Clear D3D12 texture on first usage if not yet initialized

This prevents dirty textures to be used when memory is recycled while
destroying/creating new textures. If a texture is being used for the
first time and has not yet been initialized, it will be cleared
to zeros.

Bug: dawn:145
Change-Id: I8b9571c5a8fdd366717ffbd0fafca89b86653cea
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8062
Commit-Queue: Natasha Lee <natlee@microsoft.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Natasha Lee 2019-06-24 17:49:46 +00:00 committed by Commit Bot service account
parent 5dee3e826b
commit 99b76d1b8f
4 changed files with 205 additions and 40 deletions

View File

@ -440,6 +440,14 @@ namespace dawn_native { namespace d3d12 {
ToBackend(usages.buffers[i])->SetUsage(usages.bufferUsages[i]); ToBackend(usages.buffers[i])->SetUsage(usages.bufferUsages[i]);
} }
for (size_t i = 0; i < usages.textures.size(); ++i) {
Texture* texture = ToBackend(usages.textures[i]);
// TODO(natlee@microsoft.com): Update clearing here when subresource tracking is
// implemented
texture->EnsureSubresourceContentInitialized(
commandList, 0, texture->GetNumMipLevels(), 0, texture->GetArrayLayers());
}
for (size_t i = 0; i < usages.textures.size(); ++i) { for (size_t i = 0; i < usages.textures.size(); ++i) {
D3D12_RESOURCE_BARRIER barrier; D3D12_RESOURCE_BARRIER barrier;
if (ToBackend(usages.textures[i]) if (ToBackend(usages.textures[i])
@ -500,6 +508,15 @@ namespace dawn_native { namespace d3d12 {
Buffer* buffer = ToBackend(copy->source.buffer.Get()); Buffer* buffer = ToBackend(copy->source.buffer.Get());
Texture* texture = ToBackend(copy->destination.texture.Get()); Texture* texture = ToBackend(copy->destination.texture.Get());
if (IsCompleteSubresourceCopiedTo(texture, copy->copySize,
copy->destination.level)) {
texture->SetIsSubresourceContentInitialized(copy->destination.level, 1,
copy->destination.slice, 1);
} else {
texture->EnsureSubresourceContentInitialized(
commandList, copy->destination.level, 1, copy->destination.slice, 1);
}
buffer->TransitionUsageNow(commandList, dawn::BufferUsageBit::TransferSrc); buffer->TransitionUsageNow(commandList, dawn::BufferUsageBit::TransferSrc);
texture->TransitionUsageNow(commandList, dawn::TextureUsageBit::TransferDst); texture->TransitionUsageNow(commandList, dawn::TextureUsageBit::TransferDst);
@ -544,6 +561,9 @@ namespace dawn_native { namespace d3d12 {
Texture* texture = ToBackend(copy->source.texture.Get()); Texture* texture = ToBackend(copy->source.texture.Get());
Buffer* buffer = ToBackend(copy->destination.buffer.Get()); Buffer* buffer = ToBackend(copy->destination.buffer.Get());
texture->EnsureSubresourceContentInitialized(commandList, copy->source.level, 1,
copy->source.slice, 1);
texture->TransitionUsageNow(commandList, dawn::TextureUsageBit::TransferSrc); texture->TransitionUsageNow(commandList, dawn::TextureUsageBit::TransferSrc);
buffer->TransitionUsageNow(commandList, dawn::BufferUsageBit::TransferDst); buffer->TransitionUsageNow(commandList, dawn::BufferUsageBit::TransferDst);
@ -591,6 +611,16 @@ namespace dawn_native { namespace d3d12 {
Texture* source = ToBackend(copy->source.texture.Get()); Texture* source = ToBackend(copy->source.texture.Get());
Texture* destination = ToBackend(copy->destination.texture.Get()); Texture* destination = ToBackend(copy->destination.texture.Get());
source->EnsureSubresourceContentInitialized(commandList, copy->source.level, 1,
copy->source.slice, 1);
if (IsCompleteSubresourceCopiedTo(destination, copy->copySize,
copy->destination.level)) {
destination->SetIsSubresourceContentInitialized(copy->destination.level, 1,
copy->destination.slice, 1);
} else {
destination->EnsureSubresourceContentInitialized(
