Merge pull request 'feat(window): multi-frame-in-flight frame pacing (#40)' (#81) from claude/issue-40 into master
This commit is contained in:
commit
1451e3aeb2
4 changed files with 272 additions and 31 deletions
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@ -434,27 +434,41 @@ Window::Window(std::uint32_t width, std::uint32_t height) : width(width), height
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cmdBufAllocateInfo.commandBufferCount = numFrames;
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Device::CheckVkResult(vkAllocateCommandBuffers(Device::device, &cmdBufAllocateInfo, drawCmdBuffers));
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// Per-frame-in-flight synchronisation objects (issue #40). The fences are
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// created signaled so the first wait on each image's fence — before that
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// image has ever been submitted — returns immediately instead of
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// deadlocking. The submitInfo is rebuilt per frame in Render() now that
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// the wait/signal semaphores vary by frame.
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VkSemaphoreCreateInfo semaphoreCreateInfo {};
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semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
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Device::CheckVkResult(vkCreateSemaphore(Device::device, &semaphoreCreateInfo, nullptr, &semaphores.presentComplete));
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Device::CheckVkResult(vkCreateSemaphore(Device::device, &semaphoreCreateInfo, nullptr, &semaphores.renderComplete));
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// Set up submit info structure
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// Semaphores will stay the same during application lifetime
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// Command buffer submission info is set by each example
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submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submitInfo.pWaitDstStageMask = &submitPipelineStages;
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submitInfo.waitSemaphoreCount = 1;
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submitInfo.pWaitSemaphores = &semaphores.presentComplete;
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submitInfo.signalSemaphoreCount = 1;
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submitInfo.pSignalSemaphores = &semaphores.renderComplete;
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submitInfo.pNext = VK_NULL_HANDLE;
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VkFenceCreateInfo fenceCreateInfo {};
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fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
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fenceCreateInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
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for (std::uint8_t i = 0; i < numFrames; i++) {
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Device::CheckVkResult(vkCreateSemaphore(Device::device, &semaphoreCreateInfo, nullptr, &renderFinishedSemaphores[i]));
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Device::CheckVkResult(vkCreateFence(Device::device, &fenceCreateInfo, nullptr, &waitFences[i]));
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}
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for (std::uint8_t i = 0; i < numAcquireSemaphores; i++) {
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Device::CheckVkResult(vkCreateSemaphore(Device::device, &semaphoreCreateInfo, nullptr, &imageAcquiredSemaphores[i]));
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}
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// Per-frame info structs: everything that never varies between frames is
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// set here once. Render() only patches the barriers' image/oldLayout.
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// set here once. Render() patches the barriers' image/oldLayout and the
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// sync handles that follow currentBuffer/frameCounter (submitInfo's
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// wait/signal semaphores + command buffer, presentInfo's wait semaphore).
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cmdBufInfo = {};
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cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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// Submit: stage mask + the 1/1/1 counts are invariant; the wait/signal
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// semaphore handles and the command buffer are patched per frame.
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submitInfo = {};
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submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submitInfo.pNext = VK_NULL_HANDLE;
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submitInfo.pWaitDstStageMask = &submitPipelineStages;
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submitInfo.waitSemaphoreCount = 1;
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submitInfo.signalSemaphoreCount = 1;
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submitInfo.commandBufferCount = 1;
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const VkImageSubresourceRange range {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.baseMipLevel = 0,
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@ -491,8 +505,9 @@ Window::Window(std::uint32_t width, std::uint32_t height) : width(width), height
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};
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// pImageIndices/pSwapchains point at members, so they follow value changes
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// (currentBuffer each frame, swapChain across recreation) on their own.
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// The render-complete wait semaphore is fixed for the window's lifetime.
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// (currentBuffer each frame, swapChain across recreation) on their own. The
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// wait semaphore is the per-image render-finished semaphore, patched per
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// frame in Render() (it follows currentBuffer).
