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

View File

@@ -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());