commandList, copy->destination.level, 1, copy->destination.slice, 1);
}
source->TransitionUsageNow(commandList, dawn::TextureUsageBit::TransferSrc); source->TransitionUsageNow(commandList, dawn::TextureUsageBit::TransferSrc);
destination->TransitionUsageNow(commandList, destination->TransitionUsageNow(commandList,
dawn::TextureUsageBit::TransferDst); dawn::TextureUsageBit::TransferDst);
@ -599,7 +629,6 @@ namespace dawn_native { namespace d3d12 {
destination->GetSize(), copy->copySize)) { destination->GetSize(), copy->copySize)) {
commandList->CopyResource(destination->GetD3D12Resource(), commandList->CopyResource(destination->GetD3D12Resource(),
source->GetD3D12Resource()); source->GetD3D12Resource());
} else { } else {
D3D12_TEXTURE_COPY_LOCATION srcLocation = D3D12_TEXTURE_COPY_LOCATION srcLocation =
CreateTextureCopyLocationForTexture(*source, copy->source.level, CreateTextureCopyLocationForTexture(*source, copy->source.level,
@ -732,18 +761,43 @@ namespace dawn_native { namespace d3d12 {
{ {
for (uint32_t i : IterateBitSet(renderPass->colorAttachmentsSet)) { for (uint32_t i : IterateBitSet(renderPass->colorAttachmentsSet)) {
auto& attachmentInfo = renderPass->colorAttachments[i]; auto& attachmentInfo = renderPass->colorAttachments[i];
TextureView* view = ToBackend(attachmentInfo.view.Get());
// Load op - color // Load op - color
ASSERT(view->GetLevelCount() == 1);
ASSERT(view->GetLayerCount() == 1);
if (attachmentInfo.loadOp == dawn::LoadOp::Clear) { if (attachmentInfo.loadOp == dawn::LoadOp::Clear) {
D3D12_CPU_DESCRIPTOR_HANDLE handle = args.RTVs[i]; D3D12_CPU_DESCRIPTOR_HANDLE handle = args.RTVs[i];
commandList->ClearRenderTargetView(handle, &attachmentInfo.clearColor.r, 0, commandList->ClearRenderTargetView(handle, &attachmentInfo.clearColor.r, 0,
nullptr); nullptr);
} else if (attachmentInfo.loadOp == dawn::LoadOp::Load && view->GetTexture()) {
ToBackend(view->GetTexture())
->EnsureSubresourceContentInitialized(commandList, view->GetBaseMipLevel(),
1, view->GetBaseArrayLayer(), 1);
}
switch (attachmentInfo.storeOp) {
case dawn::StoreOp::Store: {
view->GetTexture()->SetIsSubresourceContentInitialized(
view->GetBaseMipLevel(), 1, view->GetBaseArrayLayer(), 1);
} break;
default: { UNREACHABLE(); } break;
} }
} }
if (renderPass->hasDepthStencilAttachment) { if (renderPass->hasDepthStencilAttachment) {
auto& attachmentInfo = renderPass->depthStencilAttachment; auto& attachmentInfo = renderPass->depthStencilAttachment;
Texture* texture = ToBackend(renderPass->depthStencilAttachment.view->GetTexture()); Texture* texture = ToBackend(renderPass->depthStencilAttachment.view->GetTexture());
if ((texture->GetFormat().HasDepth() &&
attachmentInfo.depthLoadOp == dawn::LoadOp::Load) ||
(texture->GetFormat().HasStencil() &&
attachmentInfo.stencilLoadOp == dawn::LoadOp::Load)) {
texture->EnsureSubresourceContentInitialized(
commandList, attachmentInfo.view->GetBaseMipLevel(),
attachmentInfo.view->GetLevelCount(),
attachmentInfo.view->GetBaseArrayLayer(),
attachmentInfo.view->GetLayerCount());
}
// Load op - depth/stencil // Load op - depth/stencil
bool doDepthClear = texture->GetFormat().HasDepth() && bool doDepthClear = texture->GetFormat().HasDepth() &&
@ -766,6 +820,11 @@ namespace dawn_native { namespace d3d12 {
uint8_t clearStencil = static_cast<uint8_t>(attachmentInfo.clearStencil); uint8_t clearStencil = static_cast<uint8_t>(attachmentInfo.clearStencil);
commandList->ClearDepthStencilView( commandList->ClearDepthStencilView(
handle, clearFlags, attachmentInfo.clearDepth, clearStencil, 0, nullptr); handle, clearFlags, attachmentInfo.clearDepth, clearStencil, 0, nullptr);
texture->SetIsSubresourceContentInitialized(
attachmentInfo.view->GetBaseMipLevel(),
attachmentInfo.view->GetLevelCount(),
attachmentInfo.view->GetBaseArrayLayer(),
attachmentInfo.view->GetLayerCount());
} }
} }
} }

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@ -72,6 +72,12 @@ namespace dawn_native { namespace d3d12 {
} else { } else {
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
} }
} else if ((usage & dawn::TextureUsageBit::TransferDst) ||
(usage & dawn::TextureUsageBit::TransferSrc)) {
// if texture is used as copy source or destination, it may need to be
// cleared/initialized, which requires it to be a render target
// TODO(natlee@microsoft.com): optimize texture clearing without render target
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
} }
ASSERT(!(flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) || ASSERT(!(flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) ||
@ -140,21 +146,43 @@ namespace dawn_native { namespace d3d12 {
mResourcePtr = mResource.Get(); mResourcePtr = mResource.Get();
if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) { if (device->IsToggleEnabled(Toggle::NonzeroClearResourcesOnCreationForTesting)) {
TransitionUsageNow(device->GetPendingCommandList(), D3D12_RESOURCE_STATE_RENDER_TARGET);
uint32_t arrayLayerCount = GetArrayLayers();
DescriptorHeapAllocator* descriptorHeapAllocator = device->GetDescriptorHeapAllocator(); DescriptorHeapAllocator* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
DescriptorHeapHandle rtvHeap = if (GetFormat().HasDepthOrStencil()) {
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1); TransitionUsageNow(device->GetPendingCommandList(),
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0); D3D12_RESOURCE_STATE_DEPTH_WRITE);
DescriptorHeapHandle dsvHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(0);
device->GetD3D12Device()->CreateDepthStencilView(mResourcePtr, &dsvDesc, dsvHandle);
const float clearColor[4] = {1.0f, 1.0f, 1.0f, 1.0f}; D3D12_CLEAR_FLAGS clearFlags = {};
// TODO(natlee@microsoft.com): clear all array layers for 2D array textures if (GetFormat().HasDepth()) {
for (int i = 0; i < resourceDescriptor.MipLevels; i++) { clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = GetRTVDescriptor(i, arrayLayerCount, 0); }
device->GetD3D12Device()->CreateRenderTargetView(mResourcePtr, &rtvDesc, rtvHandle); if (GetFormat().HasStencil()) {
device->GetPendingCommandList()->ClearRenderTargetView(rtvHandle, clearColor, 0, clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
nullptr); }
device->GetPendingCommandList()->ClearDepthStencilView(dsvHandle, clearFlags, 1.0f,
1u, 0, nullptr);
} else {
TransitionUsageNow(device->GetPendingCommandList(),
D3D12_RESOURCE_STATE_RENDER_TARGET);
DescriptorHeapHandle rtvHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
const float clearColor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
// TODO(natlee@microsoft.com): clear all array layers for 2D array textures
for (int i = 0; i < resourceDescriptor.MipLevels; i++) {
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc =
GetRTVDescriptor(i, 0, GetArrayLayers());
device->GetD3D12Device()->CreateRenderTargetView(mResourcePtr, &rtvDesc,
rtvHandle);
device->GetPendingCommandList()->ClearRenderTargetView(rtvHandle, clearColor, 0,
nullptr);
}
} }
} }
} }
@ -259,17 +287,17 @@ namespace dawn_native { namespace d3d12 {
mLastState = newState; mLastState = newState;
} }
D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t mipSlice, D3D12_RENDER_TARGET_VIEW_DESC Texture::GetRTVDescriptor(uint32_t baseMipLevel,
uint32_t arrayLayers, uint32_t baseArrayLayer,
uint32_t baseArrayLayer) const { uint32_t layerCount) const {
