procedural-3d-engine/examples/multithreading/multithreading.cpp
2018-01-27 14:31:34 +01:00

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/*
* Vulkan Example - Multi threaded command buffer generation and rendering
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#include <thread>
#include <random>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "threadpool.hpp"
#include "frustum.hpp"
#include "VulkanModel.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
class VulkanExample : public VulkanExampleBase
{
public:
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_COLOR,
});
struct {
vks::Model ufo;
vks::Model skysphere;
} models;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
// Shared matrices used for thread push constant blocks
struct {
glm::mat4 projection;
glm::mat4 view;
} matrices;
struct {
VkPipeline phong;
VkPipeline starsphere;
} pipelines;
VkPipelineLayout pipelineLayout;
VkCommandBuffer primaryCommandBuffer;
VkCommandBuffer secondaryCommandBuffer;
// Number of animated objects to be renderer
// by using threads and secondary command buffers
uint32_t numObjectsPerThread;
// Multi threaded stuff
// Max. number of concurrent threads
uint32_t numThreads;
// Use push constants to update shader
// parameters on a per-thread base
struct ThreadPushConstantBlock {
glm::mat4 mvp;
glm::vec3 color;
};
struct ObjectData {
glm::mat4 model;
glm::vec3 pos;
glm::vec3 rotation;
float rotationDir;
float rotationSpeed;
float scale;
float deltaT;
float stateT = 0;
bool visible = true;
};
struct ThreadData {
VkCommandPool commandPool;
// One command buffer per render object
std::vector<VkCommandBuffer> commandBuffer;
// One push constant block per render object
std::vector<ThreadPushConstantBlock> pushConstBlock;
// Per object information (position, rotation, etc.)
std::vector<ObjectData> objectData;
};
std::vector<ThreadData> threadData;
vks::ThreadPool threadPool;
// Fence to wait for all command buffers to finish before
// presenting to the swap chain
VkFence renderFence = {};
// Max. dimension of the ufo mesh for use as the sphere
// radius for frustum culling
float objectSphereDim;
// View frustum for culling invisible objects
vks::Frustum frustum;
std::default_random_engine rndEngine;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -32.5f;
zoomSpeed = 2.5f;
rotationSpeed = 0.5f;
rotation = { 0.0f, 37.5f, 0.0f };
title = "Multi threaded command buffer";
settings.overlay = true;
// Get number of max. concurrrent threads
numThreads = std::thread::hardware_concurrency();
assert(numThreads > 0);
#if defined(__ANDROID__)
LOGD("numThreads = %d", numThreads);
#else
std::cout << "numThreads = " << numThreads << std::endl;
#endif
threadPool.setThreadCount(numThreads);
numObjectsPerThread = 512 / numThreads;
rndEngine.seed(benchmark.active ? 0 : (unsigned)time(nullptr));
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.phong, nullptr);
vkDestroyPipeline(device, pipelines.starsphere, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkFreeCommandBuffers(device, cmdPool, 1, &primaryCommandBuffer);
vkFreeCommandBuffers(device, cmdPool, 1, &secondaryCommandBuffer);
models.ufo.destroy();
models.skysphere.destroy();
for (auto& thread : threadData)
{
vkFreeCommandBuffers(device, thread.commandPool, thread.commandBuffer.size(), thread.commandBuffer.data());
vkDestroyCommandPool(device, thread.commandPool, nullptr);
}
vkDestroyFence(device, renderFence, nullptr);
}
float rnd(float range)
{
std::uniform_real_distribution<float> rndDist(0.0f, range);
return rndDist(rndEngine);
}
// Create all threads and initialize shader push constants
void prepareMultiThreadedRenderer()
{
// Since this demo updates the command buffers on each frame
// we don't use the per-framebuffer command buffers from the
// base class, and create a single primary command buffer instead
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
vks::initializers::commandBufferAllocateInfo(
cmdPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1);
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &primaryCommandBuffer));
// Create a secondary command buffer for rendering the star sphere
cmdBufAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_SECONDARY;
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &secondaryCommandBuffer));
threadData.resize(numThreads);
float maxX = std::floor(std::sqrt(numThreads * numObjectsPerThread));
uint32_t posX = 0;
uint32_t posZ = 0;
for (uint32_t i = 0; i < numThreads; i++) {
ThreadData *thread = &threadData[i];
// Create one command pool for each thread
VkCommandPoolCreateInfo cmdPoolInfo = vks::initializers::commandPoolCreateInfo();
cmdPoolInfo.queueFamilyIndex = swapChain.queueNodeIndex;
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &thread->commandPool));
// One secondary command buffer per object that is updated by this thread
thread->commandBuffer.resize(numObjectsPerThread);
// Generate secondary command buffers for each thread
VkCommandBufferAllocateInfo secondaryCmdBufAllocateInfo =
vks::initializers::commandBufferAllocateInfo(
thread->commandPool,
VK_COMMAND_BUFFER_LEVEL_SECONDARY,
thread->commandBuffer.size());
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &secondaryCmdBufAllocateInfo, thread->commandBuffer.data()));
