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>
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BUILD.gn
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BUILD.gn
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@ -953,6 +953,10 @@ source_set("dawn_white_box_tests_sources") {
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}
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}
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if (dawn_enable_d3d12) {
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sources += [ "src/tests/white_box/D3D12SmallTextureTests.cpp" ]
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}
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if (dawn_enable_opengl) {
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deps += [ ":dawn_glfw" ]
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}
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@ -187,17 +187,41 @@ namespace dawn_native { namespace d3d12 {
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ResultOrError<ResourceHeapAllocation> ResourceAllocatorManager::CreatePlacedResource(
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D3D12_HEAP_TYPE heapType,
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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const D3D12_RESOURCE_DESC& requestedResourceDescriptor,
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D3D12_RESOURCE_STATES initialUsage) {
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const size_t resourceHeapKindIndex = GetResourceHeapKind(
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resourceDescriptor.Dimension, heapType, resourceDescriptor.Flags, mResourceHeapTier);
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const size_t resourceHeapKindIndex =
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GetResourceHeapKind(requestedResourceDescriptor.Dimension, heapType,
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requestedResourceDescriptor.Flags, mResourceHeapTier);
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// Small resources can take advantage of smaller alignments. For example,
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// if the most detailed mip can fit under 64KB, 4KB alignments can be used.
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// Must be non-depth or without render-target to use small resource alignment.
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//
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// Note: Only known to be used for small textures; however, MSDN suggests
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// it could be extended for more cases. If so, this could default to always attempt small
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// resource placement.
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// https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_resource_desc
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D3D12_RESOURCE_DESC resourceDescriptor = requestedResourceDescriptor;
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resourceDescriptor.Alignment =
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(resourceHeapKindIndex == Default_OnlyNonRenderableOrDepthTextures)
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? D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT
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: requestedResourceDescriptor.Alignment;
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D3D12_RESOURCE_ALLOCATION_INFO resourceInfo =
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mDevice->GetD3D12Device()->GetResourceAllocationInfo(0, 1, &resourceDescriptor);
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// If the request for small resource alignment was rejected, let D3D tell us what the
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// required alignment is for this resource.
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if (resourceHeapKindIndex == Default_OnlyNonRenderableOrDepthTextures &&
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resourceInfo.Alignment != D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT) {
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resourceDescriptor.Alignment = 0;
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resourceInfo =
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mDevice->GetD3D12Device()->GetResourceAllocationInfo(0, 1, &resourceDescriptor);
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}
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BuddyMemoryAllocator* allocator =
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mSubAllocatedResourceAllocators[resourceHeapKindIndex].get();
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const D3D12_RESOURCE_ALLOCATION_INFO resourceInfo =
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mDevice->GetD3D12Device()->GetResourceAllocationInfo(0, 1, &resourceDescriptor);
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ResourceMemoryAllocation allocation;
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DAWN_TRY_ASSIGN(allocation,
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allocator->Allocate(resourceInfo.SizeInBytes, resourceInfo.Alignment));
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@ -72,7 +72,7 @@ namespace dawn_native { namespace d3d12 {
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ResultOrError<ResourceHeapAllocation> CreatePlacedResource(
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D3D12_HEAP_TYPE heapType,
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const D3D12_RESOURCE_DESC& resourceDescriptor,
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const D3D12_RESOURCE_DESC& requestedResourceDescriptor,
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D3D12_RESOURCE_STATES initialUsage);
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ResultOrError<ResourceHeapAllocation> CreateCommittedResource(
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@ -0,0 +1,75 @@
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// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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using namespace dawn_native::d3d12;
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class D3D12SmallTextureTests : public DawnTest {
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protected:
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std::vector<const char*> GetRequiredExtensions() override {
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mIsBCFormatSupported = SupportsExtensions({"texture_compression_bc"});
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if (!mIsBCFormatSupported) {
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return {};
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}
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return {"texture_compression_bc"};
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}
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bool IsBCFormatSupported() const {
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return mIsBCFormatSupported;
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}
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private:
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bool mIsBCFormatSupported = false;
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};
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// Verify that creating a small compressed textures will be 4KB aligned.
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TEST_P(D3D12SmallTextureTests, AlignSmallCompressedTexture) {
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DAWN_SKIP_TEST_IF(UsesWire());
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DAWN_SKIP_TEST_IF(!IsBCFormatSupported());
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DAWN_SKIP_TEST_IF(IsIntel());
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = 8;
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descriptor.size.height = 8;
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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 = wgpu::TextureFormat::BC1RGBAUnorm;
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descriptor.mipLevelCount = 1;
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descriptor.usage = wgpu::TextureUsage::Sampled;
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// Create a smaller one that allows use of the smaller alignment.
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wgpu::Texture texture = device.CreateTexture(&descriptor);
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Texture* d3dTexture = reinterpret_cast<Texture*>(texture.Get());
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EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment,
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static_cast<uint64_t>(D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT));
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// Create a larger one (>64KB) that forbids use the smaller alignment.
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descriptor.size.width = 4096;
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descriptor.size.height = 4096;
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texture = device.CreateTexture(&descriptor);
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d3dTexture = reinterpret_cast<Texture*>(texture.Get());
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EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment,
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static_cast<uint64_t>(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT));
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}
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DAWN_INSTANTIATE_TEST(D3D12SmallTextureTests, D3D12Backend);
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