D3D12: Add end2end tests for small shader-visible heaps.
Adds a toggle to force the use of small shader-visible heaps and whitebox tests to verify bindgroup encoding correctness. BUG=dawn:155 Change-Id: I4118b850d9f2cb445ae805aa68ebf4fab671261b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16960 Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
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@ -119,6 +119,10 @@ namespace dawn_native {
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{"disable_base_instance",
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"Disables the use of non-zero base instance which is unsupported on some "
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"platforms."}},
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{Toggle::UseD3D12SmallShaderVisibleHeapForTesting,
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{"use_d3d12_small_shader_visible_heap",
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"Enable use of a small D3D12 shader visible heap, instead of using a large one by "
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"default. This setting is used to test bindgroup encoding."}},
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}};
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} // anonymous namespace
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@ -40,6 +40,7 @@ namespace dawn_native {
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MetalDisableSamplerCompare,
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DisableBaseVertex,
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DisableBaseInstance,
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UseD3D12SmallShaderVisibleHeapForTesting,
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EnumCount,
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InvalidEnum = EnumCount,
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@ -410,6 +410,9 @@ namespace dawn_native { namespace d3d12 {
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SetToggle(Toggle::UseD3D12ResourceHeapTier2, useResourceHeapTier2);
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SetToggle(Toggle::UseD3D12RenderPass, GetDeviceInfo().supportsRenderPass);
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SetToggle(Toggle::UseD3D12ResidencyManagement, false);
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// By default use the maximum shader-visible heap size allowed.
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SetToggle(Toggle::UseD3D12SmallShaderVisibleHeapForTesting, false);
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}
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MaybeError Device::WaitForIdleForDestruction() {
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@ -22,7 +22,14 @@ namespace dawn_native { namespace d3d12 {
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static_assert(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV == 0, "");
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static_assert(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER == 1, "");
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uint32_t GetD3D12ShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE heapType) {
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// Thresholds should be adjusted (lower == faster) to avoid tests taking too long to complete.
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static constexpr const uint32_t kShaderVisibleSmallHeapSizes[] = {1024, 512};
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uint32_t GetD3D12ShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE heapType, bool useSmallSize) {
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if (useSmallSize) {
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return kShaderVisibleSmallHeapSizes[heapType];
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}
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switch (heapType) {
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case D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV:
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return D3D12_MAX_SHADER_VISIBLE_DESCRIPTOR_HEAP_SIZE_TIER_1;
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@ -144,7 +151,8 @@ namespace dawn_native { namespace d3d12 {
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// TODO(bryan.bernhart@intel.com): Allocating to max heap size wastes memory
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// should the developer not allocate any bindings for the heap type.
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// Consider dynamically re-sizing GPU heaps.
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const uint32_t descriptorCount = GetD3D12ShaderVisibleHeapSize(heapType);
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const uint32_t descriptorCount = GetD3D12ShaderVisibleHeapSize(
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heapType, mDevice->IsToggleEnabled(Toggle::UseD3D12SmallShaderVisibleHeapForTesting));
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if (heap == nullptr) {
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D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
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@ -14,6 +14,7 @@
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#include "tests/DawnTest.h"
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#include "dawn_native/Toggles.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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@ -33,9 +34,63 @@ class D3D12DescriptorHeapTests : public DawnTest {
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void TestSetUp() override {
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DAWN_SKIP_TEST_IF(UsesWire());
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mD3DDevice = reinterpret_cast<Device*>(device.Get());
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mSimpleVSModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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})");
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mSimpleFSModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout (location = 0) out vec4 fragColor;
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layout (set = 0, binding = 0) uniform colorBuffer {
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vec4 color;
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};
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void main() {
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fragColor = color;
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})");
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}
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utils::BasicRenderPass MakeRenderPass(const wgpu::Device& device,
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uint32_t width,
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uint32_t height,
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wgpu::TextureFormat format) {
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DAWN_ASSERT(width > 0 && height > 0);
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = width;
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descriptor.size.height = height;
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descriptor.size.depth = 1;
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descriptor.arrayLayerCount = 1;
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descriptor.sampleCount = 1;
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descriptor.format = format;
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descriptor.mipLevelCount = 1;
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descriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
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wgpu::Texture color = device.CreateTexture(&descriptor);
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return utils::BasicRenderPass(width, height, color);
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}
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uint32_t GetShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE heapType) const {
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return mD3DDevice->GetShaderVisibleDescriptorAllocator()
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->GetShaderVisibleHeapSizeForTesting(heapType);
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}
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std::array<float, 4> GetSolidColor(uint32_t n) const {
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ASSERT(n >> 24 == 0);
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float b = (n & 0xFF) / 255.0f;
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float g = ((n >> 8) & 0xFF) / 255.0f;
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float r = ((n >> 16) & 0xFF) / 255.0f;
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return {r, g, b, 1};
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}
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Device* mD3DDevice = nullptr;
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wgpu::ShaderModule mSimpleVSModule;
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wgpu::ShaderModule mSimpleFSModule;
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};
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// Verify the shader visible heaps switch over within a single submit.
