111 lines
3.3 KiB
C++
111 lines
3.3 KiB
C++
/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "wait_idle.h"
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#include "common/vk_common.h"
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#include "filesystem/legacy.h"
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#include "gltf_loader.h"
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#include "gui.h"
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#include "rendering/subpasses/forward_subpass.h"
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#include "stats/stats.h"
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WaitIdle::WaitIdle()
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{
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auto &config = get_configuration();
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config.insert<vkb::IntSetting>(0, wait_idle_enabled, 0);
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config.insert<vkb::IntSetting>(1, wait_idle_enabled, 1);
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}
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bool WaitIdle::prepare(const vkb::ApplicationOptions &options)
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{
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if (!VulkanSample::prepare(options))
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{
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return false;
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}
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// Load a scene from the assets folder
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load_scene("scenes/bonza/Bonza.gltf");
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// Attach a move script to the camera component in the scene
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auto &camera_node = vkb::add_free_camera(get_scene(), "main_camera", get_render_context().get_surface_extent());
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camera = dynamic_cast<vkb::sg::PerspectiveCamera *>(&camera_node.get_component<vkb::sg::Camera>());
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// Example Scene Render Pipeline
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vkb::ShaderSource vert_shader("base.vert.spv");
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vkb::ShaderSource frag_shader("base.frag.spv");
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auto scene_subpass = std::make_unique<vkb::ForwardSubpass>(get_render_context(), std::move(vert_shader), std::move(frag_shader), get_scene(), *camera);
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auto render_pipeline = std::make_unique<vkb::RenderPipeline>();
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render_pipeline->add_subpass(std::move(scene_subpass));
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set_render_pipeline(std::move(render_pipeline));
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// Add a GUI with the stats you want to monitor
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get_stats().request_stats({vkb::StatIndex::frame_times});
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create_gui(*window, &get_stats());
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return true;
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}
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void WaitIdle::create_render_context()
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{
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set_render_context(std::make_unique<CustomRenderContext>(get_device(), get_surface(), *window, wait_idle_enabled));
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}
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WaitIdle::CustomRenderContext::CustomRenderContext(vkb::core::DeviceC &device, VkSurfaceKHR surface, const vkb::Window &window, int &wait_idle_enabled) :
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RenderContext(device, surface, window), wait_idle_enabled(wait_idle_enabled)
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{}
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void WaitIdle::CustomRenderContext::wait_frame()
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{
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// POI
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//
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// If wait idle is enabled, wait using vkDeviceWaitIdle
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vkb::rendering::RenderFrameC &frame = get_active_frame();
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if (wait_idle_enabled)
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{
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get_device().wait_idle();
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}
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frame.reset();
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}
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void WaitIdle::draw_gui()
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{
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bool landscape = camera->get_aspect_ratio() > 1.0f;
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uint32_t lines = landscape ? 1 : 2;
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get_gui().show_options_window(
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/* body = */ [&]() {
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ImGui::RadioButton("Wait Idle", &wait_idle_enabled, 1);
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if (landscape)
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{
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ImGui::SameLine();
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}
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ImGui::RadioButton("Fences", &wait_idle_enabled, 0);
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},
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/* lines = */ lines);
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}
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std::unique_ptr<vkb::VulkanSampleC> create_wait_idle()
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{
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return std::make_unique<WaitIdle>();
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}
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