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);

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@ -1,6 +1,6 @@
/*
* Vulkan Example - Using VK_EXT_graphics_pipeline_library
*
*
* Copyright (C) 2022-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
@ -374,7 +374,7 @@ public:
shaderStageCI.pName = "main";
// 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);
// Each shader constant of a shader stage corresponds to one map entry

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@ -28,9 +28,9 @@ public:
float ambient;
} material;
VkDescriptorSet descriptorSet;
void setRandomMaterial() {
void setRandomMaterial(bool applyRandomSeed) {
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);
material.r = rndDist(rndEngine);
material.g = rndDist(rndEngine);
@ -161,7 +161,7 @@ public:
// Setup random materials for every object in the scene
for (uint32_t i = 0; i < objects.size(); i++) {
objects[i].setRandomMaterial();
objects[i].setRandomMaterial(!benchmark.active);
}
}
@ -342,7 +342,7 @@ public:
void updateMaterials() {
// Setup random materials for every object in the scene
for (uint32_t i = 0; i < objects.size(); i++) {
objects[i].setRandomMaterial();
objects[i].setRandomMaterial(!benchmark.active);
}
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
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);
for (uint32_t i = 0; i < spheres.size(); i++) {
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),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Set
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);
}
public:
PerlinNoise()
PerlinNoise(bool applyRandomSeed)
{
// Generate random lookup for permutations containing all numbers from 0..255
std::vector<uint8_t> plookup;
plookup.resize(256);
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);
for (uint32_t i = 0; i < 256; i++)
@ -89,16 +89,15 @@ template <typename T>
class FractalNoise
{
private:
PerlinNoise<float> perlinNoise;
PerlinNoise<T> perlinNoise;
uint32_t octaves;
T frequency;
T amplitude;
T persistence;
public:
FractalNoise(const PerlinNoise<T> &perlinNoise)
FractalNoise(const PerlinNoise<T> &perlinNoiseIn) :
perlinNoise(perlinNoiseIn)
{
this->perlinNoise = perlinNoise;
octaves = 6;
persistence = (T)0.5;
}
@ -166,7 +165,7 @@ public:
camera.setPosition(glm::vec3(0.0f, 0.0f, -2.5f));
camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f));
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()
@ -287,7 +286,7 @@ public:
auto tStart = std::chrono::high_resolution_clock::now();
PerlinNoise<float> perlinNoise;
PerlinNoise<float> perlinNoise(!benchmark.active);
FractalNoise<float> fractalNoise(perlinNoise);
const float noiseScale = static_cast<float>(rand() % 10) + 4.0f;

View file

@ -13,7 +13,7 @@
#include "texturesparseresidency.h"
/*
Virtual texture page
Virtual texture page
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
*/
@ -714,7 +714,7 @@ void VulkanExample::fillRandomPages()
{
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::vector<VirtualTexturePage> updatedPages;
@ -810,7 +810,7 @@ void VulkanExample::flushRandomPages()
{
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::vector<VirtualTexturePage> updatedPages;