Descriptor Residency 2: Add Management Logic and Test

Adds logic to lock residency for bound descriptor heaps, then unlock and
insert into the LRU cache when no longer bound. Adds a basic functional
test.

Bug: dawn:193
Change-Id: Idfaaee6b873374c07a0b94b1982ad65353218799
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/21400
Commit-Queue: Brandon Jones <brandon1.jones@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Brandon Jones 2020-05-19 21:45:13 +00:00 committed by Commit Bot service account
parent 7355460100
commit e7b30fdbeb
9 changed files with 198 additions and 81 deletions

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@ -242,7 +242,7 @@ namespace dawn_native { namespace d3d12 {
// The mapped buffer can be accessed at any time, so it must be locked to ensure it is never
// evicted. This buffer should already have been made resident when it was created.
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
DAWN_TRY(ToBackend(GetDevice())->GetResidencyManager()->LockHeap(heap));
DAWN_TRY(ToBackend(GetDevice())->GetResidencyManager()->LockAllocation(heap));
mWrittenMappedRange = {0, static_cast<size_t>(GetSize())};
DAWN_TRY(CheckHRESULT(GetD3D12Resource()->Map(0, &mWrittenMappedRange,
@ -256,7 +256,7 @@ namespace dawn_native { namespace d3d12 {
// The mapped buffer can be accessed at any time, so we must make the buffer resident and
// lock it to ensure it is never evicted.
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
DAWN_TRY(ToBackend(GetDevice())->GetResidencyManager()->LockHeap(heap));
DAWN_TRY(ToBackend(GetDevice())->GetResidencyManager()->LockAllocation(heap));
mWrittenMappedRange = {};
D3D12_RANGE readRange = {0, static_cast<size_t>(GetSize())};
@ -272,7 +272,7 @@ namespace dawn_native { namespace d3d12 {
// The mapped buffer can be accessed at any time, so we must make the buffer resident and
// lock it to ensure it is never evicted.
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
DAWN_TRY(ToBackend(GetDevice())->GetResidencyManager()->LockHeap(heap));
DAWN_TRY(ToBackend(GetDevice())->GetResidencyManager()->LockAllocation(heap));
mWrittenMappedRange = {0, static_cast<size_t>(GetSize())};
DAWN_TRY(CheckHRESULT(GetD3D12Resource()->Map(0, &mWrittenMappedRange,
@ -288,7 +288,7 @@ namespace dawn_native { namespace d3d12 {
// When buffers are mapped, they are locked to keep them in resident memory. We must unlock
// them when they are unmapped.
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
ToBackend(GetDevice())->GetResidencyManager()->UnlockHeap(heap);
ToBackend(GetDevice())->GetResidencyManager()->UnlockAllocation(heap);
mWrittenMappedRange = {};
mMappedData = nullptr;
}
@ -302,7 +302,7 @@ namespace dawn_native { namespace d3d12 {
// reference on its heap.
if (IsMapped()) {
Heap* heap = ToBackend(mResourceAllocation.GetResourceHeap());
ToBackend(GetDevice())->GetResidencyManager()->UnlockHeap(heap);
ToBackend(GetDevice())->GetResidencyManager()->UnlockAllocation(heap);
}
ToBackend(GetDevice())->DeallocateMemory(mResourceAllocation);

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@ -84,14 +84,6 @@ namespace dawn_native { namespace d3d12 {
// Initialize backend services
mCommandAllocatorManager = std::make_unique<CommandAllocatorManager>(this);
DAWN_TRY_ASSIGN(
mViewShaderVisibleDescriptorAllocator,
ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
DAWN_TRY_ASSIGN(
mSamplerShaderVisibleDescriptorAllocator,
ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER));
// Zero sized allocator is never requested and does not need to exist.
for (uint32_t countIndex = 1; countIndex < kNumOfStagingDescriptorAllocators;
countIndex++) {
@ -115,6 +107,15 @@ namespace dawn_native { namespace d3d12 {
mResidencyManager = std::make_unique<ResidencyManager>(this);
mResourceAllocatorManager = std::make_unique<ResourceAllocatorManager>(this);
// ShaderVisibleDescriptorAllocators use the ResidencyManager and must be initialized after.
DAWN_TRY_ASSIGN(
mSamplerShaderVisibleDescriptorAllocator,
ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER));
DAWN_TRY_ASSIGN(
mViewShaderVisibleDescriptorAllocator,
ShaderVisibleDescriptorAllocator::Create(this, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV));
DAWN_TRY(NextSerial());
// Initialize indirect commands

