance->enumeratePhysicalDevices().front(); uint32_t graphicsQueueFamilyIndex = vk::su::findGraphicsQueueFamilyIndex( physicalDevice.getQueueFamilyProperties() ); vk::UniqueDevice device = vk::su::createDevice( physicalDevice, graphicsQueueFamilyIndex ); vk::UniqueCommandPool commandPool = vk::su::createCommandPool( device, graphicsQueueFamilyIndex ); vk::UniqueCommandBuffer commandBuffer = std::move( device ->allocateCommandBuffersUnique( vk::CommandBufferAllocateInfo( commandPool.get(), 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::UniqueFence fence = device->createFenceUnique( vk::FenceCreateInfo() ); vk::SubmitInfo submitInfo( {}, {}, *commandBuffer ); 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() ) ); commandBuffer->reset( vk::CommandBufferResetFlags() ); commandBuffer->begin( vk::CommandBufferBeginInfo() ); commandBuffer->waitEvents( event.get(), vk::PipelineStageFlagBits::eHost, vk::PipelineStageFlagBits::eBottomOfPipe, nullptr, nullptr, nullptr ); commandBuffer->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 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 ); commandBuffer->reset( {} ); device->resetFences( fence.get() ); device->resetEvent( event.get() ); // Now set the event from the GPU and wait on the CPU commandBuffer->begin( vk::CommandBufferBeginInfo() ); commandBuffer->setEvent( event.get(), 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.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::exception & err ) { std::cout << "std::exception: " << err.what() << std::endl; exit( -1 ); } catch ( ... ) { std::cout << "unknown error\n"; exit( -1 ); } return 0; }