Apply a random seed when NOT in benchmark mode to have 100% deterministic runs in all samples (#1127)

* Apply a random seed when NOT in benchmark mode to have 100% deterministic runs

These samples lack the check for benchmark.active when applying a random seed, which is done for other samples.

* Update texture3d.cpp
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takayhan-AMD 2024-05-18 10:01:01 +02:00 committed by GitHub
parent 478b6c39bf
commit 3d4446fa15
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6 changed files with 26 additions and 27 deletions

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@ -2,9 +2,9 @@
* Vulkan Example - Descriptor indexing (VK_EXT_descriptor_indexing)
*
* Demonstrates use of descriptor indexing to dynamically index into a variable sized array of images
*
*
* The sample renders multiple objects with the index of the texture (descriptor) to use passed as a vertex attribute (aka "descriptor indexing")
*
*
* Relevant code parts are marked with [POI]
*
* Copyright (C) 2021-2023 Sascha Willems - www.saschawillems.de
@ -67,7 +67,7 @@ public:
physicalDeviceDescriptorIndexingFeatures.descriptorBindingVariableDescriptorCount = VK_TRUE;
deviceCreatepNextChain = &physicalDeviceDescriptorIndexingFeatures;
#if (defined(VK_USE_PLATFORM_MACOS_MVK) || defined(VK_USE_PLATFORM_METAL_EXT))
// SRS - on macOS set environment variable to configure MoltenVK for using Metal argument buffers (needed for descriptor indexing)
// - MoltenVK supports Metal argument buffers on macOS, iOS possible in future (see https://github.com/KhronosGroup/MoltenVK/issues/1651)
@ -96,7 +96,7 @@ public:
textures.resize(32);
for (size_t i = 0; i < textures.size(); i++) {
std::random_device rndDevice;
std::default_random_engine rndEngine(rndDevice());
std::default_random_engine rndEngine(benchmark.active ? 0 : rndDevice());
std::uniform_int_distribution<> rndDist(50, UCHAR_MAX);
const int32_t dim = 3;
const size_t bufferSize = dim * dim * 4;
@ -119,7 +119,7 @@ public:
// Generate random per-face texture indices
std::random_device rndDevice;
std::default_random_engine rndEngine(rndDevice());
std::default_random_engine rndEngine(benchmark.active ? 0 : rndDevice());
std::uniform_int_distribution<int32_t> rndDist(0, static_cast<uint32_t>(textures.size()) - 1);
// Generate cubes with random per-face texture indices
@ -253,7 +253,7 @@ public:
// [POI] Descriptor sets
// We need to provide the descriptor counts for bindings with variable counts using a new structure
std::vector<uint32_t> variableDesciptorCounts = {
std::vector<uint32_t> variableDesciptorCounts = {
static_cast<uint32_t>(textures.size())
};
@ -264,7 +264,7 @@ public:
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
allocInfo.pNext = &variableDescriptorCountAllocInfo;
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets(2);