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Dynamic Buffer Offset : D3D Backend
In a typical graphics application it is a common usage to update some uniforms once per draw, and such uniforms include the word positions, orientations, and so on. In the current state of WebGPU, this means that for each draw call we have to create a new bind group to set the right uniform values. Bind group creation is expected to be more expensive than recording draws because a memory allocation is required. The functionality of dynamic buffer offset is to reduce the number of bind groups that need to be created. The patch implements dynamic buffer offset on D3D backend using root descriptor. Bug=dawn:55 Change-Id: Ia713a4edb3c0ab8f3bba048d7813f343e9dee166 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9040 Commit-Queue: Shaobo Yan <shaobo.yan@intel.com> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@@ -406,6 +406,34 @@ TEST_F(BindGroupValidationTest, ErrorLayout) {
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}
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class BindGroupLayoutValidationTest : public ValidationTest {
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public:
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void TestCreateBindGroupLayout(dawn::BindGroupLayoutBinding* binding,
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uint32_t count,
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bool expected) {
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dawn::BindGroupLayoutDescriptor descriptor;
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descriptor.bindingCount = count;
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descriptor.bindings = binding;
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if (!expected) {
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ASSERT_DEVICE_ERROR(device.CreateBindGroupLayout(&descriptor));
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} else {
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device.CreateBindGroupLayout(&descriptor);
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}
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}
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void TestCreatePipelineLayout(dawn::BindGroupLayout* bgl, uint32_t count, bool expected) {
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dawn::PipelineLayoutDescriptor descriptor;
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descriptor.bindGroupLayoutCount = count;
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descriptor.bindGroupLayouts = bgl;
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if (!expected) {
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ASSERT_DEVICE_ERROR(device.CreatePipelineLayout(&descriptor));
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} else {
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device.CreatePipelineLayout(&descriptor);
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}
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}
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};
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// Tests setting OOB checks for kMaxBindingsPerGroup in bind group layouts.
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@@ -487,6 +515,74 @@ TEST_F(BindGroupLayoutValidationTest, BindGroupLayoutVisibilityNone) {
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ASSERT_DEVICE_ERROR(device.CreateBindGroupLayout(&descriptor));
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}
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// Check that dynamic buffer numbers exceed maximum value in one bind group layout.
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TEST_F(BindGroupLayoutValidationTest, DynamicBufferNumberLimit) {
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dawn::BindGroupLayout bgl[2];
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std::vector<dawn::BindGroupLayoutBinding> maxUniformDB;
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std::vector<dawn::BindGroupLayoutBinding> maxStorageDB;
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for (uint32_t i = 0; i < kMaxDynamicUniformBufferCount; ++i) {
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maxUniformDB.push_back(
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{i, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer, true});
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}
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for (uint32_t i = 0; i < kMaxDynamicStorageBufferCount; ++i) {
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maxStorageDB.push_back(
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{i, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer, true});
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}
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auto MakeBindGroupLayout = [&](dawn::BindGroupLayoutBinding* binding,
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uint32_t count) -> dawn::BindGroupLayout {
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dawn::BindGroupLayoutDescriptor descriptor;
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descriptor.bindingCount = count;
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descriptor.bindings = binding;
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return device.CreateBindGroupLayout(&descriptor);
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};
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{
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bgl[0] = MakeBindGroupLayout(maxUniformDB.data(), maxUniformDB.size());
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bgl[1] = MakeBindGroupLayout(maxStorageDB.data(), maxStorageDB.size());
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TestCreatePipelineLayout(bgl, 2, true);
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}
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// Check dynamic uniform buffers excedd maximum in pipeline layout.
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{
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bgl[0] = MakeBindGroupLayout(maxUniformDB.data(), maxUniformDB.size());
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bgl[1] = utils::MakeBindGroupLayout(
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device, {
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{0, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer, true},
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});
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TestCreatePipelineLayout(bgl, 2, false);
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}
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// Check dynamic storage buffers exceed maximum in pipeline layout
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{
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bgl[0] = MakeBindGroupLayout(maxStorageDB.data(), maxStorageDB.size());
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bgl[1] = utils::MakeBindGroupLayout(
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device, {
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{0, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer, true},
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});
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TestCreatePipelineLayout(bgl, 2, false);
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}
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// Check dynamic uniform buffers exceed maximum in bind group layout.
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{
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maxUniformDB.push_back({kMaxDynamicUniformBufferCount, dawn::ShaderStageBit::Compute,
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dawn::BindingType::UniformBuffer, true});
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TestCreateBindGroupLayout(maxUniformDB.data(), maxUniformDB.size(), false);
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}
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// Check dynamic storage buffers exceed maximum in bind group layout.
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{
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maxStorageDB.push_back({kMaxDynamicStorageBufferCount, dawn::ShaderStageBit::Compute,
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dawn::BindingType::StorageBuffer, true});
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TestCreateBindGroupLayout(maxStorageDB.data(), maxStorageDB.size(), false);
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}
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}
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constexpr uint64_t kBufferSize = 2 * kMinDynamicBufferOffsetAlignment + 8;
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constexpr uint32_t kBindingSize = 9;
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