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wait_idle.cpp
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119 lines (98 loc) · 3.45 KB
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/* Copyright (c) 2019-2022, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "wait_idle.h"
#include "common/vk_common.h"
#include "gltf_loader.h"
#include "gui.h"
#include "platform/filesystem.h"
#include "platform/platform.h"
#include "rendering/subpasses/forward_subpass.h"
#include "stats/stats.h"
#if defined(VK_USE_PLATFORM_ANDROID_KHR)
# include "platform/android/android_platform.h"
#endif
WaitIdle::WaitIdle()
{
auto &config = get_configuration();
config.insert<vkb::IntSetting>(0, wait_idle_enabled, 0);
config.insert<vkb::IntSetting>(1, wait_idle_enabled, 1);
}
bool WaitIdle::prepare(vkb::Platform &plat)
{
platform = &plat;
if (!VulkanSample::prepare(plat))
{
return false;
}
// Load a scene from the assets folder
load_scene("scenes/bonza/Bonza.gltf");
// Attach a move script to the camera component in the scene
auto &camera_node = vkb::add_free_camera(*scene, "main_camera", get_render_context().get_surface_extent());
camera = dynamic_cast<vkb::sg::PerspectiveCamera *>(&camera_node.get_component<vkb::sg::Camera>());
// Example Scene Render Pipeline
vkb::ShaderSource vert_shader("base.vert");
vkb::ShaderSource frag_shader("base.frag");
auto scene_subpass = std::make_unique<vkb::ForwardSubpass>(get_render_context(), std::move(vert_shader), std::move(frag_shader), *scene, *camera);
auto render_pipeline = vkb::RenderPipeline();
render_pipeline.add_subpass(std::move(scene_subpass));
set_render_pipeline(std::move(render_pipeline));
// Add a GUI with the stats you want to monitor
stats->request_stats({vkb::StatIndex::frame_times});
gui = std::make_unique<vkb::Gui>(*this, plat.get_window(), stats.get());
return true;
}
void WaitIdle::prepare_render_context()
{
render_context.reset();
render_context = std::make_unique<CustomRenderContext>(get_device(), get_surface(), platform->get_window(), wait_idle_enabled);
VulkanSample::prepare_render_context();
}
WaitIdle::CustomRenderContext::CustomRenderContext(vkb::Device &device, VkSurfaceKHR surface, const vkb::Window &window, int &wait_idle_enabled) :
RenderContext(device, surface, window),
wait_idle_enabled(wait_idle_enabled)
{}
void WaitIdle::CustomRenderContext::wait_frame()
{
// POI
//
// If wait idle is enabled, wait using vkDeviceWaitIdle
vkb::RenderFrame &frame = get_active_frame();
if (wait_idle_enabled)
{
get_device().wait_idle();
}
frame.reset();
}
void WaitIdle::draw_gui()
{
bool landscape = camera->get_aspect_ratio() > 1.0f;
uint32_t lines = landscape ? 1 : 2;
gui->show_options_window(
/* body = */ [&]() {
ImGui::RadioButton("Wait Idle", &wait_idle_enabled, 1);
if (landscape)
{
ImGui::SameLine();
}
ImGui::RadioButton("Fences", &wait_idle_enabled, 0);
},
/* lines = */ lines);
}
std::unique_ptr<vkb::VulkanSample> create_wait_idle()
{
return std::make_unique<WaitIdle>();
}