Only Increment Serials When Necessary On D3D12

Only increments last submitted and last completed serials from the D3D12
backend when commands were submitted to the GPU.

Bug: dawn:119
Change-Id: I01748b7f4ac90443adac4cdef29016184f992e9c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32162
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Brandon Jones 2020-11-13 02:11:12 +00:00 committed by Commit Bot service account
parent bc6a700bf5
commit b6f4d53126
3 changed files with 22 additions and 8 deletions

View File

@ -238,6 +238,8 @@ namespace dawn_native {
// still check if we have pending work to take care of, rather than hanging and never
// reaching the serial the work will be executed on.
void AddFutureSerial(ExecutionSerial serial);
// Check for passed fences and set the new completed serial
void CheckPassedSerials();
virtual uint32_t GetOptimalBytesPerRowAlignment() const = 0;
virtual uint64_t GetOptimalBufferToTextureCopyOffsetAlignment() const = 0;
@ -251,8 +253,6 @@ namespace dawn_native {
// Incrememt mLastSubmittedSerial when we submit the next serial
void IncrementLastSubmittedCommandSerial();
// Check for passed fences and set the new completed serial
void CheckPassedSerials();
private:
virtual ResultOrError<BindGroupBase*> CreateBindGroupImpl(

View File

@ -228,8 +228,11 @@ namespace dawn_native { namespace d3d12 {
mRenderTargetViewAllocator->Tick(completedSerial);
mDepthStencilViewAllocator->Tick(completedSerial);
mUsedComObjectRefs.ClearUpTo(completedSerial);
DAWN_TRY(ExecutePendingCommandContext());
DAWN_TRY(NextSerial());
if (mPendingCommands.IsOpen()) {
DAWN_TRY(ExecutePendingCommandContext());
DAWN_TRY(NextSerial());
}
DAWN_TRY(CheckDebugLayerAndGenerateErrors());
@ -256,7 +259,13 @@ namespace dawn_native { namespace d3d12 {
}
ExecutionSerial Device::CheckAndUpdateCompletedSerials() {
return ExecutionSerial(mFence->GetCompletedValue());
ExecutionSerial completeSerial = ExecutionSerial(mFence->GetCompletedValue());
if (completeSerial <= GetCompletedCommandSerial()) {
return ExecutionSerial(0);
}
return completeSerial;
}
void Device::ReferenceUntilUnused(ComPtr<IUnknown> object) {

View File

@ -14,6 +14,7 @@
#include "tests/DawnTest.h"
#include "dawn_native/Device.h"
#include "dawn_native/Toggles.h"
#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
@ -230,13 +231,16 @@ TEST_P(D3D12DescriptorHeapTests, PoolHeapsInMultipleSubmits) {
EXPECT_EQ(allocator->GetShaderVisiblePoolSizeForTesting(), 0u);
// Allocate + Tick() up to |kFrameDepth| and ensure heaps are always unique.
// Allocate + increment internal serials up to |kFrameDepth| and ensure heaps are always unique.
for (uint32_t i = 0; i < kFrameDepth; i++) {
EXPECT_TRUE(allocator->AllocateAndSwitchShaderVisibleHeap().IsSuccess());
ComPtr<ID3D12DescriptorHeap> heap = allocator->GetShaderVisibleHeap();
EXPECT_TRUE(std::find(heaps.begin(), heaps.end(), heap) == heaps.end());
heaps.push_back(heap);
mD3DDevice->Tick();
// CheckPassedSerials() will update the last internally completed serial.
mD3DDevice->CheckPassedSerials();
// NextSerial() will increment the last internally submitted serial.
EXPECT_TRUE(mD3DDevice->NextSerial().IsSuccess());
}
// Repeat up to |kFrameDepth| again but ensure heaps are the same in the expected order
@ -247,7 +251,8 @@ TEST_P(D3D12DescriptorHeapTests, PoolHeapsInMultipleSubmits) {
ComPtr<ID3D12DescriptorHeap> heap = allocator->GetShaderVisibleHeap();
EXPECT_TRUE(heaps.front() == heap);
heaps.pop_front();
mD3DDevice->Tick();
mD3DDevice->CheckPassedSerials();
EXPECT_TRUE(mD3DDevice->NextSerial().IsSuccess());
}
EXPECT_TRUE(heaps.empty());