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@ -198,4 +253,441 @@ TEST_P(D3D12DescriptorHeapTests, PoolHeapsInPendingAndMultipleSubmits) {
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EXPECT_EQ(allocator->GetShaderVisiblePoolSizeForTesting(heapType), kNumOfSwitches);
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}
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DAWN_INSTANTIATE_TEST(D3D12DescriptorHeapTests, D3D12Backend());
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// Verify encoding multiple heaps worth of bindgroups.
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// Shader-visible heaps will switch out |kNumOfHeaps| times.
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TEST_P(D3D12DescriptorHeapTests, EncodeManyUBO) {
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// This test draws a solid color triangle |heapSize| times. Each draw uses a new bindgroup that
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// has its own UBO with a "color value" in the range [1... heapSize]. After |heapSize| draws,
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// the result is the arithmetic sum of the sequence after the framebuffer is blended by
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// accumulation. By checking for this sum, we ensure each bindgroup was encoded correctly.
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DAWN_SKIP_TEST_IF(!mD3DDevice->IsToggleEnabled(
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dawn_native::Toggle::UseD3D12SmallShaderVisibleHeapForTesting));
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utils::BasicRenderPass renderPass =
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MakeRenderPass(device, kRTSize, kRTSize, wgpu::TextureFormat::R32Float);
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = mSimpleVSModule;
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pipelineDescriptor.cFragmentStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout (location = 0) out float fragColor;
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layout (set = 0, binding = 0) uniform buffer0 {
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float heapSize;
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};
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void main() {
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fragColor = heapSize;
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})");
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pipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::R32Float;
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pipelineDescriptor.cColorStates[0].colorBlend.operation = wgpu::BlendOperation::Add;
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pipelineDescriptor.cColorStates[0].colorBlend.srcFactor = wgpu::BlendFactor::One;
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pipelineDescriptor.cColorStates[0].colorBlend.dstFactor = wgpu::BlendFactor::One;
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pipelineDescriptor.cColorStates[0].alphaBlend.operation = wgpu::BlendOperation::Add;
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pipelineDescriptor.cColorStates[0].alphaBlend.srcFactor = wgpu::BlendFactor::One;
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pipelineDescriptor.cColorStates[0].alphaBlend.dstFactor = wgpu::BlendFactor::One;
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wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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const uint32_t heapSize = GetShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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constexpr uint32_t kNumOfHeaps = 2;
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const uint32_t numOfEncodedBindGroups = kNumOfHeaps * heapSize;
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std::vector<wgpu::BindGroup> bindGroups;
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for (uint32_t i = 0; i < numOfEncodedBindGroups; i++) {
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const float color = i + 1;
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wgpu::Buffer uniformBuffer =
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utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform);
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bindGroups.push_back(utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
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{{0, uniformBuffer}}));
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}
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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 < numOfEncodedBindGroups; ++i) {
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pass.SetBindGroup(0, bindGroups[i]);
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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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float colorSum = numOfEncodedBindGroups * (numOfEncodedBindGroups + 1) / 2;
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EXPECT_PIXEL_FLOAT_EQ(colorSum, renderPass.color, 0, 0);
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}
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// Verify encoding one bindgroup then a heaps worth in different submits.
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// Shader-visible heaps should switch out once upon encoding 1 + |heapSize| descriptors.
