mirror of
https://github.com/KhronosGroup/Vulkan-Hpp.git
synced 2024-10-14 16:32:17 +00:00
151 lines
5.4 KiB
C++
151 lines
5.4 KiB
C++
// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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// VulkanHpp Samples : Events
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// Use basic events
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#include "../utils/utils.hpp"
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#include "vulkan/vulkan_raii.hpp"
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#include <iostream>
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static char const * AppName = "Events";
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static char const * EngineName = "Vulkan.hpp";
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int main( int /*argc*/, char ** /*argv*/ )
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{
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try
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{
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vk::raii::Context context;
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vk::raii::Instance instance = vk::raii::su::makeInstance( context, AppName, EngineName, {}, vk::su::getInstanceExtensions() );
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#if !defined( NDEBUG )
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vk::raii::DebugUtilsMessengerEXT debugUtilsMessenger( instance, vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
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#endif
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vk::raii::PhysicalDevice physicalDevice = vk::raii::PhysicalDevices( instance ).front();
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uint32_t graphicsQueueFamilyIndex = vk::su::findGraphicsQueueFamilyIndex( physicalDevice.getQueueFamilyProperties() );
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vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice, graphicsQueueFamilyIndex, vk::su::getDeviceExtensions() );
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vk::raii::CommandPool commandPool = vk::raii::CommandPool( device, { vk::CommandPoolCreateFlagBits::eResetCommandBuffer, graphicsQueueFamilyIndex } );
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vk::raii::CommandBuffer commandBuffer = vk::raii::su::makeCommandBuffer( device, commandPool );
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vk::raii::Queue graphicsQueue( device, graphicsQueueFamilyIndex, 0 );
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/* VULKAN_KEY_START */
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// Start with a trivial command buffer and make sure fence wait doesn't time out
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commandBuffer.begin( {} );
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commandBuffer.setViewport( 0, vk::Viewport( 0.0f, 0.0f, 10.0f, 10.0f, 0.0f, 1.0f ) );
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commandBuffer.end();
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vk::raii::Fence fence( device, vk::FenceCreateInfo() );
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vk::SubmitInfo submitInfo( {}, {}, *commandBuffer );
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graphicsQueue.submit( submitInfo, *fence );
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// Make sure timeout is long enough for a simple command buffer without waiting for an event
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vk::Result result;
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int timeouts = -1;
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do
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{
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result = device.waitForFences( { *fence }, true, vk::su::FenceTimeout );
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timeouts++;
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} while ( result == vk::Result::eTimeout );
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assert( result == vk::Result::eSuccess );
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if ( timeouts != 0 )
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{
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std::cout << "Unsuitable timeout value, exiting\n";
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exit( -1 );
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}
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// Now create an event and wait for it on the GPU
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vk::raii::Event event( device, vk::EventCreateInfo() );
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commandBuffer.reset( vk::CommandBufferResetFlags() );
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commandBuffer.begin( vk::CommandBufferBeginInfo() );
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commandBuffer.waitEvents( { *event }, vk::PipelineStageFlagBits::eHost, vk::PipelineStageFlagBits::eBottomOfPipe, nullptr, nullptr, nullptr );
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commandBuffer.end();
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device.resetFences( { *fence } );
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// Note that stepping through this code in the debugger is a bad idea because the GPU can TDR waiting for the event.
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// Execute the code from vk::Queue::submit() through vk::Device::setEvent() without breakpoints
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graphicsQueue.submit( submitInfo, *fence );
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// We should timeout waiting for the fence because the GPU should be waiting on the event
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result = device.waitForFences( { *fence }, true, vk::su::FenceTimeout );
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if ( result != vk::Result::eTimeout )
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{
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std::cout << "Didn't get expected timeout in vk::Device::waitForFences, exiting\n";
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exit( -1 );
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}
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// Set the event from the CPU and wait for the fence.
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// This should succeed since we set the event
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event.set();
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do
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{
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result = device.waitForFences( { *fence }, true, vk::su::FenceTimeout );
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} while ( result == vk::Result::eTimeout );
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assert( result == vk::Result::eSuccess );
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commandBuffer.reset( {} );
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device.resetFences( { *fence } );
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event.reset();
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// Now set the event from the GPU and wait on the CPU
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commandBuffer.begin( vk::CommandBufferBeginInfo() );
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commandBuffer.setEvent( *event, vk::PipelineStageFlagBits::eBottomOfPipe );
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commandBuffer.end();
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// Look for the event on the CPU. It should be vk::Result::eEventReset since we haven't sent the command buffer yet.
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result = event.getStatus();
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assert( result == vk::Result::eEventReset );
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// Send the command buffer and loop waiting for the event
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graphicsQueue.submit( submitInfo, *fence );
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int polls = 0;
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do
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{
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result = event.getStatus();
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polls++;
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} while ( result != vk::Result::eEventSet );
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printf( "%d polls to find the event set\n", polls );
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do
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{
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result = device.waitForFences( { *fence }, true, vk::su::FenceTimeout );
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} while ( result == vk::Result::eTimeout );
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assert( result == vk::Result::eSuccess );
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/* VULKAN_KEY_END */
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}
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catch ( vk::SystemError & err )
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{
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std::cout << "vk::SystemError: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( std::exception & err )
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{
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std::cout << "std::exception: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( ... )
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{
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std::cout << "unknown error\n";
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exit( -1 );
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}
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return 0;
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}
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