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