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@ -30,49 +30,49 @@ namespace dawn_native { namespace d3d12 {
}
// Increments number of locks on a heap to ensure the heap remains resident.
MaybeError ResidencyManager::LockHeap(Heap* heap) {
MaybeError ResidencyManager::LockAllocation(Pageable* pageable) {
if (!mResidencyManagementEnabled) {
return {};
}
// If the heap isn't already resident, make it resident.
if (!heap->IsInResidencyLRUCache() && !heap->IsResidencyLocked()) {
DAWN_TRY(EnsureCanMakeResident(heap->GetSize(),
GetMemorySegmentInfo(heap->GetMemorySegment())));
ID3D12Pageable* pageable = heap->GetD3D12Pageable();
DAWN_TRY(CheckHRESULT(mDevice->GetD3D12Device()->MakeResident(1, &pageable),
if (!pageable->IsInResidencyLRUCache() && !pageable->IsResidencyLocked()) {
DAWN_TRY(EnsureCanMakeResident(pageable->GetSize(),
GetMemorySegmentInfo(pageable->GetMemorySegment())));
ID3D12Pageable* d3d12Pageable = pageable->GetD3D12Pageable();
DAWN_TRY(CheckHRESULT(mDevice->GetD3D12Device()->MakeResident(1, &d3d12Pageable),
"Making a scheduled-to-be-used resource resident"));
}
// Since we can't evict the heap, it's unnecessary to track the heap in the LRU Cache.
if (heap->IsInResidencyLRUCache()) {
heap->RemoveFromList();
if (pageable->IsInResidencyLRUCache()) {
pageable->RemoveFromList();
}
heap->IncrementResidencyLock();
pageable->IncrementResidencyLock();
return {};
}
// Decrements number of locks on a heap. When the number of locks becomes zero, the heap is
// inserted into the LRU cache and becomes eligible for eviction.
void ResidencyManager::UnlockHeap(Heap* heap) {
void ResidencyManager::UnlockAllocation(Pageable* pageable) {
if (!mResidencyManagementEnabled) {
return;
}
ASSERT(heap->IsResidencyLocked());
ASSERT(!heap->IsInResidencyLRUCache());
heap->DecrementResidencyLock();
ASSERT(pageable->IsResidencyLocked());
ASSERT(!pageable->IsInResidencyLRUCache());
pageable->DecrementResidencyLock();
// If another lock still exists on the heap, nothing further should be done.
if (heap->IsResidencyLocked()) {
if (pageable->IsResidencyLocked()) {
return;
}
// When all locks have been removed, the resource remains resident and becomes tracked in
// the corresponding LRU.
TrackResidentAllocation(heap);
TrackResidentAllocation(pageable);
}
// Returns the appropriate MemorySegmentInfo for a given MemorySegment.
@ -277,6 +277,8 @@ namespace dawn_native { namespace d3d12 {
// overhead by using MakeResident on a secondary thread, or by instead making use of
// the EnqueueMakeResident function (which is not available on all Windows 10
// platforms).
// TODO(brandon1.jones@intel.com): If MakeResident fails, try evicting some more and
// call MakeResident again.
DAWN_TRY(CheckHRESULT(mDevice->GetD3D12Device()->MakeResident(
heapsToMakeResident.size(), heapsToMakeResident.data()),
"Making scheduled-to-be-used resources resident"));

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@ -33,8 +33,8 @@ namespace dawn_native { namespace d3d12 {
public:
ResidencyManager(Device* device);
MaybeError LockHeap(Heap* heap);
void UnlockHeap(Heap* heap);
MaybeError LockAllocation(Pageable* pageable);
void UnlockAllocation(Pageable* pageable);
MaybeError EnsureCanAllocate(uint64_t allocationSize, MemorySegment memorySegment);
MaybeError EnsureHeapsAreResident(Heap** heaps, size_t heapCount);