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presentInfo = {};
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presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
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presentInfo.pNext = NULL;
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@ -500,7 +515,6 @@ Window::Window(std::uint32_t width, std::uint32_t height) : width(width), height
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presentInfo.pSwapchains = &swapChain;
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presentInfo.pImageIndices = ¤tBuffer;
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presentInfo.waitSemaphoreCount = 1;
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presentInfo.pWaitSemaphores = &semaphores.renderComplete;
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lastMousePos = {0,0};
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mouseDelta = {0,0};
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@ -744,22 +758,33 @@ void Window::Render() {
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// Acquire the next image from the swap chain. If the surface has
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// changed size out from under us (compositor/Win32 resize delivered
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// between Render calls), recreate and retry once.
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// Pick this frame's acquire semaphore from a free-running CPU counter: the
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// image index (currentBuffer) isn't known until acquire returns, so the
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// acquire's signal semaphore can't be keyed by the image.
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const std::uint32_t acquireSlot = static_cast<std::uint32_t>(frameCounter % numAcquireSemaphores);
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VkSemaphore imageAcquired = imageAcquiredSemaphores[acquireSlot];
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{
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VkResult acquire = vkAcquireNextImageKHR(Device::device, swapChain, UINT64_MAX,
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semaphores.presentComplete, (VkFence)nullptr, ¤tBuffer);
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imageAcquired, (VkFence)nullptr, ¤tBuffer);
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if (acquire == VK_ERROR_OUT_OF_DATE_KHR) {
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Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
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RecreateSwapchainAndImages();
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onResize.Invoke();
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acquire = vkAcquireNextImageKHR(Device::device, swapChain, UINT64_MAX,
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semaphores.presentComplete, (VkFence)nullptr, ¤tBuffer);
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imageAcquired, (VkFence)nullptr, ¤tBuffer);
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}
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if (acquire != VK_SUBOPTIMAL_KHR) {
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Device::CheckVkResult(acquire);
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}
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}
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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// drawCmdBuffers[currentBuffer] and this image's descriptor-heap slot are
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// about to be re-recorded. Wait on the fence guarding this image's
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// previous submission (keyed by image index, since acquire returns an
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// arbitrary index), then reset it for this submit. This — not a full-queue
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// wait-idle — is what bounds frames-in-flight and gives the CPU/GPU overlap.
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Device::CheckVkResult(vkWaitForFences(Device::device, 1, &waitFences[currentBuffer], VK_TRUE, UINT64_MAX));
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Device::CheckVkResult(vkResetFences(Device::device, 1, &waitFences[currentBuffer]));
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Device::CheckVkResult(vkBeginCommandBuffer(drawCmdBuffers[currentBuffer], &cmdBufInfo));
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@ -854,20 +879,38 @@ void Window::Render() {
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Device::CheckVkResult(vkEndCommandBuffer(drawCmdBuffers[currentBuffer]));
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Device::CheckVkResult(vkQueueSubmit(Device::queue, 1, &submitInfo, VK_NULL_HANDLE));
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// Patch the per-frame fields of the cached submitInfo/presentInfo (the
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// invariant fields were set once in the constructor): submit waits on this
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// frame's acquire semaphore and signals this image's render-finished
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// semaphore, present waits on that same render-finished semaphore. The
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// fence (keyed by image index) lets a future Render() reuse this image's
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// command buffer + heap slot safely. The semaphore handles live in member
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// arrays, so taking their addresses here is stable for the call.
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submitInfo.pWaitSemaphores = &imageAcquiredSemaphores[acquireSlot];
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submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentBuffer];
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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Device::CheckVkResult(vkQueueSubmit(Device::queue, 1, &submitInfo, waitFences[currentBuffer]));
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presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentBuffer];
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VkResult result = vkQueuePresentKHR(Device::queue, &presentInfo);
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if (result == VK_SUBOPTIMAL_KHR || result == VK_ERROR_OUT_OF_DATE_KHR) {
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// Surface size changed mid-present. Drain the queue, rebuild the
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// swapchain, and let dependents (descriptors holding old image
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// handles) re-bind via onResize before the next frame.
