Rework synchronization for compute particles sample
Add proper cross-queue-barriers Replace fence with semaphores Fixes #649 Fixes #670 Fixes #406
This commit is contained in:
parent
9041ae3da7
commit
215b07bafa
2 changed files with 244 additions and 80 deletions
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@ -759,7 +759,7 @@ public:
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphore));
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// Signal the semaphore
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VkSubmitInfo submitInfo = { VK_STRUCTURE_TYPE_SUBMIT_INFO };
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VkSubmitInfo submitInfo = vks::initializers::submitInfo();
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submitInfo.signalSemaphoreCount = 1;
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submitInfo.pSignalSemaphores = &compute.semaphore;
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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@ -38,7 +38,7 @@ class VulkanExample : public VulkanExampleBase
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public:
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float timer = 0.0f;
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float animStart = 20.0f;
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bool animate = true;
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bool attachToCursor = false;
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struct {
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vks::Texture2D particle;
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@ -53,20 +53,23 @@ public:
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// Resources for the graphics part of the example
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struct {
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uint32_t queueFamilyIndex; // Used to check if compute and graphics queue families differ and require additional barriers
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VkDescriptorSetLayout descriptorSetLayout; // Particle system rendering shader binding layout
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VkDescriptorSet descriptorSet; // Particle system rendering shader bindings
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VkPipelineLayout pipelineLayout; // Layout of the graphics pipeline
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VkPipeline pipeline; // Particle rendering pipeline
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VkSemaphore semaphore; // Execution dependency between compute & graphic submission
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} graphics;
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// Resources for the compute part of the example
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struct {
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uint32_t queueFamilyIndex; // Used to check if compute and graphics queue families differ and require additional barriers
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vks::Buffer storageBuffer; // (Shader) storage buffer object containing the particles
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vks::Buffer uniformBuffer; // Uniform buffer object containing particle system parameters
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VkQueue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
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VkCommandPool commandPool; // Use a separate command pool (queue family may differ from the one used for graphics)
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VkCommandBuffer commandBuffer; // Command buffer storing the dispatch commands and barriers
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VkFence fence; // Synchronization fence to avoid rewriting compute CB if still in use
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VkSemaphore semaphore; // Execution dependency between compute & graphic submission
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VkDescriptorSetLayout descriptorSetLayout; // Compute shader binding layout
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VkDescriptorSet descriptorSet; // Compute shader bindings
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VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
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@ -105,7 +108,8 @@ public:
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroyPipeline(device, compute.pipeline, nullptr);
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vkDestroyFence(device, compute.fence, nullptr);
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vkDestroySemaphore(device, compute.semaphore, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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textures.particle.destroy();
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@ -120,13 +124,6 @@ public:
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void buildCommandBuffers()
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{
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// Destroy command buffers if already present
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if (!checkCommandBuffers())
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{
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destroyCommandBuffers();
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createCommandBuffers();
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}
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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@ -149,8 +146,33 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// Draw the particle system using the update vertex buffer
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// Acquire barrier
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if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
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{
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VkBufferMemoryBarrier buffer_barrier =
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{
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VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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nullptr,
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0,
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VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
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compute.queueFamilyIndex,
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graphics.queueFamilyIndex,
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compute.storageBuffer.buffer,
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0,
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compute.storageBuffer.size
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};
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vkCmdPipelineBarrier(
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drawCmdBuffers[i],
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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0,
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0, nullptr,
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1, &buffer_barrier,
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0, nullptr);
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}
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// Draw the particle system using the update vertex buffer
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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@ -170,6 +192,32 @@ public:
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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// Release barrier
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if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
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{
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VkBufferMemoryBarrier buffer_barrier =
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{
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VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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nullptr,
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VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
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0,
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graphics.queueFamilyIndex,
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compute.queueFamilyIndex,
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compute.storageBuffer.buffer,
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0,
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compute.storageBuffer.size
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};
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vkCmdPipelineBarrier(
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drawCmdBuffers[i],
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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0,
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0, nullptr,
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1, &buffer_barrier,
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0, nullptr);
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}
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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@ -184,50 +232,62 @@ public:
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// Compute particle movement
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// Add memory barrier to ensure that the (graphics) vertex shader has fetched attributes before compute starts to write to the buffer
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.buffer = compute.storageBuffer.buffer;
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bufferBarrier.size = compute.storageBuffer.descriptor.range;
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bufferBarrier.srcAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT; // Vertex shader invocations have finished reading from the buffer
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bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT; // Compute shader wants to write to the buffer
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// Compute and graphics queue may have different queue families (see VulkanDevice::createLogicalDevice)
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// For the barrier to work across different queues, we need to set their family indices
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics; // Required as compute and graphics queue may have different families
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute; // Required as compute and graphics queue may have different families
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if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
