D3D12: Allocate GPU bind groups at draw/dispatch.

Instead of counting descriptors to be allocated for the entire command
buffer in a pre-pass, the bindgroup state tracker is used to allocate
only dirty bindgroups upon recording draw/dispatch. If the heap has no
more room and must be changed, bindgroups will be re-created according
to the BGL.

A future change will address the CPU descriptors and removal of the
pre-pass.

BUG=dawn:256,dawn:307

Change-Id: I6603de17cfda713bd4512c46e1c93618ca01bb7b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13400
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Bryan Bernhart
2020-02-27 01:14:22 +00:00
committed by Commit Bot service account
parent a9d7d47842
commit 0363c3e46d
14 changed files with 627 additions and 198 deletions

View File

@@ -0,0 +1,88 @@
// Copyright 2020 The Dawn Authors
//
// 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 "tests/DawnTest.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
constexpr uint32_t kRTSize = 4;
using namespace dawn_native::d3d12;
class D3D12DescriptorHeapTests : public DawnTest {
private:
void TestSetUp() override {
DAWN_SKIP_TEST_IF(UsesWire());
}
};
// Verify the shader visible heaps switch over within a single submit.
TEST_P(D3D12DescriptorHeapTests, SwitchOverHeaps) {
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
// Fill in a sampler heap with "sampler only" bindgroups (1x sampler per group) by creating a
// sampler bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps must switch over.
renderPipelineDescriptor.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
})");
renderPipelineDescriptor.cFragmentStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
})");
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
Device* d3dDevice = reinterpret_cast<Device*>(device.Get());
ShaderVisibleDescriptorAllocator* allocator = d3dDevice->GetShaderVisibleDescriptorAllocator();
const uint64_t samplerHeapSize =
allocator->GetShaderVisibleHeapSizeForTesting(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
const Serial heapSerial = allocator->GetShaderVisibleHeapsSerial();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(renderPipeline);
for (uint32_t i = 0; i < samplerHeapSize + 1; ++i) {
pass.SetBindGroup(0, utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
{{0, sampler}}));
pass.Draw(3, 1, 0, 0);
}
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_EQ(allocator->GetShaderVisibleHeapsSerial(), heapSerial + 1);
}
DAWN_INSTANTIATE_TEST(D3D12DescriptorHeapTests, D3D12Backend());