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// Surface size changed mid-present. Drain the queue (the only place we
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// still wait-idle, alongside Resize() and the acquire OUT_OF_DATE
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// path), rebuild the swapchain, and let dependents (descriptors
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// holding old image handles) re-bind via onResize before the next
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// frame. The wait-idle here also re-settles every per-frame fence to a
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// signaled state, so the next Render()'s fence wait passes through.
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Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
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RecreateSwapchainAndImages();
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onResize.Invoke();
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} else {
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Device::CheckVkResult(result);
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}
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Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
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// No vkQueueWaitIdle in the steady-state path: per-frame fences now gate
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// command-buffer reuse, so the CPU is free to acquire/record frame N+1
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// while the GPU is still executing frame N.
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frameCounter++;
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}
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#ifdef CRAFTER_TIMING
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@ -270,18 +270,59 @@ export namespace Crafter {
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std::array<bool, numFrames> imageInitialised{};
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std::thread thread;
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VkCommandBuffer drawCmdBuffers[numFrames];
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VkSubmitInfo submitInfo;
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// Per-frame Vulkan info structs whose contents are almost entirely
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// invariant. Initialised once in the constructor; Render() patches only
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// the few fields that change each frame (the two barriers' image and
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// the acquire barrier's oldLayout). presentInfo.pImageIndices and
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// pSwapchains point at the currentBuffer/swapChain members, so they
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// track value changes (including swapchain recreation) automatically.
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// the acquire barrier's oldLayout, and — for the multi-frame-in-flight
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// sync below — submitInfo/presentInfo's wait/signal semaphores plus
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// submitInfo's command buffer, which follow currentBuffer/frameCounter).
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// presentInfo.pImageIndices and pSwapchains point at the
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// currentBuffer/swapChain members, so they track value changes
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// (including swapchain recreation) automatically.
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VkSubmitInfo submitInfo;
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VkCommandBufferBeginInfo cmdBufInfo;
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VkImageMemoryBarrier acquireBarrier;
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VkImageMemoryBarrier presentBarrier;
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VkPresentInfoKHR presentInfo;
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Semaphores semaphores;
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// ── Multi-frame-in-flight synchronisation (issue #40) ──────────────
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// The renderer keeps up to numFrames frames in flight, so a single
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// semaphore pair + a per-frame wait-idle is no longer enough. Note
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// that drawCmdBuffers, the per-frame descriptor heap slots, and the
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// swapchain images are ALL keyed by the acquired image index
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// (currentBuffer) — WriteSwapchainDescriptors bakes heap slot i to
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// write imageViews[i], so the index that selects a command buffer /
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// heap slot must equal the acquired image index. Everything below
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// follows from that.
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// Signaled by the queue submit, waited by vkQueuePresentKHR. Keyed by
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// the acquired IMAGE index: the presentation engine keeps this
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// semaphore in use until the image is re-acquired, so a per-image
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// semaphore is the only safe key. Keying it per-CPU-frame trips
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// VUID-vkQueueSubmit-pSignalSemaphores-00067.
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// https://docs.vulkan.org/guide/latest/swapchain_semaphore_reuse.html
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std::array<VkSemaphore, numFrames> renderFinishedSemaphores{};
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// Signaled by the queue submit, waited + reset before
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// drawCmdBuffers[image] and that image's descriptor-heap slot are
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// re-recorded. Keyed by image index. Created signaled so the first
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// wait on each image passes through instead of deadlocking.
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std::array<VkFence, numFrames> waitFences{};
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// Signaled by vkAcquireNextImageKHR, waited by the queue submit. Keyed
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// by a free-running CPU frame counter, because the image index isn't
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// known until acquire returns. Sized numFrames+1: at most numFrames
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// frames are ever in flight (each image's command buffer is gated by
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// its own fence, and there are numFrames images), so numFrames+1
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// distinct acquire semaphores guarantees the one being reused has no
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// pending operation — required by
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// VUID-vkAcquireNextImageKHR-semaphore-01779.
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static constexpr std::uint8_t numAcquireSemaphores = numFrames + 1;
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std::array<VkSemaphore, numAcquireSemaphores> imageAcquiredSemaphores{};
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// Free-running count of Render() calls; drives the acquire-semaphore
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// slot (frameCounter % numAcquireSemaphores).
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std::uint64_t frameCounter = 0;
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std::uint32_t currentBuffer = 0;
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VkPipelineStageFlags submitPipelineStages = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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std::vector<RenderPass*> passes;
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31
project.cpp
31
project.cpp
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@ -264,6 +264,37 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
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scrollImpls.emplace_back("tests/MouseScroll/main");
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sc.GetInterfacesAndImplementations(ifaces, scrollImpls);
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cfg.tests.push_back(std::move(scrollTest));
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// Issue #40: multi-frame-in-flight frame pacing (per-image fences
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// + per-frame semaphores, no steady-state wait-idle). Drives the
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// real frame loop against a live Wayland compositor for many more
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// frames than there are in-flight slots and asserts the validation
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// layer stays silent — the old singleton-semaphore design only
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// avoided being an active race because the wait-idle masked it, so
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// a clean multi-frame run is the regression guard. Needs the
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// Wayland backend + a real compositor, hence inside the !windows
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// block alongside MouseScroll.
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Test frameLoopTest;
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Configuration& fl = frameLoopTest.config;
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fl.path = cfg.path;
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fl.name = "FrameLoopSync";
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fl.outputName = "FrameLoopSync";
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fl.type = ConfigurationType::Executable;
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fl.target = cfg.target;
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fl.march = cfg.march;
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fl.mtune = cfg.mtune;
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fl.debug = cfg.debug;
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fl.sysroot = cfg.sysroot;
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fl.dependencies = cfg.dependencies;
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fl.externalDependencies = cfg.externalDependencies;
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fl.compileFlags = cfg.compileFlags;
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fl.linkFlags = cfg.linkFlags;
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fl.defines = cfg.defines;
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fl.cFiles = cfg.cFiles;
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std::vector<fs::path> frameLoopImpls(impls.begin(), impls.end());
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frameLoopImpls.emplace_back("tests/FrameLoopSync/main");
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fl.GetInterfacesAndImplementations(ifaces, frameLoopImpls);
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cfg.tests.push_back(std::move(frameLoopTest));
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}
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// Issue #36: BLAS build options. Drives the real hardware AS-build
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126
tests/FrameLoopSync/main.cpp
Normal file
126
tests/FrameLoopSync/main.cpp
Normal file
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@ -0,0 +1,126 @@
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/*
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Crafter®.Graphics
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Copyright (C) 2026 Catcrafts®
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catcrafts.net
|
||||
|
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This library is free software; you can redistribute it and/or
|
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modify it under the terms of the GNU Lesser General Public
|
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License version 3.0 as published by the Free Software Foundation;
|
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|
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This library is distributed in the hope that it will be useful,
|
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but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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// Issue #40: multi-frame-in-flight frame pacing. The renderer used to be
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// effectively single-buffered — Render() ended with an unconditional
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// vkQueueWaitIdle and shared a single (presentComplete, renderComplete)
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// semaphore pair with zero fences for the Window's whole lifetime. This
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// reworks the pacing model:
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//
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// - one VkFence per swapchain slot, keyed by the ACQUIRED IMAGE INDEX,
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// passed to vkQueueSubmit and waited on (then reset) before that image's
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// command buffer is re-recorded;
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// - one semaphore pair per in-flight frame, keyed by a free-running CPU
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// frame counter % numFrames (the image index isn't known until acquire
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// returns), so frame N's render-complete and frame N+1's acquire can be
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// pending at once;
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// - the steady-state vkQueueWaitIdle is gone (kept only on resize /
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// OUT_OF_DATE / teardown).