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{
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VkBufferMemoryBarrier buffer_barrier =
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{
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VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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nullptr,
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0,
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VK_ACCESS_SHADER_WRITE_BIT,
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graphics.queueFamilyIndex,
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compute.queueFamilyIndex,
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compute.storageBuffer.buffer,
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0,
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compute.storageBuffer.size
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};
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vkCmdPipelineBarrier(
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compute.commandBuffer,
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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1, &bufferBarrier,
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0, nullptr);
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
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vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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vkCmdPipelineBarrier(
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compute.commandBuffer,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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0,
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0, nullptr,
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1, &buffer_barrier,
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0, nullptr);
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}
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// Dispatch the compute job
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
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vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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vkCmdDispatch(compute.commandBuffer, PARTICLE_COUNT / 256, 1, 1);
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// Add memory barrier to ensure that compute shader has finished writing to the buffer
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// Add barrier to ensure that compute shader has finished writing to the buffer
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// Without this the (rendering) vertex shader may display incomplete results (partial data from last frame)
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT; // Compute shader has finished writes to the buffer
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bufferBarrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT; // Vertex shader invocations want to read from the buffer
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bufferBarrier.buffer = compute.storageBuffer.buffer;
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bufferBarrier.size = compute.storageBuffer.descriptor.range;
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// Compute and graphics queue may have different queue families (see VulkanDevice::createLogicalDevice)
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// For the barrier to work across different queues, we need to set their family indices
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute; // Required as compute and graphics queue may have different families
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics; // Required as compute and graphics queue may have different families
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if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
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{
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VkBufferMemoryBarrier buffer_barrier =
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{
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VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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nullptr,
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VK_ACCESS_SHADER_WRITE_BIT,
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0,
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compute.queueFamilyIndex,
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graphics.queueFamilyIndex,
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compute.storageBuffer.buffer,
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0,
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compute.storageBuffer.size
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};
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vkCmdPipelineBarrier(
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compute.commandBuffer,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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1, &bufferBarrier,
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0, nullptr);
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vkCmdPipelineBarrier(
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compute.commandBuffer,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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0,
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0, nullptr,
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1, &buffer_barrier,
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0, nullptr);
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}
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vkEndCommandBuffer(compute.commandBuffer);
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}
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@ -267,11 +327,36 @@ public:
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&compute.storageBuffer,
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storageBufferSize);
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// Copy to staging buffer
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// Copy from staging buffer to storage buffer
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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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VkBufferCopy copyRegion = {};
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copyRegion.size = storageBufferSize;
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vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffer.buffer, 1, ©Region);
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// Execute a transfer barrier to the compute queue, if necessary
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if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
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{
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VkBufferMemoryBarrier buffer_barrier =
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{
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VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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nullptr,
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VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
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0,
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graphics.queueFamilyIndex,
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compute.queueFamilyIndex,
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compute.storageBuffer.buffer,
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0,
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compute.storageBuffer.size
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};
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vkCmdPipelineBarrier(
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copyCmd,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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0,
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0, nullptr,
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1, &buffer_barrier,
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0, nullptr);
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}
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VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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stagingBuffer.destroy();
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@ -471,13 +556,26 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
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}
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void prepareGraphics()
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{
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prepareStorageBuffers();
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prepareUniformBuffers();
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setupDescriptorSetLayout();
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preparePipelines();
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setupDescriptorSet();
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// Semaphore for compute & graphics sync
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VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &graphics.semaphore));
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}
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void prepareCompute()
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{
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// Create a compute capable device queue
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// The VulkanDevice::createLogicalDevice functions finds a compute capable queue and prefers queue families that only support compute
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// Depending on the implementation this may result in different queue family indices for graphics and computes,
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// requiring proper synchronization (see the memory barriers in buildComputeCommandBuffer)
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vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
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// requiring proper synchronization (see the memory and pipeline barriers)
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vkGetDeviceQueue(device, compute.queueFamilyIndex, 0, &compute.queue);
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// Create compute pipeline
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// Compute pipelines are created separate from graphics pipelines even if they use the same queue (family index)
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@ -543,25 +641,77 @@ public:
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// Separate command pool as queue family for compute may be different than graphics
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VkCommandPoolCreateInfo cmdPoolInfo = {};
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cmdPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
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cmdPoolInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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cmdPoolInfo.queueFamilyIndex = compute.queueFamilyIndex;
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cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
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VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
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// Create a command buffer for compute operations
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VkCommandBufferAllocateInfo cmdBufAllocateInfo =
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vks::initializers::commandBufferAllocateInfo(
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compute.commandPool,
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VK_COMMAND_BUFFER_LEVEL_PRIMARY,
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1);
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compute.commandBuffer = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, compute.commandPool);
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffer));
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// Semaphore for compute & graphics sync
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VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphore));
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// Fence for compute CB sync
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VkFenceCreateInfo fenceCreateInfo = vks::initializers::fenceCreateInfo(VK_FENCE_CREATE_SIGNALED_BIT);
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VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &compute.fence));
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// Signal the semaphore
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VkSubmitInfo submitInfo = vks::initializers::submitInfo();
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submitInfo.signalSemaphoreCount = 1;
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submitInfo.pSignalSemaphores = &compute.semaphore;
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VK_CHECK_RESULT(vkQueueWaitIdle(queue));
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// Build a single command buffer containing the compute dispatch commands
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buildComputeCommandBuffer();
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// If graphics and compute queue family indices differ, acquire and immediately release the storage buffer, so that the initial acquire from the graphics command buffers are matched up properly
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if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
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{
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// Create a transient command buffer for setting up the initial buffer transfer state
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VkCommandBuffer transferCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, compute.commandPool, true);
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VkBufferMemoryBarrier acquire_buffer_barrier =
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{
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VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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nullptr,
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0,
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VK_ACCESS_SHADER_WRITE_BIT,
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graphics.queueFamilyIndex,
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compute.queueFamilyIndex,
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compute.storageBuffer.buffer,
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0,
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compute.storageBuffer.size
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};
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vkCmdPipelineBarrier(
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transferCmd,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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0,
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0, nullptr,
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1, &acquire_buffer_barrier,
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0, nullptr);
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VkBufferMemoryBarrier release_buffer_barrier =
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{
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VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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nullptr,
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VK_ACCESS_SHADER_WRITE_BIT,
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0,
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compute.queueFamilyIndex,
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graphics.queueFamilyIndex,
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compute.storageBuffer.buffer,
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0,
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compute.storageBuffer.size
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};
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vkCmdPipelineBarrier(
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transferCmd,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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0,
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0, nullptr,
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1, &release_buffer_barrier,
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0, nullptr);
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vulkanDevice->flushCommandBuffer(transferCmd, compute.queue, compute.commandPool);
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}
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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@ -583,7 +733,7 @@ public:
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void updateUniformBuffers()
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{
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compute.ubo.deltaT = frameTimer * 2.5f;
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if (animate)
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if (!attachToCursor)
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{
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compute.ubo.destX = sin(glm::radians(timer * 360.0f)) * 0.75f;
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compute.ubo.destY = 0.0f;
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@ -601,36 +751,50 @@ public:
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void draw()
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{
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VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
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computeSubmitInfo.commandBufferCount = 1;
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computeSubmitInfo.pCommandBuffers = &compute.commandBuffer;
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VK_CHECK_RESULT( vkQueueSubmit( compute.queue, 1, &computeSubmitInfo, compute.fence ) );
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// Submit graphics commands
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VulkanExampleBase::prepareFrame();
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VkPipelineStageFlags graphicsWaitStageMasks[] = { VK_PIPELINE_STAGE_VERTEX_INPUT_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
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VkSemaphore graphicsWaitSemaphores[] = { compute.semaphore, semaphores.presentComplete };
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VkSemaphore graphicsSignalSemaphores[] = { graphics.semaphore, semaphores.renderComplete };
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// Submit graphics commands
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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submitInfo.waitSemaphoreCount = 2;
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submitInfo.pWaitSemaphores = graphicsWaitSemaphores;
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submitInfo.pWaitDstStageMask = graphicsWaitStageMasks;
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submitInfo.signalSemaphoreCount = 2;
|
||||
submitInfo.pSignalSemaphores = graphicsSignalSemaphores;
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
|
||||
// Wait for rendering finished
|
||||
VkPipelineStageFlags waitStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
|
||||
|
||||
// Submit compute commands
|
||||
vkWaitForFences(device, 1, &compute.fence, VK_TRUE, UINT64_MAX);
|
||||
vkResetFences(device, 1, &compute.fence);
|
||||
VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
|
||||
computeSubmitInfo.commandBufferCount = 1;
|
||||
computeSubmitInfo.pCommandBuffers = &compute.commandBuffer;
|
||||
computeSubmitInfo.waitSemaphoreCount = 1;
|
||||
computeSubmitInfo.pWaitSemaphores = &graphics.semaphore;
|
||||
computeSubmitInfo.pWaitDstStageMask = &waitStageMask;
|
||||
computeSubmitInfo.signalSemaphoreCount = 1;
|
||||
computeSubmitInfo.pSignalSemaphores = &compute.semaphore;
|
||||
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE));
|
||||
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
// We will be using the queue family indices to check if graphics and compute queue families differ
|
||||
// If that's the case, we need additional barriers for acquiring and releasing resources
|
||||
graphics.queueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
|
||||
compute.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
|
||||
loadAssets();
|
||||
prepareStorageBuffers();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSet();
|
||||
prepareGraphics();
|
||||
prepareCompute();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
|
|
@ -642,7 +806,7 @@ public:
|
|||
return;
|
||||
draw();
|
||||
|
||||
if (animate)
|
||||
if (!attachToCursor)
|
||||
{
|
||||
if (animStart > 0.0f)
|
||||
{
|
||||
|
|
@ -662,7 +826,7 @@ public:
|
|||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
overlay->checkBox("Moving attractor", &animate);
|
||||
overlay->checkBox("Attach attractor to cursor", &attachToCursor);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue