D3D12: Pool-allocate shader-visible descriptor heaps.

Rather than destory GPU descriptor heaps upon being switched out,
heaps are stored in a list where they can be re-used once the GPU
is no longer using them.

BUG=dawn:155

Change-Id: I2074573e354f114c45afe9895e8515980d325852
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16282
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
This commit is contained in:
Bryan Bernhart 2020-03-09 22:56:59 +00:00 committed by Commit Bot service account
parent f3bb4f4f32
commit 52d0627d56
3 changed files with 184 additions and 32 deletions

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@ -55,22 +55,21 @@ namespace dawn_native { namespace d3d12 {
MaybeError ShaderVisibleDescriptorAllocator::Initialize() {
ASSERT(mShaderVisibleBuffers[D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV].heap.Get() == nullptr);
mShaderVisibleBuffers[D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV].heapType =
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
ASSERT(mShaderVisibleBuffers[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER].heap.Get() == nullptr);
mShaderVisibleBuffers[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER].heapType =
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
DAWN_TRY(AllocateAndSwitchShaderVisibleHeaps());
return {};
}
MaybeError ShaderVisibleDescriptorAllocator::AllocateAndSwitchShaderVisibleHeaps() {
// TODO(bryan.bernhart@intel.com): Allocating to max heap size wastes memory
// should the developer not allocate any bindings for the heap type.
// Consider dynamically re-sizing GPU heaps.
DAWN_TRY(
AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
GetD3D12ShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV),
GetD3D12HeapFlags(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)));
DAWN_TRY(AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
GetD3D12ShaderVisibleHeapSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER),
GetD3D12HeapFlags(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER)));
DAWN_TRY(AllocateGPUHeap(&mShaderVisibleBuffers[D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV]));
DAWN_TRY(AllocateGPUHeap(&mShaderVisibleBuffers[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER]));
// Invalidate all bindgroup allocations on previously bound heaps by incrementing the heap
// serial. When a bindgroup attempts to re-populate, it will compare with its recorded
@ -122,28 +121,45 @@ namespace dawn_native { namespace d3d12 {
// Creates a GPU descriptor heap that manages descriptors in a FIFO queue.
MaybeError ShaderVisibleDescriptorAllocator::AllocateGPUHeap(
D3D12_DESCRIPTOR_HEAP_TYPE heapType,
uint32_t descriptorCount,
D3D12_DESCRIPTOR_HEAP_FLAGS heapFlags) {
ASSERT(heapType == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ||
heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
if (mShaderVisibleBuffers[heapType].heap != nullptr) {
mDevice->ReferenceUntilUnused(std::move(mShaderVisibleBuffers[heapType].heap));
ShaderVisibleBuffer* shaderVisibleBuffer) {
ComPtr<ID3D12DescriptorHeap> heap;
// Return the switched out heap to the pool and retrieve the oldest heap that is no longer
// used by GPU. This maintains a heap buffer to avoid frequently re-creating heaps for heavy
// users.
// TODO(dawn:256): Consider periodically triming to avoid OOM.
if (shaderVisibleBuffer->heap != nullptr) {
shaderVisibleBuffer->pool.push_back(
{mDevice->GetPendingCommandSerial(), std::move(shaderVisibleBuffer->heap)});
}
D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
heapDescriptor.Type = heapType;
heapDescriptor.NumDescriptors = descriptorCount;
heapDescriptor.Flags = heapFlags;
heapDescriptor.NodeMask = 0;
ComPtr<ID3D12DescriptorHeap> heap;
DAWN_TRY(CheckOutOfMemoryHRESULT(
mDevice->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)),
"ID3D12Device::CreateDescriptorHeap"));
// Recycle existing heap if possible.
if (!shaderVisibleBuffer->pool.empty() &&
shaderVisibleBuffer->pool.front().heapSerial <= mDevice->GetCompletedCommandSerial()) {
heap = std::move(shaderVisibleBuffer->pool.front().heap);
shaderVisibleBuffer->pool.pop_front();
}
const D3D12_DESCRIPTOR_HEAP_TYPE heapType = shaderVisibleBuffer->heapType;
// TODO(bryan.bernhart@intel.com): Allocating to max heap size wastes memory
// should the developer not allocate any bindings for the heap type.
// Consider dynamically re-sizing GPU heaps.
const uint32_t descriptorCount = GetD3D12ShaderVisibleHeapSize(heapType);
if (heap == nullptr) {
D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
heapDescriptor.Type = heapType;
heapDescriptor.NumDescriptors = descriptorCount;
heapDescriptor.Flags = GetD3D12HeapFlags(heapType);
heapDescriptor.NodeMask = 0;
DAWN_TRY(CheckOutOfMemoryHRESULT(mDevice->GetD3D12Device()->CreateDescriptorHeap(
&heapDescriptor, IID_PPV_ARGS(&heap)),
"ID3D12Device::CreateDescriptorHeap"));
}
// Create a FIFO buffer from the recently created heap.
mShaderVisibleBuffers[heapType].heap = std::move(heap);
mShaderVisibleBuffers[heapType].allocator = RingBufferAllocator(descriptorCount);
shaderVisibleBuffer->heap = std::move(heap);
shaderVisibleBuffer->allocator = RingBufferAllocator(descriptorCount);
return {};
}
@ -158,6 +174,20 @@ namespace dawn_native { namespace d3d12 {
return mShaderVisibleBuffers[heapType].allocator.GetSize();
}
ComPtr<ID3D12DescriptorHeap> ShaderVisibleDescriptorAllocator::GetShaderVisibleHeapForTesting(
D3D12_DESCRIPTOR_HEAP_TYPE heapType) const {
ASSERT(heapType == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ||
heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
return mShaderVisibleBuffers[heapType].heap;
}
uint64_t ShaderVisibleDescriptorAllocator::GetShaderVisiblePoolSizeForTesting(
D3D12_DESCRIPTOR_HEAP_TYPE heapType) const {
ASSERT(heapType == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ||
heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
return mShaderVisibleBuffers[heapType].pool.size();
}
bool ShaderVisibleDescriptorAllocator::IsAllocationStillValid(Serial lastUsageSerial,
Serial heapSerial) const {
// Consider valid if allocated for the pending submit and the shader visible heaps

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@ -20,6 +20,7 @@
#include "dawn_native/d3d12/DescriptorHeapAllocationD3D12.h"
#include <array>
#include <list>
namespace dawn_native { namespace d3d12 {
@ -44,19 +45,27 @@ namespace dawn_native { namespace d3d12 {
MaybeError AllocateAndSwitchShaderVisibleHeaps();
uint64_t GetShaderVisibleHeapSizeForTesting(D3D12_DESCRIPTOR_HEAP_TYPE heapType) const;
ComPtr<ID3D12DescriptorHeap> GetShaderVisibleHeapForTesting(
D3D12_DESCRIPTOR_HEAP_TYPE heapType) const;
uint64_t GetShaderVisiblePoolSizeForTesting(D3D12_DESCRIPTOR_HEAP_TYPE heapType) const;
bool IsAllocationStillValid(Serial lastUsageSerial, Serial heapSerial) const;
private:
MaybeError AllocateGPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE heapType,
uint32_t descriptorCount,
D3D12_DESCRIPTOR_HEAP_FLAGS heapFlags);
struct SerialDescriptorHeap {
Serial heapSerial;
ComPtr<ID3D12DescriptorHeap> heap;
};
struct ShaderVisibleBuffer {
ComPtr<ID3D12DescriptorHeap> heap;
RingBufferAllocator allocator;
std::list<SerialDescriptorHeap> pool;
D3D12_DESCRIPTOR_HEAP_TYPE heapType;
};
MaybeError AllocateGPUHeap(ShaderVisibleBuffer* shaderVisibleBuffer);
Device* mDevice;
// The serial value of 0 means the shader-visible heaps have not been allocated.

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@ -21,13 +21,21 @@
constexpr uint32_t kRTSize = 4;
// Pooling tests are required to advance the GPU completed serial to reuse heaps.
// This requires Tick() to be called at-least |kFrameDepth| times. This constant
// should be updated if the internals of Tick() change.
constexpr uint32_t kFrameDepth = 2;
using namespace dawn_native::d3d12;
class D3D12DescriptorHeapTests : public DawnTest {
private:
protected:
void TestSetUp() override {
DAWN_SKIP_TEST_IF(UsesWire());
mD3DDevice = reinterpret_cast<Device*>(device.Get());
}
Device* mD3DDevice = nullptr;
};
// Verify the shader visible heaps switch over within a single submit.
@ -85,4 +93,109 @@ TEST_P(D3D12DescriptorHeapTests, SwitchOverHeaps) {
EXPECT_EQ(allocator->GetShaderVisibleHeapsSerial(), heapSerial + 1);
}
// Verify shader-visible heaps can be recycled for multiple submits.
TEST_P(D3D12DescriptorHeapTests, PoolHeapsInMultipleSubmits) {
constexpr D3D12_DESCRIPTOR_HEAP_TYPE heapType = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
ShaderVisibleDescriptorAllocator* allocator = mD3DDevice->GetShaderVisibleDescriptorAllocator();
std::list<ComPtr<ID3D12DescriptorHeap>> heaps = {
allocator->GetShaderVisibleHeapForTesting(heapType)};
EXPECT_EQ(allocator->GetShaderVisiblePoolSizeForTesting(heapType), 0u);
// Allocate + Tick() up to |kFrameDepth| and ensure heaps are always unique.
for (uint32_t i = 0; i < kFrameDepth; i++) {
EXPECT_TRUE(allocator->AllocateAndSwitchShaderVisibleHeaps().IsSuccess());
ComPtr<ID3D12DescriptorHeap> heap = allocator->GetShaderVisibleHeapForTesting(heapType);
EXPECT_TRUE(std::find(heaps.begin(), heaps.end(), heap) == heaps.end());
heaps.push_back(heap);
mD3DDevice->Tick();
}
// Repeat up to |kFrameDepth| again but ensure heaps are the same in the expected order
// (oldest heaps are recycled first). The "+ 1" is so we also include the very first heap in the
// check.
for (uint32_t i = 0; i < kFrameDepth + 1; i++) {
EXPECT_TRUE(allocator->AllocateAndSwitchShaderVisibleHeaps().IsSuccess());
ComPtr<ID3D12DescriptorHeap> heap = allocator->GetShaderVisibleHeapForTesting(heapType);
EXPECT_TRUE(heaps.front() == heap);
heaps.pop_front();
mD3DDevice->Tick();
}
EXPECT_TRUE(heaps.empty());
EXPECT_EQ(allocator->GetShaderVisiblePoolSizeForTesting(heapType), kFrameDepth);
}
// Verify shader-visible heaps do not recycle in a pending submit.
TEST_P(D3D12DescriptorHeapTests, PoolHeapsInPendingSubmit) {
constexpr D3D12_DESCRIPTOR_HEAP_TYPE heapType = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
constexpr uint32_t kNumOfSwitches = 5;
ShaderVisibleDescriptorAllocator* allocator = mD3DDevice->GetShaderVisibleDescriptorAllocator();
const Serial heapSerial = allocator->GetShaderVisibleHeapsSerial();
std::set<ComPtr<ID3D12DescriptorHeap>> heaps = {
allocator->GetShaderVisibleHeapForTesting(heapType)};
EXPECT_EQ(allocator->GetShaderVisiblePoolSizeForTesting(heapType), 0u);
// Switch-over |kNumOfSwitches| and ensure heaps are always unique.
for (uint32_t i = 0; i < kNumOfSwitches; i++) {
EXPECT_TRUE(allocator->AllocateAndSwitchShaderVisibleHeaps().IsSuccess());
ComPtr<ID3D12DescriptorHeap> heap = allocator->GetShaderVisibleHeapForTesting(heapType);
EXPECT_TRUE(std::find(heaps.begin(), heaps.end(), heap) == heaps.end());
heaps.insert(heap);
}
// After |kNumOfSwitches|, no heaps are recycled.
EXPECT_EQ(allocator->GetShaderVisibleHeapsSerial(), heapSerial + kNumOfSwitches);
EXPECT_EQ(allocator->GetShaderVisiblePoolSizeForTesting(heapType), kNumOfSwitches);
}
// Verify switching shader-visible heaps do not recycle in a pending submit but do so
// once no longer pending.
TEST_P(D3D12DescriptorHeapTests, PoolHeapsInPendingAndMultipleSubmits) {
constexpr D3D12_DESCRIPTOR_HEAP_TYPE heapType = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
constexpr uint32_t kNumOfSwitches = 5;
ShaderVisibleDescriptorAllocator* allocator = mD3DDevice->GetShaderVisibleDescriptorAllocator();
const Serial heapSerial = allocator->GetShaderVisibleHeapsSerial();
std::set<ComPtr<ID3D12DescriptorHeap>> heaps = {
allocator->GetShaderVisibleHeapForTesting(heapType)};
EXPECT_EQ(allocator->GetShaderVisiblePoolSizeForTesting(heapType), 0u);
// Switch-over |kNumOfSwitches| to create a pool of unique heaps.
for (uint32_t i = 0; i < kNumOfSwitches; i++) {
EXPECT_TRUE(allocator->AllocateAndSwitchShaderVisibleHeaps().IsSuccess());
ComPtr<ID3D12DescriptorHeap> heap = allocator->GetShaderVisibleHeapForTesting(heapType);
EXPECT_TRUE(std::find(heaps.begin(), heaps.end(), heap) == heaps.end());
heaps.insert(heap);
}
EXPECT_EQ(allocator->GetShaderVisibleHeapsSerial(), heapSerial + kNumOfSwitches);
EXPECT_EQ(allocator->GetShaderVisiblePoolSizeForTesting(heapType), kNumOfSwitches);
// Ensure switched-over heaps can be recycled by advancing the GPU by at-least |kFrameDepth|.
for (uint32_t i = 0; i < kFrameDepth; i++) {
mD3DDevice->Tick();
}
// Switch-over |kNumOfSwitches| again reusing the same heaps.
for (uint32_t i = 0; i < kNumOfSwitches; i++) {
EXPECT_TRUE(allocator->AllocateAndSwitchShaderVisibleHeaps().IsSuccess());
ComPtr<ID3D12DescriptorHeap> heap = allocator->GetShaderVisibleHeapForTesting(heapType);
EXPECT_TRUE(std::find(heaps.begin(), heaps.end(), heap) != heaps.end());
heaps.erase(heap);
}
// After switching-over |kNumOfSwitches| x 2, ensure no additional heaps exist.
EXPECT_EQ(allocator->GetShaderVisibleHeapsSerial(), heapSerial + kNumOfSwitches * 2);
EXPECT_EQ(allocator->GetShaderVisiblePoolSizeForTesting(heapType), kNumOfSwitches);
}
DAWN_INSTANTIATE_TEST(D3D12DescriptorHeapTests, D3D12Backend());