thread->pushConstBlock.resize(numObjectsPerThread);
thread->objectData.resize(numObjectsPerThread);
for (uint32_t j = 0; j < numObjectsPerThread; j++) {
float theta = 2.0f * float(M_PI) * rnd(1.0f);
float phi = acos(1.0f - 2.0f * rnd(1.0f));
thread->objectData[j].pos = glm::vec3(sin(phi) * cos(theta), 0.0f, cos(phi)) * 35.0f;
thread->objectData[j].rotation = glm::vec3(0.0f, rnd(360.0f), 0.0f);
thread->objectData[j].deltaT = rnd(1.0f);
thread->objectData[j].rotationDir = (rnd(100.0f) < 50.0f) ? 1.0f : -1.0f;
thread->objectData[j].rotationSpeed = (2.0f + rnd(4.0f)) * thread->objectData[j].rotationDir;
thread->objectData[j].scale = 0.75f + rnd(0.5f);
thread->pushConstBlock[j].color = glm::vec3(rnd(1.0f), rnd(1.0f), rnd(1.0f));
}
}
}
// Builds the secondary command buffer for each thread
void threadRenderCode(uint32_t threadIndex, uint32_t cmdBufferIndex, VkCommandBufferInheritanceInfo inheritanceInfo)
{
ThreadData *thread = &threadData[threadIndex];
ObjectData *objectData = &thread->objectData[cmdBufferIndex];
// Check visibility against view frustum
objectData->visible = frustum.checkSphere(objectData->pos, objectSphereDim * 0.5f);
if (!objectData->visible)
{
return;
}
VkCommandBufferBeginInfo commandBufferBeginInfo = vks::initializers::commandBufferBeginInfo();
commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;
commandBufferBeginInfo.pInheritanceInfo = &inheritanceInfo;
VkCommandBuffer cmdBuffer = thread->commandBuffer[cmdBufferIndex];
VK_CHECK_RESULT(vkBeginCommandBuffer(cmdBuffer, &commandBufferBeginInfo));
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(cmdBuffer, 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(cmdBuffer, 0, 1, &scissor);
vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
// Update
if (!paused) {
objectData->rotation.y += 2.5f * objectData->rotationSpeed * frameTimer;
if (objectData->rotation.y > 360.0f) {
objectData->rotation.y -= 360.0f;
}
objectData->deltaT += 0.15f * frameTimer;
if (objectData->deltaT > 1.0f)
objectData->deltaT -= 1.0f;
objectData->pos.y = sin(glm::radians(objectData->deltaT * 360.0f)) * 2.5f;
}
objectData->model = glm::translate(glm::mat4(1.0f), objectData->pos);
objectData->model = glm::rotate(objectData->model, -sinf(glm::radians(objectData->deltaT * 360.0f)) * 0.25f, glm::vec3(objectData->rotationDir, 0.0f, 0.0f));
objectData->model = glm::rotate(objectData->model, glm::radians(objectData->rotation.y), glm::vec3(0.0f, objectData->rotationDir, 0.0f));
objectData->model = glm::rotate(objectData->model, glm::radians(objectData->deltaT * 360.0f), glm::vec3(0.0f, objectData->rotationDir, 0.0f));
objectData->model = glm::scale(objectData->model, glm::vec3(objectData->scale));
thread->pushConstBlock[cmdBufferIndex].mvp = matrices.projection * matrices.view * objectData->model;
// Update shader push constant block
// Contains model view matrix
vkCmdPushConstants(
cmdBuffer,
pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(ThreadPushConstantBlock),
&thread->pushConstBlock[cmdBufferIndex]);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(cmdBuffer, 0, 1, &models.ufo.vertices.buffer, offsets);
vkCmdBindIndexBuffer(cmdBuffer, models.ufo.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(cmdBuffer, models.ufo.indexCount, 1, 0, 0, 0);
VK_CHECK_RESULT(vkEndCommandBuffer(cmdBuffer));
}
void updateSecondaryCommandBuffer(VkCommandBufferInheritanceInfo inheritanceInfo)
{
// Secondary command buffer for the sky sphere
VkCommandBufferBeginInfo commandBufferBeginInfo = vks::initializers::commandBufferBeginInfo();
commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;
commandBufferBeginInfo.pInheritanceInfo = &inheritanceInfo;
VK_CHECK_RESULT(vkBeginCommandBuffer(secondaryCommandBuffer, &commandBufferBeginInfo));
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(secondaryCommandBuffer, 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(secondaryCommandBuffer, 0, 1, &scissor);
vkCmdBindPipeline(secondaryCommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.starsphere);
glm::mat4 view = glm::mat4(1.0f);
view = glm::rotate(view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
view = glm::rotate(view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
view = glm::rotate(view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 mvp = matrices.projection * view;
vkCmdPushConstants(
secondaryCommandBuffer,
pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(mvp),
&mvp);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(secondaryCommandBuffer, 0, 1, &models.skysphere.vertices.buffer, offsets);
vkCmdBindIndexBuffer(secondaryCommandBuffer, models.skysphere.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(secondaryCommandBuffer, models.skysphere.indexCount, 1, 0, 0, 0);
VK_CHECK_RESULT(vkEndCommandBuffer(secondaryCommandBuffer));
}
// Updates the secondary command buffers using a thread pool
// and puts them into the primary command buffer that's
// lat submitted to the queue for rendering
void updateCommandBuffers(VkFramebuffer frameBuffer)
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[0].color = { {0.0f, 0.0f, 0.2f, 0.0f} };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
renderPassBeginInfo.framebuffer = frameBuffer;
// Set target frame buffer
VK_CHECK_RESULT(vkBeginCommandBuffer(primaryCommandBuffer, &cmdBufInfo));