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// The first descriptor's memory will be reused when the second submit encodes |heapSize|
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// descriptors.
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TEST_P(D3D12DescriptorHeapTests, EncodeUBOOverflowMultipleSubmit) {
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DAWN_SKIP_TEST_IF(!mD3DDevice->IsToggleEnabled(
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dawn_native::Toggle::UseD3D12SmallShaderVisibleHeapForTesting));
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utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = mSimpleVSModule;
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pipelineDescriptor.cFragmentStage.module = mSimpleFSModule;
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pipelineDescriptor.cColorStates[0].format = renderPass.colorFormat;
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wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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// Encode the first descriptor and submit.
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{
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std::array<float, 4> greenColor = {0, 1, 0, 1};
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wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
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device, &greenColor, sizeof(greenColor), wgpu::BufferUsage::Uniform);
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(
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device, renderPipeline.GetBindGroupLayout(0), {{0, uniformBuffer}});
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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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pass.SetBindGroup(0, bindGroup);
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pass.Draw(3, 1, 0, 0);
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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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}
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0);
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// Encode a heap worth of descriptors.
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{
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const uint32_t heapSize = GetShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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std::vector<wgpu::BindGroup> bindGroups;
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for (uint32_t i = 0; i < heapSize - 1; i++) {
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std::array<float, 4> fillColor = GetSolidColor(i + 1); // Avoid black
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wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
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device, &fillColor, sizeof(fillColor), wgpu::BufferUsage::Uniform);
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bindGroups.push_back(utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
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{{0, uniformBuffer}}));
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}
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std::array<float, 4> redColor = {1, 0, 0, 1};
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wgpu::Buffer lastUniformBuffer = utils::CreateBufferFromData(
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device, &redColor, sizeof(redColor), wgpu::BufferUsage::Uniform);
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bindGroups.push_back(utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
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{{0, lastUniformBuffer, 0, sizeof(redColor)}}));
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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 < heapSize; ++i) {
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pass.SetBindGroup(0, bindGroups[i]);
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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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}
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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// Verify encoding a heaps worth of bindgroups plus one more then reuse the first
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// bindgroup in the same submit.
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// Shader-visible heaps should switch out once then re-encode the first descriptor at a new offset
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// in the heap.
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TEST_P(D3D12DescriptorHeapTests, EncodeReuseUBOOverflow) {
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DAWN_SKIP_TEST_IF(!mD3DDevice->IsToggleEnabled(
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dawn_native::Toggle::UseD3D12SmallShaderVisibleHeapForTesting));
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = mSimpleVSModule;
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pipelineDescriptor.cFragmentStage.module = mSimpleFSModule;
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pipelineDescriptor.cColorStates[0].format = renderPass.colorFormat;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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std::array<float, 4> redColor = {1, 0, 0, 1};
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wgpu::Buffer firstUniformBuffer = utils::CreateBufferFromData(
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device, &redColor, sizeof(redColor), wgpu::BufferUsage::Uniform);
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std::vector<wgpu::BindGroup> bindGroups = {utils::MakeBindGroup(
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device, pipeline.GetBindGroupLayout(0), {{0, firstUniformBuffer, 0, sizeof(redColor)}})};
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const uint32_t heapSize = GetShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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for (uint32_t i = 0; i < heapSize; i++) {
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const std::array<float, 4>& fillColor = GetSolidColor(i + 1); // Avoid black
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wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
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device, &fillColor, sizeof(fillColor), wgpu::BufferUsage::Uniform);
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bindGroups.push_back(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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{{0, uniformBuffer, 0, sizeof(fillColor)}}));
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}
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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(pipeline);
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// Encode a heap worth of descriptors plus one more.
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for (uint32_t i = 0; i < heapSize + 1; ++i) {
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pass.SetBindGroup(0, bindGroups[i]);
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pass.Draw(3, 1, 0, 0);
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}
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// Re-encode the first bindgroup again.
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pass.SetBindGroup(0, bindGroups[0]);
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pass.Draw(3, 1, 0, 0);
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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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// Make sure the first bindgroup was encoded correctly.
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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// Verify encoding a heaps worth of bindgroups plus one more in the first submit then reuse the
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// first bindgroup again in the second submit.
