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:
parent
f3bb4f4f32
commit
52d0627d56
|
@ -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)});
|
||||
}
|
||||
|
||||
// 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 = heapFlags;
|
||||
heapDescriptor.Flags = GetD3D12HeapFlags(heapType);
|
||||
heapDescriptor.NodeMask = 0;
|
||||
ComPtr<ID3D12DescriptorHeap> heap;
|
||||
DAWN_TRY(CheckOutOfMemoryHRESULT(
|
||||
mDevice->GetD3D12Device()->CreateDescriptorHeap(&heapDescriptor, IID_PPV_ARGS(&heap)),
|
||||
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
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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());
|
||||
|
|
Loading…
Reference in New Issue