d3d11: enable GpuMemorySynchronizationTests

RTV and UAV in d3d11 pixel shaders share the same resource slots. To
avoid any potential conflicts, this assigns UAV slots reversely.

Bug: dawn:1807
Bug: dawn:1705

Change-Id: Ie0ca20aa0e532736c0534c6810b8a807dde6f972
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/132274
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
jchen10 2023-05-16 01:30:02 +00:00 committed by Dawn LUCI CQ
parent 339c00f507
commit c29e10c442
5 changed files with 42 additions and 7 deletions

View File

@ -32,6 +32,7 @@
#include "dawn/native/d3d11/ComputePipelineD3D11.h" #include "dawn/native/d3d11/ComputePipelineD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h" #include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/native/d3d11/Forward.h" #include "dawn/native/d3d11/Forward.h"
#include "dawn/native/d3d11/PipelineLayoutD3D11.h"
#include "dawn/native/d3d11/RenderPipelineD3D11.h" #include "dawn/native/d3d11/RenderPipelineD3D11.h"
#include "dawn/native/d3d11/TextureD3D11.h" #include "dawn/native/d3d11/TextureD3D11.h"
#include "dawn/native/d3d11/UtilsD3D11.h" #include "dawn/native/d3d11/UtilsD3D11.h"
@ -415,6 +416,7 @@ MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass,
ityp::array<ColorAttachmentIndex, ID3D11RenderTargetView*, kMaxColorAttachments> ityp::array<ColorAttachmentIndex, ID3D11RenderTargetView*, kMaxColorAttachments>
d3d11RenderTargetViewPtrs = {}; d3d11RenderTargetViewPtrs = {};
ColorAttachmentIndex attachmentCount(uint8_t(0)); ColorAttachmentIndex attachmentCount(uint8_t(0));
// TODO(dawn:1815): Shrink the sparse attachments to accommodate more UAVs.
for (ColorAttachmentIndex i : for (ColorAttachmentIndex i :
IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) { IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
TextureView* colorTextureView = ToBackend(renderPass->colorAttachments[i].view.Get()); TextureView* colorTextureView = ToBackend(renderPass->colorAttachments[i].view.Get());

View File

@ -25,15 +25,23 @@ ResultOrError<Ref<PipelineLayout>> PipelineLayout::Create(
Device* device, Device* device,
const PipelineLayoutDescriptor* descriptor) { const PipelineLayoutDescriptor* descriptor) {
Ref<PipelineLayout> pipelineLayout = AcquireRef(new PipelineLayout(device, descriptor)); Ref<PipelineLayout> pipelineLayout = AcquireRef(new PipelineLayout(device, descriptor));
DAWN_TRY(pipelineLayout->Initialize()); DAWN_TRY(pipelineLayout->Initialize(device));
return pipelineLayout; return pipelineLayout;
} }
MaybeError PipelineLayout::Initialize() { MaybeError PipelineLayout::Initialize(Device* device) {
unsigned int constantBufferIndex = 0; unsigned int constantBufferIndex = 0;
unsigned int samplerIndex = 0; unsigned int samplerIndex = 0;
unsigned int shaderResourceViewIndex = 0; unsigned int shaderResourceViewIndex = 0;
unsigned int unorderedAccessViewIndex = 0; // For d3d11 pixel shaders, the render targets and unordered-access views share the same
// resource slots when being written out. So we assign UAV binding index decreasingly here.
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-omsetrendertargetsandunorderedaccessviews
// TODO(dawn:1818): Support testing on both FL11_0 and FL11_1.
uint32_t unorderedAccessViewIndex =
device->GetD3D11Device()->GetFeatureLevel() == D3D_FEATURE_LEVEL_11_1
? D3D11_1_UAV_SLOT_COUNT
: D3D11_PS_CS_UAV_REGISTER_COUNT;
mTotalUAVBindingCount = unorderedAccessViewIndex;
for (BindGroupIndex group : IterateBitSet(GetBindGroupLayoutsMask())) { for (BindGroupIndex group : IterateBitSet(GetBindGroupLayoutsMask())) {
const BindGroupLayoutBase* bgl = GetBindGroupLayout(group); const BindGroupLayoutBase* bgl = GetBindGroupLayout(group);
@ -49,7 +57,7 @@ MaybeError PipelineLayout::Initialize() {
break; break;
case wgpu::BufferBindingType::Storage: case wgpu::BufferBindingType::Storage:
case kInternalStorageBufferBinding: case kInternalStorageBufferBinding:
mIndexInfo[group][bindingIndex] = unorderedAccessViewIndex++; mIndexInfo[group][bindingIndex] = --unorderedAccessViewIndex;
break; break;
case wgpu::BufferBindingType::ReadOnlyStorage: case wgpu::BufferBindingType::ReadOnlyStorage:
mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++; mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++;
@ -69,11 +77,12 @@ MaybeError PipelineLayout::Initialize() {
break; break;
case BindingInfoType::StorageTexture: case BindingInfoType::StorageTexture:
mIndexInfo[group][bindingIndex] = unorderedAccessViewIndex++; mIndexInfo[group][bindingIndex] = --unorderedAccessViewIndex;
break; break;
} }
} }
} }
mUnusedUAVBindingCount = unorderedAccessViewIndex;
return {}; return {};
} }

View File

@ -28,7 +28,9 @@ class Device;
// For D3D11, uniform buffers, samplers, sampled textures, and storage buffers are bind to // For D3D11, uniform buffers, samplers, sampled textures, and storage buffers are bind to
// different kind of slots. The number of slots for each type is limited by the D3D11 spec. // different kind of slots. The number of slots for each type is limited by the D3D11 spec.
// So we need to pack the bindings by type into the slots tightly. // So we need to pack the bindings by type into the slots tightly. UAV slots are a little
// different. They are assigned to storage buffers and textures decreasingly from the end,
// as color attachments also use them increasingly from the begin.
// And D3D11 uses SM 5.0 which doesn't support spaces(binding groups). so we need to flatten // And D3D11 uses SM 5.0 which doesn't support spaces(binding groups). so we need to flatten
// the binding groups into a single array. // the binding groups into a single array.
class PipelineLayout final : public PipelineLayoutBase { class PipelineLayout final : public PipelineLayoutBase {
@ -46,14 +48,20 @@ class PipelineLayout final : public PipelineLayoutBase {
ityp::array<BindGroupIndex, ityp::vector<BindingIndex, uint32_t>, kMaxBindGroups>; ityp::array<BindGroupIndex, ityp::vector<BindingIndex, uint32_t>, kMaxBindGroups>;
const BindingIndexInfo& GetBindingIndexInfo() const; const BindingIndexInfo& GetBindingIndexInfo() const;
uint32_t GetUnusedUAVBindingCount() const { return mUnusedUAVBindingCount; }
uint32_t GetTotalUAVBindingCount() const { return mTotalUAVBindingCount; }
private: private:
using PipelineLayoutBase::PipelineLayoutBase; using PipelineLayoutBase::PipelineLayoutBase;
~PipelineLayout() override = default; ~PipelineLayout() override = default;
MaybeError Initialize(); MaybeError Initialize(Device* device);
BindingIndexInfo mIndexInfo; BindingIndexInfo mIndexInfo;
uint32_t mUnusedUAVBindingCount = 0u;
uint32_t mTotalUAVBindingCount = 0u;
}; };
} // namespace dawn::native::d3d11 } // namespace dawn::native::d3d11

View File

@ -183,6 +183,19 @@ MaybeError RenderPipeline::Initialize() {
DAWN_TRY(InitializeShaders()); DAWN_TRY(InitializeShaders());
DAWN_TRY(InitializeDepthStencilState()); DAWN_TRY(InitializeDepthStencilState());
// RTVs and UAVs share the same resoure slots. Make sure here we are not going to run out of
// slots.
uint32_t colorAttachments =
static_cast<uint8_t>(GetHighestBitIndexPlusOne(GetColorAttachmentsMask()));
uint32_t unusedUAVs = ToBackend(GetLayout())->GetUnusedUAVBindingCount();
uint32_t usedUAVs = ToBackend(GetLayout())->GetTotalUAVBindingCount() - unusedUAVs;
// TODO(dawn:1814): Move the validation to the frontend, if we eventually regard it as a compat
// restriction.
DAWN_INVALID_IF(colorAttachments > unusedUAVs,
"The pipeline uses up to color attachment %u, but there are only %u remaining "
"slots because the pipeline uses %u UAVs",
colorAttachments, unusedUAVs, usedUAVs);
SetLabelImpl(); SetLabelImpl();
return {}; return {};
} }

View File

@ -214,6 +214,7 @@ TEST_P(GpuMemorySyncTests, ComputePassToRenderPass) {
} }
DAWN_INSTANTIATE_TEST(GpuMemorySyncTests, DAWN_INSTANTIATE_TEST(GpuMemorySyncTests,
D3D11Backend(),
D3D12Backend(), D3D12Backend(),
MetalBackend(), MetalBackend(),
OpenGLBackend(), OpenGLBackend(),
@ -385,6 +386,7 @@ TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentQueueSubmits) {
} }
DAWN_INSTANTIATE_TEST(StorageToUniformSyncTests, DAWN_INSTANTIATE_TEST(StorageToUniformSyncTests,
D3D11Backend(),
D3D12Backend(), D3D12Backend(),
MetalBackend(), MetalBackend(),
OpenGLBackend(), OpenGLBackend(),
@ -646,6 +648,7 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
} }
DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests, DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests,
D3D11Backend(),
D3D12Backend(), D3D12Backend(),
MetalBackend(), MetalBackend(),
OpenGLBackend(), OpenGLBackend(),