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// Shader-visible heaps should switch out once then re-encode the
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// first descriptor at the same offset in the heap.
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TEST_P(D3D12DescriptorHeapTests, EncodeReuseUBOMultipleSubmits) {
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DAWN_SKIP_TEST_IF(!mD3DDevice->IsToggleEnabled(
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dawn_native::Toggle::UseD3D12SmallShaderVisibleHeapForTesting));
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = mSimpleVSModule;
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pipelineDescriptor.cFragmentStage.module = mSimpleFSModule;
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pipelineDescriptor.cColorStates[0].format = renderPass.colorFormat;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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// Encode heap worth of descriptors plus one more.
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std::array<float, 4> redColor = {1, 0, 0, 1};
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wgpu::Buffer firstUniformBuffer = utils::CreateBufferFromData(
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device, &redColor, sizeof(redColor), wgpu::BufferUsage::Uniform);
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std::vector<wgpu::BindGroup> bindGroups = {utils::MakeBindGroup(
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device, pipeline.GetBindGroupLayout(0), {{0, firstUniformBuffer, 0, sizeof(redColor)}})};
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const uint32_t heapSize = GetShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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for (uint32_t i = 0; i < heapSize; i++) {
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std::array<float, 4> fillColor = GetSolidColor(i + 1); // Avoid black
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wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
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device, &fillColor, sizeof(fillColor), wgpu::BufferUsage::Uniform);
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bindGroups.push_back(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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{{0, uniformBuffer, 0, sizeof(fillColor)}}));
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}
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{
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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(pipeline);
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for (uint32_t i = 0; i < heapSize + 1; ++i) {
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pass.SetBindGroup(0, bindGroups[i]);
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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);
|
||||
}
|
||||
|
||||
// Re-encode the first bindgroup again.
|
||||
{
|
||||
std::array<float, 4> greenColor = {0, 1, 0, 1};
|
||||
firstUniformBuffer.SetSubData(0, sizeof(greenColor), &greenColor);
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
{
|
||||
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
||||
|
||||
pass.SetPipeline(pipeline);
|
||||
|
||||
pass.SetBindGroup(0, bindGroups[0]);
|
||||
pass.Draw(3, 1, 0, 0);
|
||||
|
||||
pass.EndPass();
|
||||
}
|
||||
|
||||
wgpu::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
}
|
||||
|
||||
// Make sure the first bindgroup was re-encoded correctly.
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0);
|
||||
}
|
||||
|
||||
// Verify encoding many sampler and ubo worth of bindgroups.
|
||||
// Shader-visible heaps should switch out |kNumOfHeaps| times.
|
||||
TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
|
||||
// Create a solid filled texture.
|
||||
wgpu::TextureDescriptor descriptor;
|
||||
descriptor.dimension = wgpu::TextureDimension::e2D;
|
||||
descriptor.size.width = kRTSize;
|
||||
descriptor.size.height = kRTSize;
|
||||
descriptor.size.depth = 1;
|
||||
descriptor.arrayLayerCount = 1;
|
||||
descriptor.sampleCount = 1;
|
||||
descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
|
||||
descriptor.mipLevelCount = 1;
|
||||
descriptor.usage = wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment |
|
||||
wgpu::TextureUsage::CopySrc;
|
||||
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
||||
wgpu::TextureView textureView = texture.CreateView();
|
||||
|
||||
{
|
||||
utils::BasicRenderPass renderPass = utils::BasicRenderPass(kRTSize, kRTSize, texture);
|
||||
|
||||
utils::ComboRenderPassDescriptor renderPassDesc({textureView});
|
||||
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
|
||||
renderPassDesc.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f};
|
||||
renderPass.renderPassInfo.cColorAttachments[0].attachment = textureView;
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
auto pass = encoder.BeginRenderPass(&renderPassDesc);
|
||||
pass.EndPass();
|
||||
|
||||
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
||||
queue.Submit(1, &commandBuffer);
|
||||
|
||||
RGBA8 filled(0, 255, 0, 255);
|
||||
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 0, 0);
|
||||
}
|
||||
|
||||
{
|
||||
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
|
||||
|
||||
pipelineDescriptor.vertexStage.module =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 0) uniform vertexUniformBuffer {
|
||||
mat2 transform;
|
||||
};
|
||||
void main() {
|
||||
const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
|
||||
gl_Position = vec4(transform * pos[gl_VertexIndex], 0.f, 1.f);
|
||||
})");
|
||||
|
||||
pipelineDescriptor.cFragmentStage.module =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 1) uniform sampler sampler0;
|
||||
layout (set = 0, binding = 2) uniform texture2D texture0;
|
||||
layout (set = 0, binding = 3) uniform buffer0 {
|
||||
vec4 color;
|
||||
};
|
||||
layout (location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = texture(sampler2D(texture0, sampler0), gl_FragCoord.xy);
|
||||
fragColor += color;
|
||||
})");
|
||||
|
||||
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
pipelineDescriptor.cColorStates[0].format = renderPass.colorFormat;
|
||||
|
||||
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
|
||||
|
||||
// Encode a heap worth of descriptors |kNumOfHeaps| times.
|
||||
constexpr float dummy = 0.0f;
|
||||
constexpr float transform[] = {1.f, 0.f, dummy, dummy, 0.f, 1.f, dummy, dummy};
|
||||
wgpu::Buffer transformBuffer = utils::CreateBufferFromData(
|
||||
device, &transform, sizeof(transform), wgpu::BufferUsage::Uniform);
|
||||
|
||||
wgpu::SamplerDescriptor samplerDescriptor;
|
||||
wgpu::Sampler sampler = device.CreateSampler(&samplerDescriptor);
|
||||
|
||||
constexpr uint32_t kNumOfBindGroups = 4;
|
||||
std::vector<wgpu::BindGroup> bindGroups;
|
||||
for (uint32_t i = 0; i < kNumOfBindGroups - 1; i++) {
|
||||
std::array<float, 4> fillColor = GetSolidColor(i + 1); // Avoid black
|
||||
wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
|
||||
device, &fillColor, sizeof(fillColor), wgpu::BufferUsage::Uniform);
|
||||
|
||||
bindGroups.push_back(
|
||||
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
|
||||
{{0, transformBuffer, 0, sizeof(transformBuffer)},
|
||||
{1, sampler},
|
||||
{2, textureView},
|
||||
{3, uniformBuffer, 0, sizeof(fillColor)}}));
|
||||
}
|
||||
|
||||
std::array<float, 4> redColor = {1, 0, 0, 1};
|
||||
wgpu::Buffer lastUniformBuffer = utils::CreateBufferFromData(
|
||||
device, &redColor, sizeof(redColor), wgpu::BufferUsage::Uniform);
|
||||
|
||||
bindGroups.push_back(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
|
||||
{{0, transformBuffer, 0, sizeof(transform)},
|
||||
{1, sampler},
|
||||
{2, textureView},
|
||||
{3, lastUniformBuffer, 0, sizeof(redColor)}}));
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
||||
|
||||
pass.SetPipeline(pipeline);
|
||||
|
||||
constexpr uint32_t kBindingsPerGroup = 4;
|
||||
constexpr uint32_t kNumOfHeaps = 5;
|
||||
|
||||
const uint32_t heapSize = GetShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
||||
const uint32_t bindGroupsPerHeap = heapSize / kBindingsPerGroup;
|
||||
|
||||
ASSERT_TRUE(heapSize % kBindingsPerGroup == 0);
|
||||
|
||||
for (uint32_t i = 0; i < kNumOfHeaps * bindGroupsPerHeap; ++i) {
|
||||
pass.SetBindGroup(0, bindGroups[i % kNumOfBindGroups]);
|
||||
pass.Draw(3, 1, 0, 0);
|
||||
}
|
||||
|
||||
pass.EndPass();
|
||||
|
||||
wgpu::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
// Final accumulated color is result of sampled + UBO color.
|
||||
RGBA8 filled(255, 255, 0, 255);
|
||||
RGBA8 notFilled(0, 0, 0, 0);
|
||||
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 0, 0);
|
||||
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, kRTSize - 1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(D3D12DescriptorHeapTests,
|
||||
D3D12Backend(),
|
||||
D3D12Backend({"use_d3d12_small_shader_visible_heap"}));
|
||||
|
|
Loading…
Reference in New Issue