Reland "Populate some D3D12 limits from the backend"
This is a reland of aa8fcfc64b
It changes MaxLimitTests to use at most a 512MB buffer on 32-bit
platforms.
Original change's description:
> Populate some D3D12 limits from the backend
>
> Also bumps the required D3D feature level to 11.1
>
> Bug: dawn:685
> Change-Id: I40bc3a162e0aee596d61118ba0dfe0bf9cb60d93
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/65120
> Commit-Queue: Austin Eng <enga@chromium.org>
> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Bug: dawn:685
Change-Id: I2e1df5f7ac0c9bbb6476ca2e1964a9af4afd89b6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/67145
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Commit-Queue: Austin Eng <enga@chromium.org>
This commit is contained in:
parent
a6ddc8f0a2
commit
167d299916
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@ -66,7 +66,7 @@ namespace dawn_native { namespace d3d12 {
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// Create the device to populate the adapter properties then reuse it when needed for actual
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// rendering.
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const PlatformFunctions* functions = GetBackend()->GetFunctions();
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if (FAILED(functions->d3d12CreateDevice(GetHardwareAdapter(), D3D_FEATURE_LEVEL_11_0,
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if (FAILED(functions->d3d12CreateDevice(GetHardwareAdapter(), D3D_FEATURE_LEVEL_11_1,
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_uuidof(ID3D12Device), &mD3d12Device))) {
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return DAWN_INTERNAL_ERROR("D3D12CreateDevice failed");
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}
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@ -139,7 +139,143 @@ namespace dawn_native { namespace d3d12 {
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}
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MaybeError Adapter::InitializeSupportedLimitsImpl(CombinedLimits* limits) {
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D3D12_FEATURE_DATA_D3D12_OPTIONS featureData = {};
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DAWN_TRY(CheckHRESULT(mD3d12Device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
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&featureData, sizeof(featureData)),
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"CheckFeatureSupport"));
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GetDefaultLimits(&limits->v1);
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// https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels
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// Limits that are the same across D3D feature levels
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limits->v1.maxTextureDimension1D = D3D12_REQ_TEXTURE1D_U_DIMENSION;
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limits->v1.maxTextureDimension2D = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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limits->v1.maxTextureDimension3D = D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
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limits->v1.maxTextureArrayLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
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// Slot values can be 0-15, inclusive:
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// https://docs.microsoft.com/en-ca/windows/win32/api/d3d12/ns-d3d12-d3d12_input_element_desc
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limits->v1.maxVertexBuffers = 16;
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limits->v1.maxVertexAttributes = D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT;
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// Note: WebGPU requires FL11.1+
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// https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
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// Resource Binding Tier: 1 2 3
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// Max(CBV+UAV+SRV) 1M 1M 1M+
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// Max CBV per stage 14 14 full
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// Max SRV per stage 128 full full
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// Max UAV in all stages 64 64 full
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// Max Samplers per stage 16 2048 2048
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// https://docs.microsoft.com/en-us/windows-hardware/test/hlk/testref/efad06e8-51d1-40ce-ad5c-573a134b4bb6
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// "full" means the full heap can be used. This is tested
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// to work for 1 million descriptors, and 1.1M for tier 3.
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uint32_t maxCBVsPerStage;
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uint32_t maxSRVsPerStage;
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uint32_t maxUAVsAllStages;
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uint32_t maxSamplersPerStage;
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switch (featureData.ResourceBindingTier) {
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case D3D12_RESOURCE_BINDING_TIER_1:
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maxCBVsPerStage = 14;
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maxSRVsPerStage = 128;
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maxUAVsAllStages = 64;
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maxSamplersPerStage = 16;
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break;
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case D3D12_RESOURCE_BINDING_TIER_2:
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maxCBVsPerStage = 14;
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maxSRVsPerStage = 1'000'000;
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maxUAVsAllStages = 64;
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maxSamplersPerStage = 2048;
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break;
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case D3D12_RESOURCE_BINDING_TIER_3:
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maxCBVsPerStage = 1'100'000;
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maxSRVsPerStage = 1'100'000;
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maxUAVsAllStages = 1'100'000;
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maxSamplersPerStage = 2048;
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break;
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default:
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UNREACHABLE();
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}
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ASSERT(maxUAVsAllStages / 2 > limits->v1.maxStorageTexturesPerShaderStage);
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ASSERT(maxUAVsAllStages / 2 > limits->v1.maxStorageBuffersPerShaderStage);
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limits->v1.maxUniformBuffersPerShaderStage = maxCBVsPerStage;
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// Allocate half of the UAVs to storage buffers, and half to storage textures.
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limits->v1.maxStorageTexturesPerShaderStage = maxUAVsAllStages / 2;
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limits->v1.maxStorageBuffersPerShaderStage = maxUAVsAllStages - maxUAVsAllStages / 2;
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limits->v1.maxSampledTexturesPerShaderStage = maxSRVsPerStage;
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limits->v1.maxSamplersPerShaderStage = maxSamplersPerStage;
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// https://docs.microsoft.com/en-us/windows/win32/direct3d12/root-signature-limits
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// In DWORDS. Descriptor tables cost 1, Root constants cost 1, Root descriptors cost 2.
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static constexpr uint32_t kMaxRootSignatureSize = 64u;
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// Dawn maps WebGPU's binding model by:
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// - (maxBindGroups)
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// CBVs/UAVs/SRVs for bind group are a root descriptor table
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// - (maxBindGroups)
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// Samplers for each bind group are a root descriptor table
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// - (2 * maxDynamicBuffers)
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// Each dynamic buffer is a root descriptor
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// RESERVED:
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// - 2 root constants for the baseVertex/baseInstance constants.
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// - 3 root constants for num workgroups X, Y, Z
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// - (1)
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// TODO(crbug.com/dawn/429): Dynamic storage buffers need bounds checks.
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// This will probably be 1 CBV (root descriptor table) to store all the lengths.
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static constexpr uint32_t kReservedSlots = 6;
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// Available slots after base limits considered.
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uint32_t availableRootSignatureSlots =
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kMaxRootSignatureSize - kReservedSlots -
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2 * (limits->v1.maxBindGroups + limits->v1.maxDynamicUniformBuffersPerPipelineLayout +
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limits->v1.maxDynamicStorageBuffersPerPipelineLayout);
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// Because we need either:
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// - 1 cbv/uav/srv table + 1 sampler table
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// - 2 slots for a root descriptor
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uint32_t availableDynamicBufferOrBindGroup = availableRootSignatureSlots / 2;
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// We can either have a bind group, a dyn uniform buffer or a dyn storage buffer.
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// Distribute evenly.
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limits->v1.maxBindGroups += availableDynamicBufferOrBindGroup / 3;
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limits->v1.maxDynamicUniformBuffersPerPipelineLayout +=
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availableDynamicBufferOrBindGroup / 3;
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limits->v1.maxDynamicStorageBuffersPerPipelineLayout +=
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(availableDynamicBufferOrBindGroup - 2 * (availableDynamicBufferOrBindGroup / 3));
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ASSERT(2 * (limits->v1.maxBindGroups +
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limits->v1.maxDynamicUniformBuffersPerPipelineLayout +
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limits->v1.maxDynamicStorageBuffersPerPipelineLayout) <=
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kMaxRootSignatureSize - kReservedSlots);
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// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/sm5-attributes-numthreads
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limits->v1.maxComputeWorkgroupSizeX = D3D12_CS_THREAD_GROUP_MAX_X;
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limits->v1.maxComputeWorkgroupSizeY = D3D12_CS_THREAD_GROUP_MAX_Y;
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limits->v1.maxComputeWorkgroupSizeZ = D3D12_CS_THREAD_GROUP_MAX_Z;
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limits->v1.maxComputeInvocationsPerWorkgroup = D3D12_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP;
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// https://docs.maxComputeWorkgroupSizeXmicrosoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_dispatch_arguments
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limits->v1.maxComputeWorkgroupsPerDimension =
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D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
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// https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-compute-shaders
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// Thread Group Shared Memory is limited to 16Kb on downlevel hardware. This is less than
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// the 32Kb that is available to Direct3D 11 hardware. D3D12 is also 32kb.
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limits->v1.maxComputeWorkgroupStorageSize = 32768;
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// Max number of "constants" where each constant is a 16-byte float4
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limits->v1.maxUniformBufferBindingSize = D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16;
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// D3D12 has no documented limit on the size of a storage buffer binding.
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limits->v1.maxStorageBufferBindingSize = 4294967295;
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// TODO(crbug.com/dawn/685):
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// LIMITS NOT SET:
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// - maxInterStageShaderComponents
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// - maxVertexBufferArrayStride
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return {};
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}
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@ -111,9 +111,13 @@ TEST_P(MaxLimitTests, MaxBufferBindingSize) {
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// because allocating the buffer for zero-initialization fails.
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maxBufferBindingSize =
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std::min(maxBufferBindingSize, uint64_t(2) * 1024 * 1024 * 1024);
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if (IsWARP()) {
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// With WARP or on 32-bit platforms, such large buffer allocations often fail.
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#ifndef DAWN_PLATFORM_32BIT
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if (IsWARP())
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#endif
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{
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maxBufferBindingSize =
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std::min(maxBufferBindingSize, uint64_t(1) * 1024 * 1024 * 1024);
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std::min(maxBufferBindingSize, uint64_t(512) * 1024 * 1024);
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}
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shader = R"(
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[[block]] struct Buf {
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