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@ -282,7 +282,7 @@ namespace dawn_native { namespace d3d12 {
// Before calling CreatePlacedResource, we must ensure the target heap is resident.
// CreatePlacedResource will fail if it is not.
DAWN_TRY(mDevice->GetResidencyManager()->LockHeap(heap));
DAWN_TRY(mDevice->GetResidencyManager()->LockAllocation(heap));
// With placed resources, a single heap can be reused.
// The resource placed at an offset is only reclaimed
@ -300,7 +300,7 @@ namespace dawn_native { namespace d3d12 {
// After CreatePlacedResource has finished, the heap can be unlocked from residency. This
// will insert it into the residency LRU.
mDevice->GetResidencyManager()->UnlockHeap(heap);
mDevice->GetResidencyManager()->UnlockAllocation(heap);
return ResourceHeapAllocation{allocation.GetInfo(), allocation.GetOffset(),
std::move(placedResource), heap};

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@ -16,6 +16,7 @@
#include "dawn_native/d3d12/D3D12Error.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/GPUDescriptorHeapAllocationD3D12.h"
#include "dawn_native/d3d12/ResidencyManagerD3D12.h"
namespace dawn_native { namespace d3d12 {
@ -114,6 +115,7 @@ namespace dawn_native { namespace d3d12 {
// users.
// TODO(dawn:256): Consider periodically triming to avoid OOM.
if (mHeap != nullptr) {
mDevice->GetResidencyManager()->UnlockAllocation(mHeap.get());
mPool.push_back({mDevice->GetPendingCommandSerial(), std::move(mHeap)});
}
@ -130,6 +132,14 @@ namespace dawn_native { namespace d3d12 {
mHeapType, mDevice->IsToggleEnabled(Toggle::UseD3D12SmallShaderVisibleHeapForTesting));
if (descriptorHeap == nullptr) {
// The size in bytes of a descriptor heap is best calculated by the increment size
// multiplied by the number of descriptors. In practice, this is only an estimate and
// the actual size may vary depending on the driver.
const uint64_t kSize = mSizeIncrement * descriptorCount;
DAWN_TRY(
mDevice->GetResidencyManager()->EnsureCanAllocate(kSize, MemorySegment::Local));
ComPtr<ID3D12DescriptorHeap> d3d12DescriptorHeap;
D3D12_DESCRIPTOR_HEAP_DESC heapDescriptor;
heapDescriptor.Type = mHeapType;
@ -141,9 +151,10 @@ namespace dawn_native { namespace d3d12 {
&heapDescriptor, IID_PPV_ARGS(&d3d12DescriptorHeap)),
"ID3D12Device::CreateDescriptorHeap"));
descriptorHeap = std::make_unique<ShaderVisibleDescriptorHeap>(
std::move(d3d12DescriptorHeap), mSizeIncrement * descriptorCount);
std::move(d3d12DescriptorHeap), kSize);
}
DAWN_TRY(mDevice->GetResidencyManager()->LockAllocation(descriptorHeap.get()));
// Create a FIFO buffer from the recently created heap.
mHeap = std::move(descriptorHeap);
mAllocator = RingBufferAllocator(descriptorCount);
@ -168,6 +179,15 @@ namespace dawn_native { namespace d3d12 {
return mPool.size();
}
bool ShaderVisibleDescriptorAllocator::IsShaderVisibleHeapLockedResidentForTesting() const {
return mHeap->IsResidencyLocked();
}
bool ShaderVisibleDescriptorAllocator::IsLastShaderVisibleHeapInLRUForTesting() const {
ASSERT(!mPool.empty());
return mPool.back().heap->IsInResidencyLRUCache();
}
bool ShaderVisibleDescriptorAllocator::IsAllocationStillValid(
const GPUDescriptorHeapAllocation& allocation) const {
// Consider valid if allocated for the pending submit and the shader visible heaps

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@ -67,6 +67,8 @@ namespace dawn_native { namespace d3d12 {
Serial GetShaderVisibleHeapSerialForTesting() const;
uint64_t GetShaderVisibleHeapSizeForTesting() const;
uint64_t GetShaderVisiblePoolSizeForTesting() const;
bool IsShaderVisibleHeapLockedResidentForTesting() const;
bool IsLastShaderVisibleHeapInLRUForTesting() const;
bool IsAllocationStillValid(const GPUDescriptorHeapAllocation& allocation) const;

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@ -44,8 +44,8 @@ namespace dawn_native { namespace d3d12 {
// The mapped buffer can be accessed at any time, so it must be locked to ensure it is never
// evicted. This buffer should already have been made resident when it was created.
DAWN_TRY(
mDevice->GetResidencyManager()->LockHeap(ToBackend(mUploadHeap.GetResourceHeap())));
DAWN_TRY(mDevice->GetResidencyManager()->LockAllocation(
ToBackend(mUploadHeap.GetResourceHeap())));
return CheckHRESULT(GetResource()->Map(0, nullptr, &mMappedPointer), "ID3D12Resource::Map");
}
@ -59,7 +59,7 @@ namespace dawn_native { namespace d3d12 {
// The underlying heap was locked in residency upon creation. We must unlock it when this
// buffer becomes unmapped.
mDevice->GetResidencyManager()->UnlockHeap(ToBackend(mUploadHeap.GetResourceHeap()));
mDevice->GetResidencyManager()->UnlockAllocation(ToBackend(mUploadHeap.GetResourceHeap()));
// Invalidate the CPU virtual address & flush cache (if needed).
GetResource()->Unmap(0, nullptr);

