Support for small resource placement.

Enables use of 4KB resource alignments where permitted.
This saves heap memory (4KB vs 64KB per allocation) and improves re-use.

BUG=dawn:27

Change-Id: I7a0a30252f480db2d0fa7f5d949207a56e3aa2e9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12900
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Bryan Bernhart 2019-11-05 19:34:45 +00:00 committed by Commit Bot service account
parent c277c38d90
commit 2cdf132c0f
4 changed files with 110 additions and 7 deletions

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@ -953,6 +953,10 @@ source_set("dawn_white_box_tests_sources") {
} }
} }
if (dawn_enable_d3d12) {
sources += [ "src/tests/white_box/D3D12SmallTextureTests.cpp" ]
}
if (dawn_enable_opengl) { if (dawn_enable_opengl) {
deps += [ ":dawn_glfw" ] deps += [ ":dawn_glfw" ]
} }

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@ -187,17 +187,41 @@ namespace dawn_native { namespace d3d12 {
ResultOrError<ResourceHeapAllocation> ResourceAllocatorManager::CreatePlacedResource( ResultOrError<ResourceHeapAllocation> ResourceAllocatorManager::CreatePlacedResource(
D3D12_HEAP_TYPE heapType, D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor, const D3D12_RESOURCE_DESC& requestedResourceDescriptor,
D3D12_RESOURCE_STATES initialUsage) { D3D12_RESOURCE_STATES initialUsage) {
const size_t resourceHeapKindIndex = GetResourceHeapKind( const size_t resourceHeapKindIndex =
resourceDescriptor.Dimension, heapType, resourceDescriptor.Flags, mResourceHeapTier); GetResourceHeapKind(requestedResourceDescriptor.Dimension, heapType,
requestedResourceDescriptor.Flags, mResourceHeapTier);
// Small resources can take advantage of smaller alignments. For example,
// if the most detailed mip can fit under 64KB, 4KB alignments can be used.
// Must be non-depth or without render-target to use small resource alignment.
//
// Note: Only known to be used for small textures; however, MSDN suggests
// it could be extended for more cases. If so, this could default to always attempt small
// resource placement.
// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_resource_desc
D3D12_RESOURCE_DESC resourceDescriptor = requestedResourceDescriptor;
resourceDescriptor.Alignment =
(resourceHeapKindIndex == Default_OnlyNonRenderableOrDepthTextures)
? D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT
: requestedResourceDescriptor.Alignment;
D3D12_RESOURCE_ALLOCATION_INFO resourceInfo =
mDevice->GetD3D12Device()->GetResourceAllocationInfo(0, 1, &resourceDescriptor);
// If the request for small resource alignment was rejected, let D3D tell us what the
// required alignment is for this resource.
if (resourceHeapKindIndex == Default_OnlyNonRenderableOrDepthTextures &&
resourceInfo.Alignment != D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT) {
resourceDescriptor.Alignment = 0;
resourceInfo =
mDevice->GetD3D12Device()->GetResourceAllocationInfo(0, 1, &resourceDescriptor);
}
BuddyMemoryAllocator* allocator = BuddyMemoryAllocator* allocator =
mSubAllocatedResourceAllocators[resourceHeapKindIndex].get(); mSubAllocatedResourceAllocators[resourceHeapKindIndex].get();
const D3D12_RESOURCE_ALLOCATION_INFO resourceInfo =
mDevice->GetD3D12Device()->GetResourceAllocationInfo(0, 1, &resourceDescriptor);
ResourceMemoryAllocation allocation; ResourceMemoryAllocation allocation;
DAWN_TRY_ASSIGN(allocation, DAWN_TRY_ASSIGN(allocation,
allocator->Allocate(resourceInfo.SizeInBytes, resourceInfo.Alignment)); allocator->Allocate(resourceInfo.SizeInBytes, resourceInfo.Alignment));

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@ -72,7 +72,7 @@ namespace dawn_native { namespace d3d12 {
ResultOrError<ResourceHeapAllocation> CreatePlacedResource( ResultOrError<ResourceHeapAllocation> CreatePlacedResource(
D3D12_HEAP_TYPE heapType, D3D12_HEAP_TYPE heapType,
const D3D12_RESOURCE_DESC& resourceDescriptor, const D3D12_RESOURCE_DESC& requestedResourceDescriptor,
D3D12_RESOURCE_STATES initialUsage); D3D12_RESOURCE_STATES initialUsage);
ResultOrError<ResourceHeapAllocation> CreateCommittedResource( ResultOrError<ResourceHeapAllocation> CreateCommittedResource(

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@ -0,0 +1,75 @@
// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "dawn_native/d3d12/TextureD3D12.h"
using namespace dawn_native::d3d12;
class D3D12SmallTextureTests : public DawnTest {
protected:
std::vector<const char*> GetRequiredExtensions() override {
mIsBCFormatSupported = SupportsExtensions({"texture_compression_bc"});
if (!mIsBCFormatSupported) {
return {};
}
return {"texture_compression_bc"};
}
bool IsBCFormatSupported() const {
return mIsBCFormatSupported;
}
private:
bool mIsBCFormatSupported = false;
};
// Verify that creating a small compressed textures will be 4KB aligned.
TEST_P(D3D12SmallTextureTests, AlignSmallCompressedTexture) {
DAWN_SKIP_TEST_IF(UsesWire());
DAWN_SKIP_TEST_IF(!IsBCFormatSupported());
DAWN_SKIP_TEST_IF(IsIntel());
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = 8;
descriptor.size.height = 8;
descriptor.size.depth = 1;
descriptor.arrayLayerCount = 1;
descriptor.sampleCount = 1;
descriptor.format = wgpu::TextureFormat::BC1RGBAUnorm;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::Sampled;
// Create a smaller one that allows use of the smaller alignment.
wgpu::Texture texture = device.CreateTexture(&descriptor);
Texture* d3dTexture = reinterpret_cast<Texture*>(texture.Get());
EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment,
static_cast<uint64_t>(D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT));
// Create a larger one (>64KB) that forbids use the smaller alignment.
descriptor.size.width = 4096;
descriptor.size.height = 4096;
texture = device.CreateTexture(&descriptor);
d3dTexture = reinterpret_cast<Texture*>(texture.Get());
EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment,
static_cast<uint64_t>(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT));
}
DAWN_INSTANTIATE_TEST(D3D12SmallTextureTests, D3D12Backend);