ASSERT(GetDimension() == dawn::TextureDimension::e2D); ASSERT(GetDimension() == dawn::TextureDimension::e2D);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc; D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = GetD3D12Format(); rtvDesc.Format = GetD3D12Format();
if (IsMultisampledTexture()) { if (IsMultisampledTexture()) {
ASSERT(GetNumMipLevels() == 1); ASSERT(GetNumMipLevels() == 1);
ASSERT(arrayLayers == 1); ASSERT(layerCount == 1);
ASSERT(baseArrayLayer == 0); ASSERT(baseArrayLayer == 0);
ASSERT(mipSlice == 0); ASSERT(baseMipLevel == 0);
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS; rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
} else { } else {
// Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array // Currently we always use D3D12_TEX2D_ARRAY_RTV because we cannot specify base array
@ -280,13 +308,88 @@ namespace dawn_native { namespace d3d12 {
// _rtv // _rtv
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY; rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer; rtvDesc.Texture2DArray.FirstArraySlice = baseArrayLayer;
rtvDesc.Texture2DArray.ArraySize = arrayLayers; rtvDesc.Texture2DArray.ArraySize = layerCount;
rtvDesc.Texture2DArray.MipSlice = mipSlice; rtvDesc.Texture2DArray.MipSlice = baseMipLevel;
rtvDesc.Texture2DArray.PlaneSlice = 0; rtvDesc.Texture2DArray.PlaneSlice = 0;
} }
return rtvDesc; return rtvDesc;
} }
D3D12_DEPTH_STENCIL_VIEW_DESC Texture::GetDSVDescriptor(uint32_t baseMipLevel) const {
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = GetD3D12Format();
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
ASSERT(baseMipLevel == 0);
if (IsMultisampledTexture()) {
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
} else {
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = baseMipLevel;
}
return dsvDesc;
}
void Texture::ClearTexture(ComPtr<ID3D12GraphicsCommandList> commandList,
uint32_t baseMipLevel,
uint32_t levelCount,
uint32_t baseArrayLayer,
uint32_t layerCount) {
Device* device = ToBackend(GetDevice());
DescriptorHeapAllocator* descriptorHeapAllocator = device->GetDescriptorHeapAllocator();
if (GetFormat().HasDepthOrStencil()) {
TransitionUsageNow(commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
DescriptorHeapHandle dsvHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = dsvHeap.GetCPUHandle(0);
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = GetDSVDescriptor(baseMipLevel);
device->GetD3D12Device()->CreateDepthStencilView(mResourcePtr, &dsvDesc, dsvHandle);
D3D12_CLEAR_FLAGS clearFlags = {};
if (GetFormat().HasDepth()) {
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
}
if (GetFormat().HasStencil()) {
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
}
commandList->ClearDepthStencilView(dsvHandle, clearFlags, 0.0f, 0u, 0, nullptr);
} else {
TransitionUsageNow(commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
DescriptorHeapHandle rtvHeap =
descriptorHeapAllocator->AllocateCPUHeap(D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap.GetCPUHandle(0);
const float clearColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
// TODO(natlee@microsoft.com): clear all array layers for 2D array textures
for (uint32_t i = baseMipLevel; i < baseMipLevel + levelCount; i++) {
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc =
GetRTVDescriptor(i, baseArrayLayer, layerCount);
device->GetD3D12Device()->CreateRenderTargetView(mResourcePtr, &rtvDesc, rtvHandle);
commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
}
}
SetIsSubresourceContentInitialized(baseMipLevel, levelCount, baseArrayLayer, layerCount);
}
void Texture::EnsureSubresourceContentInitialized(ComPtr<ID3D12GraphicsCommandList> commandList,
uint32_t baseMipLevel,
uint32_t levelCount,
uint32_t baseArrayLayer,
uint32_t layerCount) {
if (!ToBackend(GetDevice())->IsToggleEnabled(Toggle::LazyClearResourceOnFirstUse)) {
return;
}
if (!IsSubresourceContentInitialized(baseMipLevel, levelCount, baseArrayLayer,
layerCount)) {
// If subresource has not been initialized, clear it to black as it could contain
// dirty bits from recycled memory
ClearTexture(commandList, baseMipLevel, levelCount, baseArrayLayer, layerCount);
}
}
TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor) TextureView::TextureView(TextureBase* texture, const TextureViewDescriptor* descriptor)
: TextureViewBase(texture, descriptor) { : TextureViewBase(texture, descriptor) {
mSrvDesc.Format = D3D12TextureFormat(descriptor->format); mSrvDesc.Format = D3D12TextureFormat(descriptor->format);
@ -337,26 +440,16 @@ namespace dawn_native { namespace d3d12 {
D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() const { D3D12_RENDER_TARGET_VIEW_DESC TextureView::GetRTVDescriptor() const {
return ToBackend(GetTexture()) return ToBackend(GetTexture())
->GetRTVDescriptor(GetBaseMipLevel(), GetLayerCount(), GetBaseArrayLayer()); ->GetRTVDescriptor(GetBaseMipLevel(), GetBaseArrayLayer(), GetLayerCount());
} }
D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const { D3D12_DEPTH_STENCIL_VIEW_DESC TextureView::GetDSVDescriptor() const {
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = ToBackend(GetTexture())->GetD3D12Format();
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
// TODO(jiawei.shao@intel.com): support rendering into a layer of a texture. // TODO(jiawei.shao@intel.com): support rendering into a layer of a texture.
ASSERT(GetTexture()->GetArrayLayers() == 1 && GetTexture()->GetNumMipLevels() == 1 && ASSERT(GetLayerCount() == 1);
GetBaseArrayLayer() == 0 && GetBaseMipLevel() == 0); ASSERT(GetLevelCount() == 1);
ASSERT(GetBaseMipLevel() == 0);
if (GetTexture()->IsMultisampledTexture()) { ASSERT(GetBaseArrayLayer() == 0);
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS; return ToBackend(GetTexture())->GetDSVDescriptor(GetBaseMipLevel());
} else {
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = 0;
}
return dsvDesc;
} }
}} // namespace dawn_native::d3d12 }} // namespace dawn_native::d3d12

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@ -43,13 +43,24 @@ namespace dawn_native { namespace d3d12 {
void TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList, void TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
D3D12_RESOURCE_STATES newState); D3D12_RESOURCE_STATES newState);
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t mipSlice, D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor(uint32_t baseMipLevel,
uint32_t arrayLayers, uint32_t baseArrayLayer,
uint32_t baseArrayLayer) const; uint32_t layerCount) const;
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor(uint32_t baseMipLevel) const;
void EnsureSubresourceContentInitialized(ComPtr<ID3D12GraphicsCommandList> commandList,
uint32_t baseMipLevel,
uint32_t levelCount,
uint32_t baseArrayLayer,
uint32_t layerCount);
private: private:
// Dawn API // Dawn API
void DestroyImpl() override; void DestroyImpl() override;
void ClearTexture(ComPtr<ID3D12GraphicsCommandList> commandList,
uint32_t baseMipLevel,
uint32_t levelCount,
uint32_t baseArrayLayer,
uint32_t layerCount);
UINT16 GetDepthOrArraySize(); UINT16 GetDepthOrArraySize();

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@ -400,5 +400,7 @@ TEST_P(TextureZeroInitTest, DepthStencilClear) {
} }
DAWN_INSTANTIATE_TEST(TextureZeroInitTest, DAWN_INSTANTIATE_TEST(TextureZeroInitTest,
ForceWorkarounds(D3D12Backend,
{"nonzero_clear_resources_on_creation_for_testing"}),
ForceWorkarounds(VulkanBackend, ForceWorkarounds(VulkanBackend,
{"nonzero_clear_resources_on_creation_for_testing"})); {"nonzero_clear_resources_on_creation_for_testing"}));