Vulkan-Hpp/samples/Events/Events.cpp
mocabe b6a190f4a2 Building samples for Linux (#491)
* CMake: Fix SAMPLES_BUILD and TESTS_BUILD

* CMake: Enable sample build on linux

* samples: Use glfw for window creation

* samples: Fix include order

* samples: Support new window handling

* samples: Add build target for util

* samples: Update CMake scripts to use util target

* samples: Add WindowData to manage unique window

* samples: Surface handling using WIndowData

* sampels: Remove call for vk::su::destroyWindow()

* CMake: FIx more options

* samples: Build SurfaceCapabilities only on WIN32

* samples: Fixed RayTracing sample to build on Linux

* samples: Fix wrong check on SurfaceProtectedCapabilitiesKHR

This also fixes compilation with MinGW gcc/clang

* CMake: check CMAKE_SYSTEM_NAME for Linux samples

* CMake: Add source group for utils

* samples: Fix potential bugs

* samples: Reduce warnings on gcc/clang

* samples: Fix missmatched new/free() which is UB

* samples: Add missing initialization for dynamic dispatcher

* samples: Remove unnecessary  dispacther construct

Co-authored-by: Andreas Süßenbach <asuessenbach@nvidia.com>
2020-01-28 10:16:10 +01:00

152 lines
5.7 KiB
C++

// 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 <iostream>
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::PipelineStageFlags waitDestinationStageMask(vk::PipelineStageFlagBits::eColorAttachmentOutput);
vk::SubmitInfo submitInfo(0, nullptr, &waitDestinationStageMask, 1, &commandBuffer.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()));
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
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);
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::runtime_error& err)
{
std::cout << "std::runtime_error: " << err.what() << std::endl;
exit(-1);
}
catch (...)
{
std::cout << "unknown error\n";
exit(-1);
}
return 0;
}