// The primary command buffer does not contain any rendering commands
// These are stored (and retrieved) from the secondary command buffers
vkCmdBeginRenderPass(primaryCommandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS);
// Inheritance info for the secondary command buffers
VkCommandBufferInheritanceInfo inheritanceInfo = vks::initializers::commandBufferInheritanceInfo();
inheritanceInfo.renderPass = renderPass;
// Secondary command buffer also use the currently active framebuffer
inheritanceInfo.framebuffer = frameBuffer;
// Contains the list of secondary command buffers to be executed
std::vector<VkCommandBuffer> commandBuffers;
// Secondary command buffer with star background sphere
updateSecondaryCommandBuffer(inheritanceInfo);
commandBuffers.push_back(secondaryCommandBuffer);
// Add a job to the thread's queue for each object to be rendered
for (uint32_t t = 0; t < numThreads; t++)
{
for (uint32_t i = 0; i < numObjectsPerThread; i++)
{
threadPool.threads[t]->addJob([=] { threadRenderCode(t, i, inheritanceInfo); });
}
}
threadPool.wait();
// Only submit if object is within the current view frustum
for (uint32_t t = 0; t < numThreads; t++)
{
for (uint32_t i = 0; i < numObjectsPerThread; i++)
{
if (threadData[t].objectData[i].visible)
{
commandBuffers.push_back(threadData[t].commandBuffer[i]);
}
}
}
// Execute render commands from the secondary command buffer
vkCmdExecuteCommands(primaryCommandBuffer, commandBuffers.size(), commandBuffers.data());
vkCmdEndRenderPass(primaryCommandBuffer);
VK_CHECK_RESULT(vkEndCommandBuffer(primaryCommandBuffer));
}
void loadMeshes()
{
models.ufo.loadFromFile(getAssetPath() + "models/retroufo_red_lowpoly.dae", vertexLayout, 0.12f, vulkanDevice, queue);
models.skysphere.loadFromFile(getAssetPath() + "models/sphere.obj", vertexLayout, 1.0f, vulkanDevice, queue);
objectSphereDim = std::max(std::max(models.ufo.dim.size.x, models.ufo.dim.size.y), models.ufo.dim.size.z);
}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vks::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
vertexLayout.stride(),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(3);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vks::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Normal
vertices.attributeDescriptions[1] =
vks::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3);
// Location 3 : Color
vertices.attributeDescriptions[2] =
vks::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
2,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 6);
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupPipelineLayout()
{
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(nullptr, 0);
// Push constants for model matrices
VkPushConstantRange pushConstantRange =
vks::initializers::pushConstantRange(
VK_SHADER_STAGE_VERTEX_BIT,
sizeof(ThreadPushConstantBlock),
0);
// Push constant ranges are part of the pipeline layout
pPipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pPipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_BACK_BIT,
VK_FRONT_FACE_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Solid rendering pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/multithreading/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/multithreading/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phong));
// Star sphere rendering pipeline
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
depthStencilState.depthWriteEnable = VK_FALSE;
shaderStages[0] = loadShader(getAssetPath() + "shaders/multithreading/starsphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/multithreading/starsphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.starsphere));
}
void updateMatrices()
{
matrices.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
matrices.view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
matrices.view = glm::rotate(matrices.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
matrices.view = glm::rotate(matrices.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
matrices.view = glm::rotate(matrices.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
frustum.update(matrices.projection * matrices.view);
}
void draw()
{
VulkanExampleBase::prepareFrame();
updateCommandBuffers(frameBuffers[currentBuffer]);
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &primaryCommandBuffer;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, renderFence));
// Wait for fence to signal that all command buffers are ready
VkResult fenceRes;
do {
fenceRes = vkWaitForFences(device, 1, &renderFence, VK_TRUE, 100000000);
} while (fenceRes == VK_TIMEOUT);
VK_CHECK_RESULT(fenceRes);
vkResetFences(device, 1, &renderFence);
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
// Create a fence for synchronization
VkFenceCreateInfo fenceCreateInfo = vks::initializers::fenceCreateInfo(VK_FLAGS_NONE);
vkCreateFence(device, &fenceCreateInfo, NULL, &renderFence);
loadMeshes();
setupVertexDescriptions();
setupPipelineLayout();
preparePipelines();
prepareMultiThreadedRenderer();
updateMatrices();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateMatrices();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Statistics")) {
overlay->text("Active threads: %d", numThreads);
}
}
};
VULKAN_EXAMPLE_MAIN()