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>
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@ -32,6 +32,7 @@
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#include "dawn/native/d3d11/ComputePipelineD3D11.h"
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#include "dawn/native/d3d11/DeviceD3D11.h"
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#include "dawn/native/d3d11/Forward.h"
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#include "dawn/native/d3d11/PipelineLayoutD3D11.h"
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#include "dawn/native/d3d11/RenderPipelineD3D11.h"
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#include "dawn/native/d3d11/TextureD3D11.h"
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#include "dawn/native/d3d11/UtilsD3D11.h"
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@ -415,6 +416,7 @@ MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass,
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ityp::array<ColorAttachmentIndex, ID3D11RenderTargetView*, kMaxColorAttachments>
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d3d11RenderTargetViewPtrs = {};
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ColorAttachmentIndex attachmentCount(uint8_t(0));
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// TODO(dawn:1815): Shrink the sparse attachments to accommodate more UAVs.
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for (ColorAttachmentIndex i :
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IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
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TextureView* colorTextureView = ToBackend(renderPass->colorAttachments[i].view.Get());
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@ -25,15 +25,23 @@ ResultOrError<Ref<PipelineLayout>> PipelineLayout::Create(
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Device* device,
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const PipelineLayoutDescriptor* descriptor) {
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Ref<PipelineLayout> pipelineLayout = AcquireRef(new PipelineLayout(device, descriptor));
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DAWN_TRY(pipelineLayout->Initialize());
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DAWN_TRY(pipelineLayout->Initialize(device));
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return pipelineLayout;
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}
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MaybeError PipelineLayout::Initialize() {
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MaybeError PipelineLayout::Initialize(Device* device) {
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unsigned int constantBufferIndex = 0;
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unsigned int samplerIndex = 0;
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unsigned int shaderResourceViewIndex = 0;
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unsigned int unorderedAccessViewIndex = 0;
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// For d3d11 pixel shaders, the render targets and unordered-access views share the same
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// resource slots when being written out. So we assign UAV binding index decreasingly here.
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// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-omsetrendertargetsandunorderedaccessviews
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// TODO(dawn:1818): Support testing on both FL11_0 and FL11_1.
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uint32_t unorderedAccessViewIndex =
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device->GetD3D11Device()->GetFeatureLevel() == D3D_FEATURE_LEVEL_11_1
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? D3D11_1_UAV_SLOT_COUNT
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: D3D11_PS_CS_UAV_REGISTER_COUNT;
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mTotalUAVBindingCount = unorderedAccessViewIndex;
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for (BindGroupIndex group : IterateBitSet(GetBindGroupLayoutsMask())) {
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const BindGroupLayoutBase* bgl = GetBindGroupLayout(group);
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@ -49,7 +57,7 @@ MaybeError PipelineLayout::Initialize() {
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break;
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case wgpu::BufferBindingType::Storage:
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case kInternalStorageBufferBinding:
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mIndexInfo[group][bindingIndex] = unorderedAccessViewIndex++;
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mIndexInfo[group][bindingIndex] = --unorderedAccessViewIndex;
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break;
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case wgpu::BufferBindingType::ReadOnlyStorage:
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mIndexInfo[group][bindingIndex] = shaderResourceViewIndex++;
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@ -69,11 +77,12 @@ MaybeError PipelineLayout::Initialize() {
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break;
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case BindingInfoType::StorageTexture:
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mIndexInfo[group][bindingIndex] = unorderedAccessViewIndex++;
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mIndexInfo[group][bindingIndex] = --unorderedAccessViewIndex;
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break;
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}
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}
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}
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mUnusedUAVBindingCount = unorderedAccessViewIndex;
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return {};
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}
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@ -28,7 +28,9 @@ class Device;
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// For D3D11, uniform buffers, samplers, sampled textures, and storage buffers are bind to
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// different kind of slots. The number of slots for each type is limited by the D3D11 spec.
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// So we need to pack the bindings by type into the slots tightly.
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// So we need to pack the bindings by type into the slots tightly. UAV slots are a little
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// different. They are assigned to storage buffers and textures decreasingly from the end,
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// as color attachments also use them increasingly from the begin.
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// And D3D11 uses SM 5.0 which doesn't support spaces(binding groups). so we need to flatten
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// the binding groups into a single array.
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class PipelineLayout final : public PipelineLayoutBase {
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@ -46,14 +48,20 @@ class PipelineLayout final : public PipelineLayoutBase {
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ityp::array<BindGroupIndex, ityp::vector<BindingIndex, uint32_t>, kMaxBindGroups>;
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const BindingIndexInfo& GetBindingIndexInfo() const;
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uint32_t GetUnusedUAVBindingCount() const { return mUnusedUAVBindingCount; }
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uint32_t GetTotalUAVBindingCount() const { return mTotalUAVBindingCount; }
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private:
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using PipelineLayoutBase::PipelineLayoutBase;
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~PipelineLayout() override = default;
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MaybeError Initialize();
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MaybeError Initialize(Device* device);
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BindingIndexInfo mIndexInfo;
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uint32_t mUnusedUAVBindingCount = 0u;
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uint32_t mTotalUAVBindingCount = 0u;
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};
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} // namespace dawn::native::d3d11
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@ -183,6 +183,19 @@ MaybeError RenderPipeline::Initialize() {
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DAWN_TRY(InitializeShaders());
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DAWN_TRY(InitializeDepthStencilState());
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// RTVs and UAVs share the same resoure slots. Make sure here we are not going to run out of
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// slots.
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uint32_t colorAttachments =
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static_cast<uint8_t>(GetHighestBitIndexPlusOne(GetColorAttachmentsMask()));
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uint32_t unusedUAVs = ToBackend(GetLayout())->GetUnusedUAVBindingCount();
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uint32_t usedUAVs = ToBackend(GetLayout())->GetTotalUAVBindingCount() - unusedUAVs;
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// TODO(dawn:1814): Move the validation to the frontend, if we eventually regard it as a compat
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// restriction.
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DAWN_INVALID_IF(colorAttachments > unusedUAVs,
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"The pipeline uses up to color attachment %u, but there are only %u remaining "
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"slots because the pipeline uses %u UAVs",
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colorAttachments, unusedUAVs, usedUAVs);
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SetLabelImpl();
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return {};
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}
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@ -214,6 +214,7 @@ TEST_P(GpuMemorySyncTests, ComputePassToRenderPass) {
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}
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DAWN_INSTANTIATE_TEST(GpuMemorySyncTests,
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D3D11Backend(),
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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@ -385,6 +386,7 @@ TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentQueueSubmits) {
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}
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DAWN_INSTANTIATE_TEST(StorageToUniformSyncTests,
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D3D11Backend(),
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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@ -646,6 +648,7 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
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}
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DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests,
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D3D11Backend(),
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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