/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2018-2019 Baldur Karlsson * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. ******************************************************************************/ #include #include "vk_test.h" TEST(VK_Multi_Thread_Windows, VulkanGraphicsTest) { static constexpr const char *Description = "Draws to as many windows as it can in parallel (one queue/thread per window)."; std::string common = R"EOSHADER( #version 420 core struct v2f { vec4 pos; vec4 col; vec4 uv; }; )EOSHADER"; const std::string vertex = R"EOSHADER( layout(location = 0) in vec3 Position; layout(location = 1) in vec4 Color; layout(location = 2) in vec2 UV; layout(location = 0) out v2f vertOut; void main() { vertOut.pos = vec4(Position.xyz*vec3(1,-1,1), 1); gl_Position = vertOut.pos; vertOut.col = Color; vertOut.uv = vec4(UV.xy, 0, 1); } )EOSHADER"; const std::string pixel = R"EOSHADER( layout(location = 0) in v2f vertIn; layout(location = 0, index = 0) out vec4 Color; void main() { Color = vertIn.col; } )EOSHADER"; int main() { std::vector queueProps; vkh::getQueueFamilyProperties(queueProps, phys); VkQueueFlags required = VK_QUEUE_GRAPHICS_BIT; for(uint32_t q = 0; q < queueProps.size(); q++) { VkQueueFlags flags = queueProps[q].queueFlags; if((flags & required) == required) { queueFamilyIndex = q; queueCount = queueProps[q].queueCount; break; } } // initialise, create window, create context, etc if(!Init()) return 3; std::vector queues(queueCount); for(size_t i = 0; i < queues.size(); i++) vkGetDeviceQueue(device, queueFamilyIndex, (uint32_t)i, &queues[i]); VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo()); vkh::GraphicsPipelineCreateInfo pipeCreateInfo; pipeCreateInfo.layout = layout; pipeCreateInfo.renderPass = mainWindow->rp; pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, DefaultA2V)}; pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = { vkh::vertexAttr(0, 0, DefaultA2V, pos), vkh::vertexAttr(1, 0, DefaultA2V, col), vkh::vertexAttr(2, 0, DefaultA2V, uv), }; pipeCreateInfo.stages = { CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"), CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"), }; VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo); AllocatedBuffer vb( allocator, vkh::BufferCreateInfo(sizeof(DefaultTri), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT), VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU})); vb.upload(DefaultTri); std::mutex windowMutex; std::vector windows(queueCount); for(size_t i = 0; i < windows.size(); i++) windows[i] = MakeWindow(256, 256, ("Window #" + std::to_string(i)).c_str()); auto windowThread = [&](size_t idx) { VulkanWindow *win = NULL; VkQueue q = queues[idx]; do { windowMutex.lock(); win = idx < windows.size() ? windows[idx] : NULL; windowMutex.unlock(); if(!win) break; VkCommandBuffer cmd = GetCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, win); vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo()); VkImage swapimg = StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL, win); vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL, vkh::ClearColorValue(0.4f, 0.5f, 0.6f, 1.0f), 1, vkh::ImageSubresourceRange()); vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(win->rp, win->GetFB(), win->scissor), VK_SUBPASS_CONTENTS_INLINE); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe); vkCmdSetViewport(cmd, 0, 1, &win->viewport); vkCmdSetScissor(cmd, 0, 1, &win->scissor); vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0}); vkCmdDraw(cmd, 3, 1, 0, 0); vkCmdEndRenderPass(cmd); FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL, win); vkEndCommandBuffer(cmd); Submit(0, 1, {cmd}, {}, win, q); Present(win, q); } while(win); }; std::vector threads(queueCount); for(size_t i = 0; i < threads.size(); i++) threads[i] = std::thread(windowThread, i); while(FrameLimit()) { bool any = false; windowMutex.lock(); for(size_t i = 0; i < windows.size(); i++) { if(windows[i]->Update()) { any = true; } else { delete windows[i]; windows[i] = NULL; } } windowMutex.unlock(); msleep(20); if(!any) break; } std::vector deleteWindows; windowMutex.lock(); deleteWindows.swap(windows); windowMutex.unlock(); for(size_t i = 0; i < threads.size(); i++) threads[i].join(); for(size_t i = 0; i < deleteWindows.size(); i++) delete deleteWindows[i]; return 0; } }; REGISTER_TEST();