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@ -16,7 +16,9 @@
#include "dawn_native/d3d12/BufferD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/ResidencyManagerD3D12.h"
#include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
#include <vector>
@ -32,7 +34,7 @@ constexpr wgpu::BufferUsage kMapWriteBufferUsage =
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::MapWrite;
constexpr wgpu::BufferUsage kNonMappableBufferUsage = wgpu::BufferUsage::CopyDst;
class D3D12ResidencyTests : public DawnTest {
class D3D12ResidencyTestBase : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
@ -62,23 +64,6 @@ class D3D12ResidencyTests : public DawnTest {
return buffers;
}
bool CheckIfBufferIsResident(wgpu::Buffer buffer) const {
dawn_native::d3d12::Buffer* d3dBuffer =
reinterpret_cast<dawn_native::d3d12::Buffer*>(buffer.Get());
return d3dBuffer->CheckIsResidentForTesting();
}
bool CheckAllocationMethod(wgpu::Buffer buffer,
dawn_native::AllocationMethod allocationMethod) const {
dawn_native::d3d12::Buffer* d3dBuffer =
reinterpret_cast<dawn_native::d3d12::Buffer*>(buffer.Get());
return d3dBuffer->CheckAllocationMethodForTesting(allocationMethod);
}
bool IsUMA() const {
return reinterpret_cast<dawn_native::d3d12::Device*>(device.Get())->GetDeviceInfo().isUMA;
}
wgpu::Buffer CreateBuffer(uint32_t bufferSize, wgpu::BufferUsage usage) {
wgpu::BufferDescriptor descriptor;
@ -88,26 +73,6 @@ class D3D12ResidencyTests : public DawnTest {
return device.CreateBuffer(&descriptor);
}
static void MapReadCallback(WGPUBufferMapAsyncStatus status,
const void* data,
uint64_t,
void* userdata) {
ASSERT_EQ(WGPUBufferMapAsyncStatus_Success, status);
ASSERT_NE(nullptr, data);
static_cast<D3D12ResidencyTests*>(userdata)->mMappedReadData = data;
}
static void MapWriteCallback(WGPUBufferMapAsyncStatus status,
void* data,
uint64_t,
void* userdata) {
ASSERT_EQ(WGPUBufferMapAsyncStatus_Success, status);
ASSERT_NE(nullptr, data);
static_cast<D3D12ResidencyTests*>(userdata)->mMappedWriteData = data;
}
void TouchBuffers(uint32_t beginIndex,
uint32_t numBuffers,
const std::vector<wgpu::Buffer>& bufferSet) {
@ -126,8 +91,50 @@ class D3D12ResidencyTests : public DawnTest {
const void* mMappedReadData = nullptr;
};
class D3D12ResourceResidencyTests : public D3D12ResidencyTestBase {
protected:
bool CheckAllocationMethod(wgpu::Buffer buffer,
dawn_native::AllocationMethod allocationMethod) const {
dawn_native::d3d12::Buffer* d3dBuffer =
reinterpret_cast<dawn_native::d3d12::Buffer*>(buffer.Get());
return d3dBuffer->CheckAllocationMethodForTesting(allocationMethod);
}
bool CheckIfBufferIsResident(wgpu::Buffer buffer) const {
dawn_native::d3d12::Buffer* d3dBuffer =
reinterpret_cast<dawn_native::d3d12::Buffer*>(buffer.Get());
return d3dBuffer->CheckIsResidentForTesting();
}
bool IsUMA() const {
return reinterpret_cast<dawn_native::d3d12::Device*>(device.Get())->GetDeviceInfo().isUMA;
}
static void MapReadCallback(WGPUBufferMapAsyncStatus status,
const void* data,
uint64_t,
void* userdata) {
ASSERT_EQ(WGPUBufferMapAsyncStatus_Success, status);
ASSERT_NE(nullptr, data);
static_cast<D3D12ResourceResidencyTests*>(userdata)->mMappedReadData = data;
}
static void MapWriteCallback(WGPUBufferMapAsyncStatus status,
void* data,
uint64_t,
void* userdata) {
ASSERT_EQ(WGPUBufferMapAsyncStatus_Success, status);
ASSERT_NE(nullptr, data);
static_cast<D3D12ResourceResidencyTests*>(userdata)->mMappedWriteData = data;
}
};
class D3D12DescriptorResidencyTests : public D3D12ResidencyTestBase {};
// Check that resources existing on suballocated heaps are made resident and evicted correctly.
TEST_P(D3D12ResidencyTests, OvercommitSmallResources) {
TEST_P(D3D12ResourceResidencyTests, OvercommitSmallResources) {
// TODO(http://crbug.com/dawn/416): Tests fails on Intel HD 630 bot.
DAWN_SKIP_TEST_IF(IsIntel() && IsBackendValidationEnabled());
@ -169,7 +176,7 @@ TEST_P(D3D12ResidencyTests, OvercommitSmallResources) {
// Check that resources existing on directly allocated heaps are made resident and evicted
// correctly.
TEST_P(D3D12ResidencyTests, OvercommitLargeResources) {
TEST_P(D3D12ResourceResidencyTests, OvercommitLargeResources) {
// Create directly-allocated buffers to fill half the budget.
std::vector<wgpu::Buffer> bufferSet1 = AllocateBuffers(
kDirectlyAllocatedResourceSize,
@ -205,7 +212,7 @@ TEST_P(D3D12ResidencyTests, OvercommitLargeResources) {
}
// Check that calling MapReadAsync makes the buffer resident and keeps it locked resident.
TEST_P(D3D12ResidencyTests, AsyncMappedBufferRead) {