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//
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// The fence and semaphore changes are mutually load-bearing: dropping the
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// wait-idle while reusing one binary semaphore pair across in-flight frames is
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// a textbook Vulkan race, and per-frame semaphores without per-frame fences is
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// a command-buffer use-after-free. So this test drives the *real* frame loop —
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// a real Wayland surface, a real swapchain, real acquire/submit/present — for
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// many more frames than there are in-flight slots, then asserts:
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//
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// - every Render() completed and the CPU frame counter advanced by the
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// expected amount (no deadlock on the per-image fence wait);
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// - the acquired image index rotated across more than one slot (proof the
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// swapchain is genuinely multi-buffered, not pinned to image 0);
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// - the Vulkan validation layer reported ZERO errors over the whole run.
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// This is the load-bearing check: the old singleton-pair design only
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// avoided being an active race because the wait-idle masked it. Reusing a
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// binary semaphore across overlapping frames, or recording into a command
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// buffer still in flight, both light up the validation layer immediately.
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//
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// Needs a live Wayland compositor + a Vulkan device at runtime (same as the
|
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// windowed examples), so it shares the native build settings and is Linux-only.
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#include "vulkan/vulkan.h"
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#include <cstdlib>
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import Crafter.Graphics;
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import std;
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using namespace Crafter;
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namespace {
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int failures = 0;
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void Check(bool ok, std::string_view what) {
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std::println("{} {}", ok ? "PASS" : "FAIL", what);
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if (!ok) ++failures;
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}
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} // namespace
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int main() {
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Device::Initialize();
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// A real, configured window against the running compositor. Construction
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// performs the xdg configure handshake and creates the swapchain + the
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// per-frame fences/semaphores under test.
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Window window(640, 480, "FrameLoopSync test");
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// Render() with no passes still exercises the full pacing path: acquire
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// (signals frameSemaphores[frame].presentComplete) → per-image fence
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// wait+reset → barriers → submit (signals renderComplete, fences the
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// command buffer) → present. Run well past numFrames so every semaphore
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// slot and every per-image fence is reused several times — exactly the
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// condition the old single-pair / wait-idle design could not survive
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// without draining the queue every frame.
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constexpr int kFrames = 60;
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static_assert(kFrames > Window::numFrames * 3,
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"must loop enough to reuse each in-flight slot multiple times");
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std::array<bool, Window::numFrames> imageSeen{};
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for (int i = 0; i < kFrames; ++i) {
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window.Render();
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if (window.currentBuffer < Window::numFrames) {
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imageSeen[window.currentBuffer] = true;
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}
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||||
}
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||||
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||||
// Drain before inspecting — no steady-state wait-idle means GPU work may
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||||
// still be in flight when the loop exits.
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||||
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
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||||
|
||||
Check(window.frameCounter == static_cast<std::uint64_t>(kFrames),
|
||||
std::format("CPU frame counter advanced once per Render() ({} of {})",
|
||||
window.frameCounter, kFrames));
|
||||
|
||||
int distinctImages = 0;
|
||||
for (bool seen : imageSeen) if (seen) ++distinctImages;
|
||||
Check(distinctImages > 1,
|
||||
std::format("swapchain rotated across multiple images ({} of {} slots used)",
|
||||
distinctImages, Window::numFrames));
|
||||
|
||||
Check(Device::validationErrorCount == 0,
|
||||
std::format("no Vulkan validation errors across {} frames ({} seen)",
|
||||
kFrames, Device::validationErrorCount));
|
||||
|
||||
if (failures != 0) {
|
||||
std::println("{} check(s) failed", failures);
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
std::println("all checks passed");
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue