D3D12: Stage BindGroups on CPU descriptor heaps.
Instead of directly populating GPU heaps, pre-encoded BindGroups are staged on CPU heaps then copied over to the GPU. Non-shader visible allocators are stored on the BGL, which hands out fixed-size chunks to simplify memory managment. To enable memory re-use, CPU allocations are tied to the lifetime of BindGroup objects. BUG=dawn:155 Change-Id: I402e6686c96f7450a077c627c8499600979e426c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18100 Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
parent
c00163ba09
commit
2479860e4b
4
BUILD.gn
4
BUILD.gn
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@ -291,6 +291,8 @@ source_set("libdawn_native_sources") {
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"src/dawn_native/d3d12/BindGroupLayoutD3D12.h",
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"src/dawn_native/d3d12/BufferD3D12.cpp",
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"src/dawn_native/d3d12/BufferD3D12.h",
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"src/dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.cpp",
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"src/dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h",
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"src/dawn_native/d3d12/CommandAllocatorManager.cpp",
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"src/dawn_native/d3d12/CommandAllocatorManager.h",
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"src/dawn_native/d3d12/CommandBufferD3D12.cpp",
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@ -316,6 +318,8 @@ source_set("libdawn_native_sources") {
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"src/dawn_native/d3d12/HeapD3D12.h",
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"src/dawn_native/d3d12/NativeSwapChainImplD3D12.cpp",
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"src/dawn_native/d3d12/NativeSwapChainImplD3D12.h",
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"src/dawn_native/d3d12/NonShaderVisibleDescriptorAllocatorD3D12.cpp",
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"src/dawn_native/d3d12/NonShaderVisibleDescriptorAllocatorD3D12.h",
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"src/dawn_native/d3d12/PipelineLayoutD3D12.cpp",
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"src/dawn_native/d3d12/PipelineLayoutD3D12.h",
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"src/dawn_native/d3d12/PlatformFunctions.cpp",
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@ -19,6 +19,7 @@
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#include <algorithm>
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#include <cmath>
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#include <limits>
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#if defined(DAWN_COMPILER_MSVC)
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# include <intrin.h>
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@ -152,3 +153,10 @@ float SRGBToLinear(float srgb) {
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return std::pow((srgb + 0.055f) / 1.055f, 2.4f);
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}
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}
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uint64_t RoundUp(uint64_t n, uint64_t m) {
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ASSERT(m > 0);
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ASSERT(n > 0);
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ASSERT(m <= std::numeric_limits<uint64_t>::max() - n);
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return ((n + m - 1) / m) * m;
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}
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@ -29,6 +29,7 @@ uint32_t ScanForward(uint32_t bits);
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uint32_t Log2(uint32_t value);
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uint32_t Log2(uint64_t value);
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bool IsPowerOfTwo(uint64_t n);
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uint64_t RoundUp(uint64_t n, uint64_t m);
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uint64_t NextPowerOfTwo(uint64_t n);
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bool IsPtrAligned(const void* ptr, size_t alignment);
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@ -164,6 +164,8 @@ if (DAWN_ENABLE_D3D12)
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"d3d12/BindGroupLayoutD3D12.h"
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"d3d12/BufferD3D12.cpp"
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"d3d12/BufferD3D12.h"
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"d3d12/CPUDescriptorHeapAllocationD3D12.cpp"
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"d3d12/CPUDescriptorHeapAllocationD3D12.h"
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"d3d12/CommandAllocatorManager.cpp"
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"d3d12/CommandAllocatorManager.h"
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"d3d12/CommandBufferD3D12.cpp"
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@ -189,6 +191,8 @@ if (DAWN_ENABLE_D3D12)
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"d3d12/HeapD3D12.h"
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"d3d12/NativeSwapChainImplD3D12.cpp"
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"d3d12/NativeSwapChainImplD3D12.h"
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"d3d12/NonShaderVisibleDescriptorAllocatorD3D12.cpp"
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"d3d12/NonShaderVisibleDescriptorAllocatorD3D12.h"
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"d3d12/PipelineLayoutD3D12.cpp"
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"d3d12/PipelineLayoutD3D12.h"
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"d3d12/PlatformFunctions.cpp"
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@ -25,76 +25,37 @@
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namespace dawn_native { namespace d3d12 {
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// static
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BindGroup* BindGroup::Create(Device* device, const BindGroupDescriptor* descriptor) {
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ResultOrError<BindGroup*> BindGroup::Create(Device* device,
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const BindGroupDescriptor* descriptor) {
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return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor);
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}
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BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor)
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BindGroup::BindGroup(Device* device,
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const BindGroupDescriptor* descriptor,
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uint32_t viewSizeIncrement,
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const CPUDescriptorHeapAllocation& viewAllocation,
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uint32_t samplerSizeIncrement,
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const CPUDescriptorHeapAllocation& samplerAllocation)
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: BindGroupBase(this, device, descriptor) {
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}
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BindGroupLayout* bgl = ToBackend(GetLayout());
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BindGroup::~BindGroup() {
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ToBackend(GetLayout())->DeallocateBindGroup(this);
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}
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ResultOrError<bool> BindGroup::Populate(ShaderVisibleDescriptorAllocator* allocator) {
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Device* device = ToBackend(GetDevice());
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if (allocator->IsAllocationStillValid(mLastUsageSerial, mHeapSerial)) {
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return true;
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}
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// Attempt to allocate descriptors for the currently bound shader-visible heaps.
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// If either failed, return early to re-allocate and switch the heaps.
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const BindGroupLayout* bgl = ToBackend(GetLayout());
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const Serial pendingSerial = device->GetPendingCommandSerial();
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const uint32_t cbvUavSrvDescriptorCount = bgl->GetCbvUavSrvDescriptorCount();
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DescriptorHeapAllocation cbvSrvUavDescriptorHeapAllocation;
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if (cbvUavSrvDescriptorCount > 0) {
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DAWN_TRY_ASSIGN(
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cbvSrvUavDescriptorHeapAllocation,
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allocator->AllocateGPUDescriptors(cbvUavSrvDescriptorCount, pendingSerial,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
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if (cbvSrvUavDescriptorHeapAllocation.IsInvalid()) {
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return false;
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}
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mBaseCbvSrvUavDescriptor = cbvSrvUavDescriptorHeapAllocation.GetGPUHandle(0);
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}
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const uint32_t samplerDescriptorCount = bgl->GetSamplerDescriptorCount();
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DescriptorHeapAllocation samplerDescriptorHeapAllocation;
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if (samplerDescriptorCount > 0) {
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DAWN_TRY_ASSIGN(samplerDescriptorHeapAllocation,
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allocator->AllocateGPUDescriptors(samplerDescriptorCount, pendingSerial,
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER));
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if (samplerDescriptorHeapAllocation.IsInvalid()) {
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return false;
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}
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mBaseSamplerDescriptor = samplerDescriptorHeapAllocation.GetGPUHandle(0);
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}
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// Record both the device and heap serials to determine later if the allocations are still
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// valid.
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mLastUsageSerial = pendingSerial;
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mHeapSerial = allocator->GetShaderVisibleHeapsSerial();
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mCPUViewAllocation = viewAllocation;
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mCPUSamplerAllocation = samplerAllocation;
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const auto& bindingOffsets = bgl->GetBindingOffsets();
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ID3D12Device* d3d12Device = device->GetD3D12Device().Get();
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for (BindingIndex bindingIndex = 0; bindingIndex < bgl->GetBindingCount(); ++bindingIndex) {
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// It's not necessary to create descriptors in the descriptor heap for dynamic resources.
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// This is because they are created as root descriptors which are never heap allocated.
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// Since dynamic buffers are packed in the front, we can skip over these bindings by
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// starting from the dynamic buffer count.
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for (BindingIndex bindingIndex = bgl->GetDynamicBufferCount();
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bindingIndex < bgl->GetBindingCount(); ++bindingIndex) {
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const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
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// It's not necessary to create descriptors in descriptor heap for dynamic
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// resources. So skip allocating descriptors in descriptor heaps for dynamic
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// buffers.
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if (bindingInfo.hasDynamicOffset) {
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continue;
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}
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// Increment size does not need to be stored and is only used to get a handle
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// local to the allocation with OffsetFrom().
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switch (bindingInfo.type) {
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case wgpu::BindingType::UniformBuffer: {
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BufferBinding binding = GetBindingAsBufferBinding(bindingIndex);
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@ -106,8 +67,8 @@ namespace dawn_native { namespace d3d12 {
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desc.BufferLocation = ToBackend(binding.buffer)->GetVA() + binding.offset;
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d3d12Device->CreateConstantBufferView(
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&desc, cbvSrvUavDescriptorHeapAllocation.GetCPUHandle(
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bindingOffsets[bindingIndex]));
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&desc,
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viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex]));
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break;
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}
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case wgpu::BindingType::StorageBuffer: {
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@ -131,8 +92,7 @@ namespace dawn_native { namespace d3d12 {
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d3d12Device->CreateUnorderedAccessView(
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ToBackend(binding.buffer)->GetD3D12Resource().Get(), nullptr, &desc,
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cbvSrvUavDescriptorHeapAllocation.GetCPUHandle(
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bindingOffsets[bindingIndex]));
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viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex]));
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break;
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}
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case wgpu::BindingType::ReadonlyStorageBuffer: {
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@ -152,8 +112,7 @@ namespace dawn_native { namespace d3d12 {
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desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
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d3d12Device->CreateShaderResourceView(
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ToBackend(binding.buffer)->GetD3D12Resource().Get(), &desc,
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cbvSrvUavDescriptorHeapAllocation.GetCPUHandle(
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bindingOffsets[bindingIndex]));
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viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex]));
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break;
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}
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case wgpu::BindingType::SampledTexture: {
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auto& srv = view->GetSRVDescriptor();
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d3d12Device->CreateShaderResourceView(
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ToBackend(view->GetTexture())->GetD3D12Resource(), &srv,
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cbvSrvUavDescriptorHeapAllocation.GetCPUHandle(
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bindingOffsets[bindingIndex]));
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viewAllocation.OffsetFrom(viewSizeIncrement, bindingOffsets[bindingIndex]));
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break;
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}
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case wgpu::BindingType::Sampler: {
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auto* sampler = ToBackend(GetBindingAsSampler(bindingIndex));
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auto& samplerDesc = sampler->GetSamplerDescriptor();
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d3d12Device->CreateSampler(
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&samplerDesc,
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samplerDescriptorHeapAllocation.GetCPUHandle(bindingOffsets[bindingIndex]));
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&samplerDesc, samplerAllocation.OffsetFrom(samplerSizeIncrement,
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bindingOffsets[bindingIndex]));
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break;
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}
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// TODO(shaobo.yan@intel.com): Implement dynamic buffer offset.
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}
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}
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}
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BindGroup::~BindGroup() {
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ToBackend(GetLayout())
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->DeallocateBindGroup(this, &mCPUViewAllocation, &mCPUSamplerAllocation);
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ASSERT(!mCPUViewAllocation.IsValid());
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ASSERT(!mCPUSamplerAllocation.IsValid());
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}
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ResultOrError<bool> BindGroup::Populate(ShaderVisibleDescriptorAllocator* allocator) {
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Device* device = ToBackend(GetDevice());
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if (allocator->IsAllocationStillValid(mLastUsageSerial, mHeapSerial)) {
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return true;
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}
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// Attempt to allocate descriptors for the currently bound shader-visible heaps.
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// If either failed, return early to re-allocate and switch the heaps.
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const BindGroupLayout* bgl = ToBackend(GetLayout());
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const Serial pendingSerial = device->GetPendingCommandSerial();
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ID3D12Device* d3d12Device = device->GetD3D12Device().Get();
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// CPU bindgroups are sparsely allocated across CPU heaps. Instead of doing
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// simple copies per bindgroup, a single non-simple copy could be issued.
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// TODO(dawn:155): Consider doing this optimization.
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const uint32_t viewDescriptorCount = bgl->GetCbvUavSrvDescriptorCount();
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if (viewDescriptorCount > 0) {
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DescriptorHeapAllocation viewDescriptorHeapAllocation;
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DAWN_TRY_ASSIGN(
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viewDescriptorHeapAllocation,
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allocator->AllocateGPUDescriptors(viewDescriptorCount, pendingSerial,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
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if (viewDescriptorHeapAllocation.IsInvalid()) {
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return false;
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}
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d3d12Device->CopyDescriptorsSimple(
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viewDescriptorCount, viewDescriptorHeapAllocation.GetCPUHandle(0),
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mCPUViewAllocation.OffsetFrom(0, 0), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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mBaseViewDescriptor = viewDescriptorHeapAllocation.GetGPUHandle(0);
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}
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const uint32_t samplerDescriptorCount = bgl->GetSamplerDescriptorCount();
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if (samplerDescriptorCount > 0) {
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DescriptorHeapAllocation samplerDescriptorHeapAllocation;
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DAWN_TRY_ASSIGN(samplerDescriptorHeapAllocation,
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allocator->AllocateGPUDescriptors(samplerDescriptorCount, pendingSerial,
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER));
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if (samplerDescriptorHeapAllocation.IsInvalid()) {
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return false;
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}
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d3d12Device->CopyDescriptorsSimple(
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samplerDescriptorCount, samplerDescriptorHeapAllocation.GetCPUHandle(0),
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mCPUSamplerAllocation.OffsetFrom(0, 0), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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mBaseSamplerDescriptor = samplerDescriptorHeapAllocation.GetGPUHandle(0);
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}
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// Record both the device and heap serials to determine later if the allocations are still
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// valid.
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mLastUsageSerial = pendingSerial;
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mHeapSerial = allocator->GetShaderVisibleHeapsSerial();
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return true;
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}
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D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseCbvUavSrvDescriptor() const {
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return mBaseCbvSrvUavDescriptor;
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return mBaseViewDescriptor;
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}
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D3D12_GPU_DESCRIPTOR_HANDLE BindGroup::GetBaseSamplerDescriptor() const {
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#include "common/PlacementAllocated.h"
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#include "common/Serial.h"
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#include "dawn_native/BindGroup.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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#include "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
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namespace dawn_native { namespace d3d12 {
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class BindGroup : public BindGroupBase, public PlacementAllocated {
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public:
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static BindGroup* Create(Device* device, const BindGroupDescriptor* descriptor);
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static ResultOrError<BindGroup*> Create(Device* device,
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const BindGroupDescriptor* descriptor);
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BindGroup(Device* device, const BindGroupDescriptor* descriptor);
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BindGroup(Device* device,
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const BindGroupDescriptor* descriptor,
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uint32_t viewSizeIncrement,
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const CPUDescriptorHeapAllocation& viewAllocation,
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uint32_t samplerSizeIncrement,
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const CPUDescriptorHeapAllocation& samplerAllocation);
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~BindGroup() override;
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// Returns true if the BindGroup was successfully populated.
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Serial mLastUsageSerial = 0;
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Serial mHeapSerial = 0;
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D3D12_GPU_DESCRIPTOR_HANDLE mBaseCbvSrvUavDescriptor = {0};
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D3D12_GPU_DESCRIPTOR_HANDLE mBaseViewDescriptor = {0};
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D3D12_GPU_DESCRIPTOR_HANDLE mBaseSamplerDescriptor = {0};
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CPUDescriptorHeapAllocation mCPUSamplerAllocation;
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CPUDescriptorHeapAllocation mCPUViewAllocation;
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};
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}} // namespace dawn_native::d3d12
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@ -17,6 +17,7 @@
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#include "common/BitSetIterator.h"
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#include "dawn_native/d3d12/BindGroupD3D12.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/NonShaderVisibleDescriptorAllocatorD3D12.h"
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namespace dawn_native { namespace d3d12 {
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namespace {
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}
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} // anonymous namespace
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// TODO(dawn:155): Figure out this value.
