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) * Vulkan Example - Descriptor indexing (VK_EXT_descriptor_indexing)
* *
* Demonstrates use of descriptor indexing to dynamically index into a variable sized array of images * 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") * 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] * Relevant code parts are marked with [POI]
* *
* Copyright (C) 2021-2023 Sascha Willems - www.saschawillems.de * Copyright (C) 2021-2023 Sascha Willems - www.saschawillems.de
@ -67,7 +67,7 @@ public:
physicalDeviceDescriptorIndexingFeatures.descriptorBindingVariableDescriptorCount = VK_TRUE; physicalDeviceDescriptorIndexingFeatures.descriptorBindingVariableDescriptorCount = VK_TRUE;
deviceCreatepNextChain = &physicalDeviceDescriptorIndexingFeatures; deviceCreatepNextChain = &physicalDeviceDescriptorIndexingFeatures;
#if (defined(VK_USE_PLATFORM_MACOS_MVK) || defined(VK_USE_PLATFORM_METAL_EXT)) #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) // 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) // - 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); textures.resize(32);
for (size_t i = 0; i < textures.size(); i++) { for (size_t i = 0; i < textures.size(); i++) {
std::random_device rndDevice; 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); std::uniform_int_distribution<> rndDist(50, UCHAR_MAX);
const int32_t dim = 3; const int32_t dim = 3;
const size_t bufferSize = dim * dim * 4; const size_t bufferSize = dim * dim * 4;
@ -119,7 +119,7 @@ public:
// Generate random per-face texture indices // Generate random per-face texture indices
std::random_device rndDevice; 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); std::uniform_int_distribution<int32_t> rndDist(0, static_cast<uint32_t>(textures.size()) - 1);
// Generate cubes with random per-face texture indices // Generate cubes with random per-face texture indices
@ -253,7 +253,7 @@ public:
// [POI] Descriptor sets // [POI] Descriptor sets
// We need to provide the descriptor counts for bindings with variable counts using a new structure // 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()) static_cast<uint32_t>(textures.size())
}; };
@ -264,7 +264,7 @@ public:
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1); VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
allocInfo.pNext = &variableDescriptorCountAllocInfo; allocInfo.pNext = &variableDescriptorCountAllocInfo;
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets(2); std::vector<VkWriteDescriptorSet> writeDescriptorSets(2);

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@ -1,6 +1,6 @@
/* /*
* Vulkan Example - Using VK_EXT_graphics_pipeline_library * Vulkan Example - Using VK_EXT_graphics_pipeline_library
* *
* Copyright (C) 2022-2023 by Sascha Willems - www.saschawillems.de * Copyright (C) 2022-2023 by Sascha Willems - www.saschawillems.de
* *
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
@ -374,7 +374,7 @@ public:
shaderStageCI.pName = "main"; shaderStageCI.pName = "main";
// Select lighting model using a specialization constant // Select lighting model using a specialization constant
srand((unsigned int)time(NULL)); srand(benchmark.active ? 0 : ((unsigned int)time(NULL)));
uint32_t lighting_model = (int)(rand() % 4); uint32_t lighting_model = (int)(rand() % 4);
// Each shader constant of a shader stage corresponds to one map entry // Each shader constant of a shader stage corresponds to one map entry

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@ -28,9 +28,9 @@ public:
float ambient; float ambient;
} material; } material;
VkDescriptorSet descriptorSet; VkDescriptorSet descriptorSet;
void setRandomMaterial() { void setRandomMaterial(bool applyRandomSeed) {
std::random_device rndDevice; std::random_device rndDevice;
std::default_random_engine rndEngine(rndDevice()); std::default_random_engine rndEngine(applyRandomSeed ? rndDevice() : 0);
std::uniform_real_distribution<float> rndDist(0.1f, 1.0f); std::uniform_real_distribution<float> rndDist(0.1f, 1.0f);
material.r = rndDist(rndEngine); material.r = rndDist(rndEngine);
material.g = rndDist(rndEngine); material.g = rndDist(rndEngine);
@ -161,7 +161,7 @@ public:
// Setup random materials for every object in the scene // Setup random materials for every object in the scene
for (uint32_t i = 0; i < objects.size(); i++) { for (uint32_t i = 0; i < objects.size(); i++) {
objects[i].setRandomMaterial(); objects[i].setRandomMaterial(!benchmark.active);
} }
} }
@ -342,7 +342,7 @@ public:
void updateMaterials() { void updateMaterials() {
// Setup random materials for every object in the scene // Setup random materials for every object in the scene
for (uint32_t i = 0; i < objects.size(); i++) { for (uint32_t i = 0; i < objects.size(); i++) {
objects[i].setRandomMaterial(); objects[i].setRandomMaterial(!benchmark.active);
} }
for (auto &object : objects) { for (auto &object : objects) {