TEST_P(D3D12ResourceResidencyTests, AsyncMappedBufferRead) {
// Create a mappable buffer.
wgpu::Buffer buffer = CreateBuffer(4, kMapReadBufferUsage);
@ -248,7 +255,7 @@ TEST_P(D3D12ResidencyTests, AsyncMappedBufferRead) {
}
// Check that calling MapWriteAsync makes the buffer resident and keeps it locked resident.
TEST_P(D3D12ResidencyTests, AsyncMappedBufferWrite) {
TEST_P(D3D12ResourceResidencyTests, AsyncMappedBufferWrite) {
// Create a mappable buffer.
wgpu::Buffer buffer = CreateBuffer(4, kMapWriteBufferUsage);
// The mappable buffer should be resident.
@ -287,7 +294,7 @@ TEST_P(D3D12ResidencyTests, AsyncMappedBufferWrite) {
}
// Check that overcommitting in a single submit works, then make sure the budget is enforced after.
TEST_P(D3D12ResidencyTests, OvercommitInASingleSubmit) {
TEST_P(D3D12ResourceResidencyTests, OvercommitInASingleSubmit) {
// Create enough buffers to exceed the budget
constexpr uint32_t numberOfBuffersToOvercommit = 5;
std::vector<wgpu::Buffer> bufferSet1 = AllocateBuffers(
@ -313,7 +320,7 @@ TEST_P(D3D12ResidencyTests, OvercommitInASingleSubmit) {
}
}
TEST_P(D3D12ResidencyTests, SetExternalReservation) {
TEST_P(D3D12ResourceResidencyTests, SetExternalReservation) {
// Set an external reservation of 20% the budget. We should succesfully reserve the amount we
// request.
uint64_t amountReserved = dawn_native::d3d12::SetExternalMemoryReservation(
@ -328,4 +335,89 @@ TEST_P(D3D12ResidencyTests, SetExternalReservation) {
}
}
DAWN_INSTANTIATE_TEST(D3D12ResidencyTests, D3D12Backend());
// Checks that when a descriptor heap is bound, it is locked resident. Also checks that when a
// previous descriptor heap becomes unbound, it is unlocked, placed in the LRU and can be evicted.
TEST_P(D3D12DescriptorResidencyTests, SwitchedViewHeapResidency) {
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
// Fill in a view heap with "view only" bindgroups (1x view per group) by creating a
// view bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps must switch over.
renderPipelineDescriptor.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
})");
renderPipelineDescriptor.cFragmentStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout (location = 0) out vec4 fragColor;
layout (set = 0, binding = 0) uniform colorBuffer {
vec4 color;
};
void main() {
fragColor = color;
})");
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
constexpr uint32_t kSize = 512;
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kSize, kSize);
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
dawn_native::d3d12::Device* d3dDevice =
reinterpret_cast<dawn_native::d3d12::Device*>(device.Get());
dawn_native::d3d12::ShaderVisibleDescriptorAllocator* allocator =
d3dDevice->GetViewShaderVisibleDescriptorAllocator();
const uint64_t heapSize = allocator->GetShaderVisibleHeapSizeForTesting();
const Serial heapSerial = allocator->GetShaderVisibleHeapSerialForTesting();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(renderPipeline);
std::array<float, 4> redColor = {1, 0, 0, 1};
wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
device, &redColor, sizeof(redColor), wgpu::BufferUsage::Uniform);
for (uint32_t i = 0; i < heapSize + 1; ++i) {
pass.SetBindGroup(0, utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
{{0, uniformBuffer, 0, sizeof(redColor)}}));
pass.Draw(3);
}
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Check the heap serial to ensure the heap has switched.
EXPECT_EQ(allocator->GetShaderVisibleHeapSerialForTesting(), heapSerial + 1);
// Check that currrently bound ShaderVisibleHeap is locked resident.
EXPECT_TRUE(allocator->IsShaderVisibleHeapLockedResidentForTesting());
// Check that the previously bound ShaderVisibleHeap was unlocked and was placed in the LRU
// cache.
EXPECT_TRUE(allocator->IsLastShaderVisibleHeapInLRUForTesting());
// Allocate enough buffers to exceed the budget, which will purge everything from the Residency
// LRU.
AllocateBuffers(kDirectlyAllocatedResourceSize,
kRestrictedBudgetSize / kDirectlyAllocatedResourceSize,
kNonMappableBufferUsage);
// Check that currrently bound ShaderVisibleHeap remained locked resident.
EXPECT_TRUE(allocator->IsShaderVisibleHeapLockedResidentForTesting());
// Check that the previously bound ShaderVisibleHeap has been evicted from the LRU cache.
EXPECT_FALSE(allocator->IsLastShaderVisibleHeapInLRUForTesting());
}
DAWN_INSTANTIATE_TEST(D3D12ResourceResidencyTests, D3D12Backend());
DAWN_INSTANTIATE_TEST(D3D12DescriptorResidencyTests,
D3D12Backend({"use_d3d12_small_shader_visible_heap"}));