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static constexpr uint16_t kDescriptorHeapSize = 1024;
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BindGroupLayout::BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor)
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: BindGroupLayoutBase(device, descriptor),
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mDescriptorCounts{},
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DescriptorType descriptorType = WGPUBindingTypeToDescriptorType(bindingInfo.type);
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mBindingOffsets[bindingIndex] += descriptorOffsets[descriptorType];
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}
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const uint32_t viewDescriptorCount = GetCbvUavSrvDescriptorCount();
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if (viewDescriptorCount > 0) {
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mViewAllocator = std::make_unique<NonShaderVisibleDescriptorAllocator>(
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device, viewDescriptorCount, kDescriptorHeapSize,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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}
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const uint32_t samplerDescriptorCount = GetSamplerDescriptorCount();
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if (samplerDescriptorCount > 0) {
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mSamplerAllocator = std::make_unique<NonShaderVisibleDescriptorAllocator>(
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device, samplerDescriptorCount, kDescriptorHeapSize,
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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}
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}
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BindGroup* BindGroupLayout::AllocateBindGroup(Device* device,
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const BindGroupDescriptor* descriptor) {
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return mBindGroupAllocator.Allocate(device, descriptor);
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ResultOrError<BindGroup*> BindGroupLayout::AllocateBindGroup(
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Device* device,
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const BindGroupDescriptor* descriptor) {
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uint32_t viewSizeIncrement = 0;
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CPUDescriptorHeapAllocation viewAllocation;
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if (GetCbvUavSrvDescriptorCount() > 0) {
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DAWN_TRY_ASSIGN(viewAllocation, mViewAllocator->AllocateCPUDescriptors());
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viewSizeIncrement = mViewAllocator->GetSizeIncrement();
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}
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uint32_t samplerSizeIncrement = 0;
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CPUDescriptorHeapAllocation samplerAllocation;
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if (GetSamplerDescriptorCount() > 0) {
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DAWN_TRY_ASSIGN(samplerAllocation, mSamplerAllocator->AllocateCPUDescriptors());
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samplerSizeIncrement = mSamplerAllocator->GetSizeIncrement();
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}
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return mBindGroupAllocator.Allocate(device, descriptor, viewSizeIncrement, viewAllocation,
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samplerSizeIncrement, samplerAllocation);
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}
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||||
void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup) {
|
||||
void BindGroupLayout::DeallocateBindGroup(BindGroup* bindGroup,
|
||||
CPUDescriptorHeapAllocation* viewAllocation,
|
||||
CPUDescriptorHeapAllocation* samplerAllocation) {
|
||||
if (viewAllocation->IsValid()) {
|
||||
mViewAllocator->Deallocate(viewAllocation);
|
||||
}
|
||||
|
||||
if (samplerAllocation->IsValid()) {
|
||||
mSamplerAllocator->Deallocate(samplerAllocation);
|
||||
}
|
||||
|
||||
mBindGroupAllocator.Deallocate(bindGroup);
|
||||
}
|
||||
|
||||
|
|
|
@ -24,13 +24,18 @@ namespace dawn_native { namespace d3d12 {
|
|||
|
||||
class BindGroup;
|
||||
class Device;
|
||||
class NonShaderVisibleDescriptorAllocator;
|
||||
class CPUDescriptorHeapAllocation;
|
||||
|
||||
class BindGroupLayout : public BindGroupLayoutBase {
|
||||
public:
|
||||
BindGroupLayout(Device* device, const BindGroupLayoutDescriptor* descriptor);
|
||||
|
||||
BindGroup* AllocateBindGroup(Device* device, const BindGroupDescriptor* descriptor);
|
||||
void DeallocateBindGroup(BindGroup* bindGroup);
|
||||
ResultOrError<BindGroup*> AllocateBindGroup(Device* device,
|
||||
const BindGroupDescriptor* descriptor);
|
||||
void DeallocateBindGroup(BindGroup* bindGroup,
|
||||
CPUDescriptorHeapAllocation* viewAllocation,
|
||||
CPUDescriptorHeapAllocation* samplerAllocation);
|
||||
|
||||
enum DescriptorType {
|
||||
CBV,
|
||||
|
@ -54,6 +59,10 @@ namespace dawn_native { namespace d3d12 {
|
|||
D3D12_DESCRIPTOR_RANGE mRanges[DescriptorType::Count];
|
||||
|
||||
SlabAllocator<BindGroup> mBindGroupAllocator;
|
||||
|
||||
// TODO(dawn:155): Store and bucket allocators by size on the device.
|
||||
std::unique_ptr<NonShaderVisibleDescriptorAllocator> mSamplerAllocator;
|
||||
std::unique_ptr<NonShaderVisibleDescriptorAllocator> mViewAllocator;
|
||||
};
|
||||
|
||||
}} // namespace dawn_native::d3d12
|
||||
|
|
|
@ -0,0 +1,48 @@
|
|||
// 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 "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
|
||||
#include "dawn_native/Error.h"
|
||||
|
||||
namespace dawn_native { namespace d3d12 {
|
||||
|
||||
CPUDescriptorHeapAllocation::CPUDescriptorHeapAllocation(
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor,
|
||||
uint32_t heapIndex)
|
||||
: mBaseDescriptor(baseDescriptor), mHeapIndex(heapIndex) {
|
||||
}
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE CPUDescriptorHeapAllocation::OffsetFrom(
|
||||
uint32_t sizeIncrementInBytes,
|
||||
uint32_t offsetInDescriptorCount) const {
|
||||
ASSERT(IsValid());
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = mBaseDescriptor;
|
||||
cpuHandle.ptr += sizeIncrementInBytes * offsetInDescriptorCount;
|
||||
return cpuHandle;
|
||||
}
|
||||
|
||||
uint32_t CPUDescriptorHeapAllocation::GetHeapIndex() const {
|
||||
ASSERT(mHeapIndex >= 0);
|
||||
return mHeapIndex;
|
||||
}
|
||||
|
||||
bool CPUDescriptorHeapAllocation::IsValid() const {
|
||||
return mBaseDescriptor.ptr != 0;
|
||||
}
|
||||
|
||||
void CPUDescriptorHeapAllocation::Invalidate() {
|
||||
mBaseDescriptor = {0};
|
||||
}
|
||||
|
||||
}} // namespace dawn_native::d3d12
|
|
@ -0,0 +1,45 @@
|
|||
// 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.
|
||||
|
||||
#ifndef DAWNNATIVE_D3D12_CPUDESCRIPTORHEAPALLOCATION_H_
|
||||
#define DAWNNATIVE_D3D12_CPUDESCRIPTORHEAPALLOCATION_H_
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "dawn_native/d3d12/d3d12_platform.h"
|
||||
|
||||
namespace dawn_native { namespace d3d12 {
|
||||
|
||||
// Wrapper for a handle into a CPU-only descriptor heap.
|
||||
class CPUDescriptorHeapAllocation {
|
||||
public:
|
||||
CPUDescriptorHeapAllocation() = default;
|
||||
CPUDescriptorHeapAllocation(D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor, uint32_t heapIndex);
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE OffsetFrom(uint32_t sizeIncrementInBytes,
|
||||
uint32_t offsetInDescriptorCount) const;
|
||||
uint32_t GetHeapIndex() const;
|
||||
|
||||
bool IsValid() const;
|
||||
|
||||
void Invalidate();
|
||||
|
||||
private:
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE mBaseDescriptor = {0};
|
||||
uint32_t mHeapIndex = -1;
|
||||
};
|
||||
|
||||
}} // namespace dawn_native::d3d12
|
||||
|
||||
#endif // DAWNNATIVE_D3D12_CPUDESCRIPTORHEAPALLOCATION_H_
|
|
@ -0,0 +1,137 @@
|
|||
// 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 "common/Math.h"
|
||||
|
||||
#include "dawn_native/d3d12/D3D12Error.h"
|
||||
#include "dawn_native/d3d12/DeviceD3D12.h"
|
||||
#include "dawn_native/d3d12/NonShaderVisibleDescriptorAllocatorD3D12.h"
|
||||
|
||||
namespace dawn_native { namespace d3d12 {
|
||||
|
||||
NonShaderVisibleDescriptorAllocator::NonShaderVisibleDescriptorAllocator(
|
||||
Device* device,
|
||||
uint32_t descriptorCount,
|
||||
uint32_t heapSize,
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE heapType)
|
||||
: mDevice(device),
|
||||
mSizeIncrement(device->GetD3D12Device()->GetDescriptorHandleIncrementSize(heapType)),
|
||||
mBlockSize(descriptorCount * mSizeIncrement),
|
||||
mHeapSize(RoundUp(heapSize, descriptorCount)),
|
||||
mHeapType(heapType) {
|
||||
ASSERT(heapType == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ||
|
||||
heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
|
||||
ASSERT(descriptorCount <= heapSize);
|
||||
}
|
||||
|
||||
NonShaderVisibleDescriptorAllocator::~NonShaderVisibleDescriptorAllocator() {
|
||||
const Index freeBlockIndicesSize = GetFreeBlockIndicesSize();
|
||||
for (auto& buffer : mPool) {
|
||||
ASSERT(buffer.freeBlockIndices.size() == freeBlockIndicesSize);
|
||||
}
|
||||
ASSERT(mAvailableHeaps.size() == mPool.size());
|
||||
}
|
||||
|
||||
ResultOrError<CPUDescriptorHeapAllocation>
|
||||
NonShaderVisibleDescriptorAllocator::AllocateCPUDescriptors() {
|
||||
if (mAvailableHeaps.empty()) {
|
||||
DAWN_TRY(AllocateCPUHeap());
|
||||
}
|
||||
|
||||
ASSERT(!mAvailableHeaps.empty());
|
||||
|
||||
const uint32_t heapIndex = mAvailableHeaps.back();
|
||||
NonShaderVisibleBuffer& buffer = mPool[heapIndex];
|
||||
|
||||
ASSERT(!buffer.freeBlockIndices.empty());
|
||||
|
||||
const Index blockIndex = buffer.freeBlockIndices.back();
|
||||
|
||||
buffer.freeBlockIndices.pop_back();
|
||||
|
||||
if (buffer.freeBlockIndices.empty()) {
|
||||
mAvailableHeaps.pop_back();
|
||||
}
|
||||
|
||||
const D3D12_CPU_DESCRIPTOR_HANDLE baseCPUDescriptor = {
|
||||
buffer.heap->GetCPUDescriptorHandleForHeapStart().ptr + (blockIndex * mBlockSize)};
|
||||
|
||||
return CPUDescriptorHeapAllocation{baseCPUDescriptor, heapIndex};
|
||||
}
|
||||
|
||||
MaybeError NonShaderVisibleDescriptorAllocator::AllocateCPUHeap() {
|
||||
D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
|
||||
heapDescriptor.Type = mHeapType;
|
||||
heapDescriptor.NumDescriptors = mHeapSize;
|
||||
heapDescriptor.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
heapDescriptor.NodeMask = 0;
|
||||
|
||||
ComPtr<ID3D12DescriptorHeap> heap;
|
||||
DAWN_TRY(CheckHRESULT(
|
||||
mDevice->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)),
|
||||
"ID3D12Device::CreateDescriptorHeap"));
|
||||
|
||||
NonShaderVisibleBuffer newBuffer;
|
||||
newBuffer.heap = std::move(heap);
|
||||
|
||||
const Index freeBlockIndicesSize = GetFreeBlockIndicesSize();
|
||||
newBuffer.freeBlockIndices.reserve(freeBlockIndicesSize);
|
||||
|
||||
for (Index blockIndex = 0; blockIndex < freeBlockIndicesSize; blockIndex++) {
|
||||
newBuffer.freeBlockIndices.push_back(blockIndex);
|
||||
}
|
||||
|
||||
mAvailableHeaps.push_back(mPool.size());
|
||||
mPool.emplace_back(std::move(newBuffer));
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
void NonShaderVisibleDescriptorAllocator::Deallocate(CPUDescriptorHeapAllocation* allocation) {
|
||||
const uint32_t heapIndex = allocation->GetHeapIndex();
|
||||
|
||||
ASSERT(heapIndex < mPool.size());
|
||||
|
||||
// Insert the deallocated block back into the free-list. Order does not matter. However,
|
||||
// having blocks be non-contigious could slow down future allocations due to poor cache
|
||||
// locality.
|
||||
// TODO(dawn:155): Consider more optimization.
|
||||
std::vector<Index>& freeBlockIndices = mPool[heapIndex].freeBlockIndices;
|
||||
if (freeBlockIndices.empty()) {
|
||||
mAvailableHeaps.emplace_back(heapIndex);
|
||||
}
|
||||
|
||||
const D3D12_CPU_DESCRIPTOR_HANDLE heapStart =
|
||||
mPool[heapIndex].heap->GetCPUDescriptorHandleForHeapStart();
|
||||
|
||||
const D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor = allocation->OffsetFrom(0, 0);
|
||||
|
||||
const Index blockIndex = (baseDescriptor.ptr - heapStart.ptr) / mBlockSize;
|
||||
|
||||
freeBlockIndices.emplace_back(blockIndex);
|
||||
|
||||
// Invalidate the handle in case the developer accidentally uses it again.
|
||||
allocation->Invalidate();
|
||||
}
|
||||
|
||||
uint32_t NonShaderVisibleDescriptorAllocator::GetSizeIncrement() const {
|
||||
return mSizeIncrement;
|
||||
}
|
||||
|
||||
NonShaderVisibleDescriptorAllocator::Index
|
||||
NonShaderVisibleDescriptorAllocator::GetFreeBlockIndicesSize() const {
|
||||
return ((mHeapSize * mSizeIncrement) / mBlockSize);
|
||||
}
|
||||
|
||||
}} // namespace dawn_native::d3d12
|
|
@ -0,0 +1,78 @@
|
|||
// 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.
|
||||
|
||||
#ifndef DAWNNATIVE_D3D12_NONSHADERVISIBLEDESCRIPTORALLOCATOR_H_
|
||||
#define DAWNNATIVE_D3D12_NONSHADERVISIBLEDESCRIPTORALLOCATOR_H_
|
||||
|
||||
#include "dawn_native/Error.h"
|
||||
|
||||
#include "dawn_native/d3d12/CPUDescriptorHeapAllocationD3D12.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
// |NonShaderVisibleDescriptorAllocator| allocates a fixed-size block of descriptors from a CPU
|
||||
// descriptor heap pool.
|
||||
// Internally, it manages a list of heaps using a fixed-size block allocator. The fixed-size
|
||||
// block allocator is backed by a list of free blocks (free-list). The heap is in one of two
|
||||
// states: AVAILABLE or not. To allocate, the next free block is removed from the free-list
|
||||
// and the corresponding heap offset is returned. The AVAILABLE heap always has room for
|
||||
// at-least one free block. If no AVAILABLE heap exists, a new heap is created and inserted
|
||||
// back into the pool to be immediately used. To deallocate, the block corresponding to the
|
||||
// offset is inserted back into the free-list.
|
||||
namespace dawn_native { namespace d3d12 {
|
||||
|
||||
class Device;
|
||||
|
||||
class NonShaderVisibleDescriptorAllocator {
|
||||
public:
|
||||
NonShaderVisibleDescriptorAllocator() = default;
|
||||
NonShaderVisibleDescriptorAllocator(Device* device,
|
||||
uint32_t descriptorCount,
|
||||
uint32_t heapSize,
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE heapType);
|
||||
~NonShaderVisibleDescriptorAllocator();
|
||||
|
||||
ResultOrError<CPUDescriptorHeapAllocation> AllocateCPUDescriptors();
|
||||
|
||||
void Deallocate(CPUDescriptorHeapAllocation* allocation);
|
||||
|
||||
uint32_t GetSizeIncrement() const;
|
||||
|
||||
private:
|
||||
using Index = uint16_t;
|
||||
|
||||
struct NonShaderVisibleBuffer {
|
||||
ComPtr<ID3D12DescriptorHeap> heap;
|
||||
std::vector<Index> freeBlockIndices;
|
||||
};
|
||||
|
||||
MaybeError AllocateCPUHeap();
|
||||
|
||||
Index GetFreeBlockIndicesSize() const;
|
||||
|
||||
std::vector<uint32_t> mAvailableHeaps; // Indices into the pool.
|
||||
std::vector<NonShaderVisibleBuffer> mPool;
|
||||
|
||||
Device* mDevice;
|
||||
|
||||
uint32_t mSizeIncrement; // Size of the descriptor (in bytes).
|
||||
uint32_t mBlockSize; // Size of the block of descriptors (in bytes).
|
||||
uint32_t mHeapSize; // Size of the heap (in number of descriptors).
|
||||
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE mHeapType;
|
||||
};
|
||||
|
||||
}} // namespace dawn_native::d3d12
|
||||
|
||||
#endif // DAWNNATIVE_D3D12_NONSHADERVISIBLEDESCRIPTORALLOCATOR_H_
|
|
@ -82,7 +82,7 @@ TEST(Math, AlignPtr) {
|
|||
|
||||
ASSERT_GE(aligned - unaligned, 0);
|
||||
ASSERT_LT(static_cast<size_t>(aligned - unaligned), kTestAlignment);
|
||||
ASSERT_EQ(reinterpret_cast<uintptr_t>(aligned) & (kTestAlignment -1), 0u);
|
||||
ASSERT_EQ(reinterpret_cast<uintptr_t>(aligned) & (kTestAlignment - 1), 0u);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -191,3 +191,21 @@ TEST(Math, SRGBToLinear) {
|
|||
|
||||
ASSERT_FLOAT_EQ(SRGBToLinear(0.5f), 0.21404114f);
|
||||
}
|
||||
|
||||
// Tests for RoundUp
|
||||
TEST(Math, RoundUp) {
|
||||
ASSERT_EQ(RoundUp(2, 2), 2u);
|
||||
ASSERT_EQ(RoundUp(2, 4), 4u);
|
||||
ASSERT_EQ(RoundUp(6, 2), 6u);
|
||||
ASSERT_EQ(RoundUp(8, 4), 8u);
|
||||
ASSERT_EQ(RoundUp(12, 6), 12u);
|
||||
|
||||
ASSERT_EQ(RoundUp(3, 3), 3u);
|
||||
ASSERT_EQ(RoundUp(3, 5), 5u);
|
||||
ASSERT_EQ(RoundUp(5, 3), 6u);
|
||||
ASSERT_EQ(RoundUp(9, 5), 10u);
|
||||
|
||||
// Test extrema
|
||||
ASSERT_EQ(RoundUp(0x7FFFFFFFFFFFFFFFull, 0x8000000000000000ull), 0x8000000000000000ull);
|
||||
ASSERT_EQ(RoundUp(1, 1), 1u);
|
||||
}
|
||||
|
|
|
@ -15,7 +15,9 @@
|
|||
#include "tests/DawnTest.h"
|
||||
|
||||
#include "dawn_native/Toggles.h"
|
||||
#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
|
||||
#include "dawn_native/d3d12/DeviceD3D12.h"
|
||||
#include "dawn_native/d3d12/NonShaderVisibleDescriptorAllocatorD3D12.h"
|
||||
#include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
|
||||
#include "utils/ComboRenderPipelineDescriptor.h"
|
||||
#include "utils/WGPUHelpers.h"
|
||||
|
@ -93,6 +95,31 @@ class D3D12DescriptorHeapTests : public DawnTest {
|
|||
wgpu::ShaderModule mSimpleFSModule;
|
||||
};
|
||||
|
||||
class DummyNonShaderVisibleDescriptorAllocator {
|
||||
public:
|
||||
DummyNonShaderVisibleDescriptorAllocator(Device* device,
|
||||
uint32_t descriptorCount,
|
||||
uint32_t allocationsPerHeap)
|
||||
: mAllocator(device,
|
||||
descriptorCount,
|
||||
allocationsPerHeap * descriptorCount,
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER) {
|
||||
}
|
||||
|
||||
CPUDescriptorHeapAllocation AllocateCPUDescriptors() {
|
||||
dawn_native::ResultOrError<CPUDescriptorHeapAllocation> result =
|
||||
mAllocator.AllocateCPUDescriptors();
|
||||
return (result.IsSuccess()) ? result.AcquireSuccess() : CPUDescriptorHeapAllocation{};
|
||||
}
|
||||
|
||||
void Deallocate(CPUDescriptorHeapAllocation& allocation) {
|
||||
mAllocator.Deallocate(&allocation);
|
||||
}
|
||||
|
||||
private:
|
||||
NonShaderVisibleDescriptorAllocator mAllocator;
|
||||
};
|
||||
|
||||
// Verify the shader visible heaps switch over within a single submit.
|
||||
TEST_P(D3D12DescriptorHeapTests, SwitchOverHeaps) {
|
||||
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
|
||||
|
@ -688,6 +715,157 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
|
|||
}
|
||||
}
|
||||
|
||||
// Verify a single allocate/deallocate.
|
||||
// One non-shader visible heap will be created.
|
||||
TEST_P(D3D12DescriptorHeapTests, Single) {
|
||||
constexpr uint32_t kDescriptorCount = 4;
|
||||
constexpr uint32_t kAllocationsPerHeap = 3;
|
||||
DummyNonShaderVisibleDescriptorAllocator allocator(mD3DDevice, kDescriptorCount,
|
||||
kAllocationsPerHeap);
|
||||
|
||||
CPUDescriptorHeapAllocation allocation = allocator.AllocateCPUDescriptors();
|
||||
EXPECT_EQ(allocation.GetHeapIndex(), 0u);
|
||||
EXPECT_NE(allocation.OffsetFrom(0, 0).ptr, 0u);
|
||||
|
||||
allocator.Deallocate(allocation);
|
||||
EXPECT_FALSE(allocation.IsValid());
|
||||
}
|
||||
|
||||
// Verify allocating many times causes the pool to increase in size.
|
||||
// Creates |kNumOfHeaps| non-shader visible heaps.
|
||||
TEST_P(D3D12DescriptorHeapTests, Sequential) {
|
||||
constexpr uint32_t kDescriptorCount = 4;
|
||||
constexpr uint32_t kAllocationsPerHeap = 3;
|
||||
DummyNonShaderVisibleDescriptorAllocator allocator(mD3DDevice, kDescriptorCount,
|
||||
kAllocationsPerHeap);
|
||||
|
||||
// Allocate |kNumOfHeaps| worth.
|
||||
constexpr uint32_t kNumOfHeaps = 2;
|
||||
|
||||
std::set<uint32_t> allocatedHeaps;
|
||||
|
||||
std::vector<CPUDescriptorHeapAllocation> allocations;
|
||||
for (uint32_t i = 0; i < kAllocationsPerHeap * kNumOfHeaps; i++) {
|
||||
CPUDescriptorHeapAllocation allocation = allocator.AllocateCPUDescriptors();
|
||||
EXPECT_EQ(allocation.GetHeapIndex(), i / kAllocationsPerHeap);
|
||||
EXPECT_NE(allocation.OffsetFrom(0, 0).ptr, 0u);
|
||||
allocations.push_back(allocation);
|
||||
allocatedHeaps.insert(allocation.GetHeapIndex());
|
||||
}
|
||||
|
||||
EXPECT_EQ(allocatedHeaps.size(), kNumOfHeaps);
|
||||
|
||||
// Deallocate all.
|
||||
for (CPUDescriptorHeapAllocation& allocation : allocations) {
|
||||
allocator.Deallocate(allocation);
|
||||
EXPECT_FALSE(allocation.IsValid());
|
||||
}
|
||||
}
|
||||
|
||||
// Verify that re-allocating a number of allocations < pool size, all heaps are reused.
|
||||
// Creates and reuses |kNumofHeaps| non-shader visible heaps.
|
||||
TEST_P(D3D12DescriptorHeapTests, ReuseFreedHeaps) {
|
||||
constexpr uint32_t kDescriptorCount = 4;
|
||||
constexpr uint32_t kAllocationsPerHeap = 25;
|
||||
DummyNonShaderVisibleDescriptorAllocator allocator(mD3DDevice, kDescriptorCount,
|
||||
kAllocationsPerHeap);
|
||||
|
||||
constexpr uint32_t kNumofHeaps = 10;
|
||||
|
||||
std::list<CPUDescriptorHeapAllocation> allocations;
|
||||
std::set<size_t> allocationPtrs;
|
||||
|
||||
// Allocate |kNumofHeaps| heaps worth.
|
||||
for (uint32_t i = 0; i < kAllocationsPerHeap * kNumofHeaps; i++) {
|
||||
CPUDescriptorHeapAllocation allocation = allocator.AllocateCPUDescriptors();
|
||||
allocations.push_back(allocation);
|
||||
EXPECT_TRUE(allocationPtrs.insert(allocation.OffsetFrom(0, 0).ptr).second);
|
||||
}
|
||||
|
||||
// Deallocate all.
|
||||
for (CPUDescriptorHeapAllocation& allocation : allocations) {
|
||||
allocator.Deallocate(allocation);
|
||||
EXPECT_FALSE(allocation.IsValid());
|
||||
}
|
||||
|
||||
allocations.clear();
|
||||
|
||||
// Re-allocate all again.
|
||||
std::set<size_t> reallocatedPtrs;
|
||||
for (uint32_t i = 0; i < kAllocationsPerHeap * kNumofHeaps; i++) {
|
||||
CPUDescriptorHeapAllocation allocation = allocator.AllocateCPUDescriptors();
|
||||
allocations.push_back(allocation);
|
||||
EXPECT_TRUE(reallocatedPtrs.insert(allocation.OffsetFrom(0, 0).ptr).second);
|
||||
EXPECT_TRUE(std::find(allocationPtrs.begin(), allocationPtrs.end(),
|
||||
allocation.OffsetFrom(0, 0).ptr) != allocationPtrs.end());
|
||||
}
|
||||
|
||||
// Deallocate all again.
|
||||
for (CPUDescriptorHeapAllocation& allocation : allocations) {
|
||||
allocator.Deallocate(allocation);
|
||||
EXPECT_FALSE(allocation.IsValid());
|
||||
}
|
||||
}
|
||||
|
||||
// Verify allocating then deallocating many times.
|
||||
TEST_P(D3D12DescriptorHeapTests, AllocateDeallocateMany) {
|
||||
constexpr uint32_t kDescriptorCount = 4;
|
||||
constexpr uint32_t kAllocationsPerHeap = 25;
|
||||
DummyNonShaderVisibleDescriptorAllocator allocator(mD3DDevice, kDescriptorCount,
|
||||
kAllocationsPerHeap);
|
||||
|
||||
std::list<CPUDescriptorHeapAllocation> list3;
|
||||
std::list<CPUDescriptorHeapAllocation> list5;
|
||||
std::list<CPUDescriptorHeapAllocation> allocations;
|
||||
|
||||
constexpr uint32_t kNumofHeaps = 2;
|
||||
|
||||
// Allocate |kNumofHeaps| heaps worth.
|
||||
for (uint32_t i = 0; i < kAllocationsPerHeap * kNumofHeaps; i++) {
|
||||
CPUDescriptorHeapAllocation allocation = allocator.AllocateCPUDescriptors();
|
||||
EXPECT_NE(allocation.OffsetFrom(0, 0).ptr, 0u);
|
||||
if (i % 3 == 0) {
|
||||
list3.push_back(allocation);
|
||||
} else {
|
||||
allocations.push_back(allocation);
|
||||
}
|
||||
}
|
||||
|
||||
// Deallocate every 3rd allocation.
|
||||
for (auto it = list3.begin(); it != list3.end(); it = list3.erase(it)) {
|
||||
allocator.Deallocate(*it);
|
||||
}
|
||||
|
||||
// Allocate again.
|
||||
for (uint32_t i = 0; i < kAllocationsPerHeap * kNumofHeaps; i++) {
|
||||
CPUDescriptorHeapAllocation allocation = allocator.AllocateCPUDescriptors();
|
||||
EXPECT_NE(allocation.OffsetFrom(0, 0).ptr, 0u);
|
||||
if (i % 5 == 0) {
|
||||
list5.push_back(allocation);
|
||||
} else {
|
||||
allocations.push_back(allocation);
|
||||
}
|
||||
}
|
||||
|
||||
// Deallocate every 5th allocation.
|
||||
for (auto it = list5.begin(); it != list5.end(); it = list5.erase(it)) {
|
||||
allocator.Deallocate(*it);
|
||||
}
|
||||
|
||||
// Allocate again.
|
||||
for (uint32_t i = 0; i < kAllocationsPerHeap * kNumofHeaps; i++) {
|
||||
CPUDescriptorHeapAllocation allocation = allocator.AllocateCPUDescriptors();
|
||||
EXPECT_NE(allocation.OffsetFrom(0, 0).ptr, 0u);
|
||||
allocations.push_back(allocation);
|
||||
}
|
||||
|
||||
// Deallocate remaining.
|
||||
for (CPUDescriptorHeapAllocation& allocation : allocations) {
|
||||
allocator.Deallocate(allocation);
|
||||
EXPECT_FALSE(allocation.IsValid());
|
||||
}
|
||||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(D3D12DescriptorHeapTests,
|
||||
D3D12Backend(),
|
||||
D3D12Backend({"use_d3d12_small_shader_visible_heap"}));
|
||||
|
|
Loading…
Reference in New Issue