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@ -64,7 +64,7 @@ public:
{ {
// Setup random colors and fixed positions for every sphere in the scene // Setup random colors and fixed positions for every sphere in the scene
std::random_device rndDevice; std::random_device rndDevice;
std::default_random_engine rndEngine(rndDevice()); std::default_random_engine rndEngine(benchmark.active ? 0 : rndDevice());
std::uniform_real_distribution<float> rndDist(0.1f, 1.0f); std::uniform_real_distribution<float> rndDist(0.1f, 1.0f);
for (uint32_t i = 0; i < spheres.size(); i++) { for (uint32_t i = 0; i < spheres.size(); i++) {
spheres[i].color = glm::vec4(rndDist(rndEngine), rndDist(rndEngine), rndDist(rndEngine), 1.0f); spheres[i].color = glm::vec4(rndDist(rndEngine), rndDist(rndEngine), rndDist(rndEngine), 1.0f);
@ -149,7 +149,7 @@ public:
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
}; };
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings); VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Set // Set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1); VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);

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@ -38,13 +38,13 @@ private:
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
} }
public: public:
PerlinNoise() PerlinNoise(bool applyRandomSeed)
{ {
// Generate random lookup for permutations containing all numbers from 0..255 // Generate random lookup for permutations containing all numbers from 0..255
std::vector<uint8_t> plookup; std::vector<uint8_t> plookup;
plookup.resize(256); plookup.resize(256);
std::iota(plookup.begin(), plookup.end(), 0); std::iota(plookup.begin(), plookup.end(), 0);
std::default_random_engine rndEngine(std::random_device{}()); std::default_random_engine rndEngine(applyRandomSeed ? std::random_device{}() : 0);
std::shuffle(plookup.begin(), plookup.end(), rndEngine); std::shuffle(plookup.begin(), plookup.end(), rndEngine);
for (uint32_t i = 0; i < 256; i++) for (uint32_t i = 0; i < 256; i++)
@ -89,16 +89,15 @@ template <typename T>
class FractalNoise class FractalNoise
{ {
private: private:
PerlinNoise<float> perlinNoise; PerlinNoise<T> perlinNoise;
uint32_t octaves; uint32_t octaves;
T frequency; T frequency;
T amplitude; T amplitude;
T persistence; T persistence;
public: public:
FractalNoise(const PerlinNoise<T> &perlinNoiseIn) :
FractalNoise(const PerlinNoise<T> &perlinNoise) perlinNoise(perlinNoiseIn)
{ {
this->perlinNoise = perlinNoise;
octaves = 6; octaves = 6;
persistence = (T)0.5; persistence = (T)0.5;
} }
@ -166,7 +165,7 @@ public:
camera.setPosition(glm::vec3(0.0f, 0.0f, -2.5f)); camera.setPosition(glm::vec3(0.0f, 0.0f, -2.5f));
camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f)); camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f));
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f); camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
srand((unsigned int)time(NULL)); srand(benchmark.active ? 0 : (unsigned int)time(NULL));
} }
~VulkanExample() ~VulkanExample()
@ -287,7 +286,7 @@ public:
auto tStart = std::chrono::high_resolution_clock::now(); auto tStart = std::chrono::high_resolution_clock::now();
PerlinNoise<float> perlinNoise; PerlinNoise<float> perlinNoise(!benchmark.active);
FractalNoise<float> fractalNoise(perlinNoise); FractalNoise<float> fractalNoise(perlinNoise);
const float noiseScale = static_cast<float>(rand() % 10) + 4.0f; const float noiseScale = static_cast<float>(rand() % 10) + 4.0f;

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@ -13,7 +13,7 @@
#include "texturesparseresidency.h" #include "texturesparseresidency.h"
/* /*
Virtual texture page Virtual texture page
Contains all functions and objects for a single page of a virtual texture Contains all functions and objects for a single page of a virtual texture
*/ */
@ -69,7 +69,7 @@ bool VirtualTexturePage::release(VkDevice device)
} }
/* /*
Virtual texture Virtual texture
Contains the virtual pages and memory binding information for a whole virtual texture Contains the virtual pages and memory binding information for a whole virtual texture
*/ */
@ -714,7 +714,7 @@ void VulkanExample::fillRandomPages()
{ {
vkDeviceWaitIdle(device); vkDeviceWaitIdle(device);
std::default_random_engine rndEngine(std::random_device{}()); std::default_random_engine rndEngine(benchmark.active ? 0 : std::random_device{}());
std::uniform_real_distribution<float> rndDist(0.0f, 1.0f); std::uniform_real_distribution<float> rndDist(0.0f, 1.0f);
std::vector<VirtualTexturePage> updatedPages; std::vector<VirtualTexturePage> updatedPages;
@ -810,7 +810,7 @@ void VulkanExample::flushRandomPages()
{ {
vkDeviceWaitIdle(device); vkDeviceWaitIdle(device);
std::default_random_engine rndEngine(std::random_device{}()); std::default_random_engine rndEngine(benchmark.active ? 0 : std::random_device{}());
std::uniform_real_distribution<float> rndDist(0.0f, 1.0f); std::uniform_real_distribution<float> rndDist(0.0f, 1.0f);
std::vector<VirtualTexturePage> updatedPages; std::vector<VirtualTexturePage> updatedPages;