d3d12: Lazily apply IASetVertexBuffers before draw

This fixes a bug where D3D12 SetVertexBuffers was using the input info
from the last set pipeline's InputState. IASetVertexBuffers needs to be
reapplied if the input state changes.

Bug: dawn:91
Change-Id: I7d0b308ea20cee6d595f6b29548f57d82c8e47a4
Reviewed-on: https://dawn-review.googlesource.com/c/3860
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Austin Eng 2019-01-15 04:10:48 +00:00 committed by Commit Bot service account
parent 1a99f42c7d
commit a483fac90d
3 changed files with 160 additions and 9 deletions

View File

@ -420,6 +420,47 @@ namespace dawn_native { namespace d3d12 {
}
}
void CommandBuffer::FlushSetVertexBuffers(ComPtr<ID3D12GraphicsCommandList> commandList,
VertexBuffersInfo* vertexBuffersInfo,
const InputState* inputState) {
DAWN_ASSERT(vertexBuffersInfo != nullptr);
DAWN_ASSERT(inputState != nullptr);
auto inputsMask = inputState->GetInputsSetMask();
uint32_t startSlot = vertexBuffersInfo->startSlot;
uint32_t endSlot = vertexBuffersInfo->endSlot;
// If the input state has changed, we need to update the StrideInBytes
// for the D3D12 buffer views. We also need to extend the dirty range to
// touch all these slots because the stride may have changed.
if (vertexBuffersInfo->lastInputState != inputState) {
vertexBuffersInfo->lastInputState = inputState;
for (uint32_t slot : IterateBitSet(inputsMask)) {
startSlot = std::min(startSlot, slot);
endSlot = std::max(endSlot, slot + 1);
vertexBuffersInfo->d3d12BufferViews[slot].StrideInBytes =
inputState->GetInput(slot).stride;
}
}
if (endSlot <= startSlot) {
return;
}
// d3d12BufferViews is kept up to date with the most recent data passed
// to SetVertexBuffers. This makes it correct to only track the start
// and end of the dirty range. When FlushSetVertexBuffers is called,
// we will at worst set non-dirty vertex buffers in duplicate.
uint32_t count = endSlot - startSlot;
commandList->IASetVertexBuffers(startSlot, count,
&vertexBuffersInfo->d3d12BufferViews[startSlot]);
vertexBuffersInfo->startSlot = kMaxVertexInputs;
vertexBuffersInfo->endSlot = 0;
}
void CommandBuffer::RecordComputePass(ComPtr<ID3D12GraphicsCommandList> commandList,
BindGroupStateTracker* bindingTracker) {
PipelineLayout* lastLayout = nullptr;
@ -532,6 +573,8 @@ namespace dawn_native { namespace d3d12 {
RenderPipeline* lastPipeline = nullptr;
PipelineLayout* lastLayout = nullptr;
InputState* lastInputState = nullptr;
VertexBuffersInfo vertexBuffersInfo = {};
Command type;
while (mCommands.NextCommandId(&type)) {
@ -543,12 +586,16 @@ namespace dawn_native { namespace d3d12 {
case Command::Draw: {
DrawCmd* draw = mCommands.NextCommand<DrawCmd>();
FlushSetVertexBuffers(commandList, &vertexBuffersInfo, lastInputState);
commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
draw->firstVertex, draw->firstInstance);
} break;
case Command::DrawIndexed: {
DrawIndexedCmd* draw = mCommands.NextCommand<DrawIndexedCmd>();
FlushSetVertexBuffers(commandList, &vertexBuffersInfo, lastInputState);
commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
draw->firstIndex, draw->baseVertex,
draw->firstInstance);
@ -558,6 +605,7 @@ namespace dawn_native { namespace d3d12 {
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
RenderPipeline* pipeline = ToBackend(cmd->pipeline).Get();
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
InputState* inputState = ToBackend(pipeline->GetInputState());
commandList->SetGraphicsRootSignature(layout->GetRootSignature().Get());
commandList->SetPipelineState(pipeline->GetPipelineState().Get());
@ -567,6 +615,7 @@ namespace dawn_native { namespace d3d12 {
lastPipeline = pipeline;
lastLayout = layout;
lastInputState = inputState;
} break;
case Command::SetStencilReference: {
@ -617,19 +666,19 @@ namespace dawn_native { namespace d3d12 {
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = mCommands.NextData<uint32_t>(cmd->count);
auto inputState = ToBackend(lastPipeline->GetInputState());
vertexBuffersInfo.startSlot =
std::min(vertexBuffersInfo.startSlot, cmd->startSlot);
vertexBuffersInfo.endSlot =
std::max(vertexBuffersInfo.endSlot, cmd->startSlot + cmd->count);
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews;
for (uint32_t i = 0; i < cmd->count; ++i) {
auto input = inputState->GetInput(cmd->startSlot + i);
Buffer* buffer = ToBackend(buffers[i].Get());
d3d12BufferViews[i].BufferLocation = buffer->GetVA() + offsets[i];
d3d12BufferViews[i].StrideInBytes = input.stride;
d3d12BufferViews[i].SizeInBytes = buffer->GetSize() - offsets[i];
auto* d3d12BufferView =
&vertexBuffersInfo.d3d12BufferViews[cmd->startSlot + i];
d3d12BufferView->BufferLocation = buffer->GetVA() + offsets[i];
d3d12BufferView->SizeInBytes = buffer->GetSize() - offsets[i];
// The bufferView stride is set based on the input state before a draw.
}
commandList->IASetVertexBuffers(cmd->startSlot, cmd->count,
d3d12BufferViews.data());
} break;
default: { UNREACHABLE(); } break;

View File

@ -18,6 +18,7 @@
#include "dawn_native/CommandAllocator.h"
#include "dawn_native/CommandBuffer.h"
#include "dawn_native/d3d12/InputStateD3D12.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
@ -27,6 +28,17 @@ namespace dawn_native { namespace d3d12 {
struct BindGroupStateTracker;
struct VertexBuffersInfo {
// startSlot and endSlot indicate the range of dirty vertex buffers.
// If there are multiple calls to SetVertexBuffers, the start and end
// represent the union of the dirty ranges (the union may have non-dirty
// data in the middle of the range).
const InputState* lastInputState = nullptr;
uint32_t startSlot = kMaxVertexInputs;
uint32_t endSlot = 0;
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews = {};
};
class CommandBuffer : public CommandBufferBase {
public:
CommandBuffer(CommandBufferBuilder* builder);
@ -35,6 +47,9 @@ namespace dawn_native { namespace d3d12 {
void RecordCommands(ComPtr<ID3D12GraphicsCommandList> commandList, uint32_t indexInSubmit);
private:
void FlushSetVertexBuffers(ComPtr<ID3D12GraphicsCommandList> commandList,
VertexBuffersInfo* vertexBuffersInfo,
const InputState* inputState);
void RecordComputePass(ComPtr<ID3D12GraphicsCommandList> commandList,
BindGroupStateTracker* bindingTracker);
void RecordRenderPass(ComPtr<ID3D12GraphicsCommandList> commandList,

View File

@ -185,6 +185,10 @@ class InputStateTest : public DawnTest {
dawn::CommandBuffer commands = builder.GetResult();
queue.Submit(1, &commands);
CheckResult(triangles, instances);
}
void CheckResult(unsigned int triangles, unsigned int instances) {
// Check that the center of each triangle is pure green, so that if a single vertex shader
// instance fails, linear interpolation makes the pixel check fail.
for (unsigned int triangle = 0; triangle < 4; triangle++) {
@ -423,6 +427,89 @@ TEST_P(InputStateTest, MixedEverything) {
DoTestDraw(pipeline, 1, 1, {{0, &buffer0}, {1, &buffer1}});
}
// Test input state is unaffected by unused vertex slot
TEST_P(InputStateTest, UnusedVertexSlot) {
// Instance input state, using slot 1
dawn::InputState instanceInputState =
MakeInputState({{1, 4 * sizeof(float), InputStepMode::Instance}},
{{0, 1, 0, VertexFormat::FloatR32G32B32A32}});
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
instanceInputState, 1, {{0, VertexFormat::FloatR32G32B32A32, InputStepMode::Instance}});
dawn::Buffer buffer = MakeVertexBuffer<float>({
0, 1, 2, 3,
1, 2, 3, 4,
2, 3, 4, 5,
3, 4, 5, 6,
});
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass.renderPassInfo);
uint32_t zeroOffset = 0;
pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset);
pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset);
pass.SetPipeline(instancePipeline);
pass.Draw(1 * 3, 4, 0, 0);
pass.EndPass();
dawn::CommandBuffer commands = builder.GetResult();
queue.Submit(1, &commands);
CheckResult(1, 4);
}
// Test setting a different pipeline with a different input state.
// This was a problem with the D3D12 backend where SetVertexBuffers
// was getting the input from the last set pipeline, not the current.
// SetVertexBuffers should be reapplied when the input state changes.
TEST_P(InputStateTest, MultiplePipelinesMixedInputState) {
// Basic input state, using slot 0
dawn::InputState vertexInputState =
MakeInputState({{0, 4 * sizeof(float), InputStepMode::Vertex}},
{{0, 0, 0, VertexFormat::FloatR32G32B32A32}});
dawn::RenderPipeline vertexPipeline = MakeTestPipeline(
vertexInputState, 1, {{0, VertexFormat::FloatR32G32B32A32, InputStepMode::Vertex}});
// Instance input state, using slot 1
dawn::InputState instanceInputState =
MakeInputState({{1, 4 * sizeof(float), InputStepMode::Instance}},
{{0, 1, 0, VertexFormat::FloatR32G32B32A32}});
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
instanceInputState, 1, {{0, VertexFormat::FloatR32G32B32A32, InputStepMode::Instance}});
dawn::Buffer buffer = MakeVertexBuffer<float>({
0, 1, 2, 3,
1, 2, 3, 4,
2, 3, 4, 5,
3, 4, 5, 6,
});
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass.renderPassInfo);
uint32_t zeroOffset = 0;
pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset);
pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset);
pass.SetPipeline(vertexPipeline);
pass.Draw(1 * 3, 1, 0, 0);
pass.SetPipeline(instancePipeline);
pass.Draw(1 * 3, 4, 0, 0);
pass.EndPass();
dawn::CommandBuffer commands = builder.GetResult();
queue.Submit(1, &commands);
CheckResult(1, 4);
}
DAWN_INSTANTIATE_TEST(InputStateTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)
// TODO for the input state: