Fixed random seed when run in benchmark mode, use default random engine instead of fixed mersene twister
Refs #269
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5790f30c17
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9e073bdd3b
11 changed files with 55 additions and 60 deletions
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@ -118,6 +118,8 @@ public:
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// View frustum for culling invisible objects
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vks::Frustum frustum;
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std::default_random_engine rndEngine;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -32.5f;
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@ -134,11 +136,10 @@ public:
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#else
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std::cout << "numThreads = " << numThreads << std::endl;
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#endif
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srand(time(NULL));
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threadPool.setThreadCount(numThreads);
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numObjectsPerThread = 512 / numThreads;
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rndEngine.seed(benchmark.active ? 0 : (unsigned)time(nullptr));
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paused = true;
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}
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~VulkanExample()
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@ -167,7 +168,8 @@ public:
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float rnd(float range)
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{
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return range * (rand() / double(RAND_MAX));
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std::uniform_real_distribution<float> rndDist(0.0f, range);
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return rndDist(rndEngine);
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}
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// Create all threads and initialize shader push constants
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@ -193,11 +195,7 @@ public:
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uint32_t posX = 0;
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uint32_t posZ = 0;
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std::mt19937 rndGenerator((unsigned)time(NULL));
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std::uniform_real_distribution<float> uniformDist(0.0f, 1.0f);
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for (uint32_t i = 0; i < numThreads; i++)
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{
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for (uint32_t i = 0; i < numThreads; i++) {
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ThreadData *thread = &threadData[i];
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// Create one command pool for each thread
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@ -219,10 +217,9 @@ public:
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thread->pushConstBlock.resize(numObjectsPerThread);
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thread->objectData.resize(numObjectsPerThread);
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for (uint32_t j = 0; j < numObjectsPerThread; j++)
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{
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float theta = 2.0f * float(M_PI) * uniformDist(rndGenerator);
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float phi = acos(1.0f - 2.0f * uniformDist(rndGenerator));
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for (uint32_t j = 0; j < numObjectsPerThread; j++) {
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float theta = 2.0f * float(M_PI) * rnd(1.0f);
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float phi = acos(1.0f - 2.0f * rnd(1.0f));
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thread->objectData[j].pos = glm::vec3(sin(phi) * cos(theta), 0.0f, cos(phi)) * 35.0f;
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thread->objectData[j].rotation = glm::vec3(0.0f, rnd(360.0f), 0.0f);
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@ -268,15 +265,16 @@ public:
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vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
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// Update
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objectData->rotation.y += 2.5f * objectData->rotationSpeed * frameTimer;
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if (objectData->rotation.y > 360.0f)
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{
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objectData->rotation.y -= 360.0f;
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if (!paused) {
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objectData->rotation.y += 2.5f * objectData->rotationSpeed * frameTimer;
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if (objectData->rotation.y > 360.0f) {
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objectData->rotation.y -= 360.0f;
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}
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objectData->deltaT += 0.15f * frameTimer;
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if (objectData->deltaT > 1.0f)
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objectData->deltaT -= 1.0f;
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objectData->pos.y = sin(glm::radians(objectData->deltaT * 360.0f)) * 2.5f;
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}
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objectData->deltaT += 0.15f * frameTimer;
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if (objectData->deltaT > 1.0f)
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objectData->deltaT -= 1.0f;
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objectData->pos.y = sin(glm::radians(objectData->deltaT * 360.0f)) * 2.5f;
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objectData->model = glm::translate(glm::mat4(1.0f), objectData->pos);
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objectData->model = glm::rotate(objectData->model, -sinf(glm::radians(objectData->deltaT * 360.0f)) * 0.25f, glm::vec3(objectData->rotationDir, 0.0f, 0.0f));
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@ -593,8 +591,7 @@ public:
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// Wait for fence to signal that all command buffers are ready
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VkResult fenceRes;
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do
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{
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do {
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fenceRes = vkWaitForFences(device, 1, &renderFence, VK_TRUE, 100000000);
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} while (fenceRes == VK_TIMEOUT);
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VK_CHECK_RESULT(fenceRes);
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