14 Commits

Author SHA1 Message Date
Corentin Wallez
7f8fa04edc Use C++17 nested namespaces instead of manually nesting them.
This was done with these two commands and a couple manual fixups for
namespaces that had more than one space in the comment in the closing
brace, as well as vulkan_platform.h

git grep -l "namespace .* { namespace " | xargs sed -i "" "s/namespace \(.*\) { namespace /namespace \1::/"
git grep -l "}}  // namespace" | xargs sed -i "" "s%}}  // namespace%}  // namespace%"

Bug: dawn:824
Change-Id: I6f448b820c12fc1004ea5270bf8e1f466b0c0aab
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75400
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2022-01-06 09:22:17 +00:00
shrekshao
bdc029ee39 Validate format is blendable when blending is enabled
Treat color target format with "float" capabilities as
blendable format and validate when blending is enabled.
Add helpers for checking float16 texture values.

Bug: dawn:726

Change-Id: Icf8c0182e5e9a13523970c84b5af91f395a089af
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/57744
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2021-07-19 23:27:27 +00:00
Corentin Wallez
62139fcca7 Use typed integers for the ExecutionSerial
This will prevent mixing it up with other serial types in the future.

Bug: dawn:442
Change-Id: I74e964708acc62eb0f33127cc48f1b9a7b171d11
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28923
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2020-09-28 19:35:14 +00:00
Corentin Wallez
cac14e0067 D3D12: Use typed integers for the HeapVersionID
This will prevent mixing it up with other serial types in the future.

Bug: dawn:442
Change-Id: I32f356c62f19ef29f3bf51c19873369fb817bb16
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28960
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2020-09-28 16:05:24 +00:00
Bryan Bernhart
f03590a754 D3D12: Dynamic shader-visible heap allocation.
Allocates shader-visible descriptor heaps at a much
smaller size then pool-allocates them upon reaching
the max size. This strategy avoids always wasting memory
for lighter users while still maximizing performance for
heavy users.

BUG=dawn:155

Change-Id: I0519235c901d0283b98ee824eeb0cda6de70b210
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25620
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
2020-07-30 21:50:32 +00:00
Kai Ninomiya
6328356129 Autoformat everything except tests/examples
Done by:
- Appending an extra newline at the end of src/**/*.{cpp,h,mm,gn}
  except src/tests/*
- Running git cl format --full to format the full contents of every
  changed file

Bug: none
Change-Id: Id88fc5ed0c5efbbc93b2c6a305c2f98465fe646d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24641
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
2020-07-10 18:19:38 +00:00
Brandon Jones
9435068a36 Track ShaderVisibleDescriptorHeap Upon Allocation
Fixes bug where a newly allocated ShaderVisibleDescriptorHeap would be
untracked in the residency LRU upon allocation, causing Dawn's residency
manager to become out of sync with D3D12's internal residency refcount
by calling MakeResident once more than needed.

Bug: dawn:193
Change-Id: I47804471b41df476db989634e50bded6006e05aa
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23125
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-06-12 08:17:41 +00:00
Brandon Jones
e7b30fdbeb 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>
2020-05-19 21:45:13 +00:00
Brandon Jones
9b54466be4 Descriptor Residency 1: Add Pageable and ShaderVisibleDescriptorHeap
Refactors ShaderVisibleDescriptorAllocator to use d3d12::Heap to
represent ID3D12DescriptorHeaps.

Bug: dawn:193
Change-Id: If0a9df0bc138c4d6f1ad110750ab1e6e8084b80f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/20960
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-05-19 10:15:12 +00:00
Bryan Bernhart
303a3daf0d D3D12: Decouple descriptor heap allocations.
Allows bindgroups to be populated by heap type. Previously, failing to
populate one type of GPU descriptor heap required both GPU heaps
to be switched out. This resulted in extra copies and heap allocations
should only one heap type overflow.

This change also simplifies GPU descriptor heap management:
- Allocator no longer needs to operate on both heaps.
- Sub-allocation tracking can be moved into handles.

A follow-up change will remove duplicated sampler heap allocations.

BUG=dawn:155

Change-Id: I1960cf3a8bc3d86d3e8b2775da3d0c92125bcf82
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19887
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-04-30 23:19:16 +00:00
Bryan Bernhart
c133cab158 D3D12: Remove increment during bindgroup population.
Simplifies descriptor heap allocations by removing increment which is
no longer required by Populate().

BUG=dawn:155

Change-Id: I1d9cd2c607691dc1bcffddd82aa46a10c2bf6fd3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/20048
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
2020-04-21 22:07:59 +00:00
Bryan Bernhart
046389926f D3D12: Add end2end tests for small shader-visible heaps.
Adds a toggle to force the use of small shader-visible heaps and
whitebox tests to verify bindgroup encoding correctness.

BUG=dawn:155

Change-Id: I4118b850d9f2cb445ae805aa68ebf4fab671261b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16960
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-03-25 18:31:08 +00:00
Bryan Bernhart
52d0627d56 D3D12: Pool-allocate shader-visible descriptor heaps.
Rather than destory GPU descriptor heaps upon being switched out,
heaps are stored in a list where they can be re-used once the GPU
is no longer using them.

BUG=dawn:155

Change-Id: I2074573e354f114c45afe9895e8515980d325852
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16282
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
2020-03-09 22:56:59 +00:00
Bryan Bernhart
0363c3e46d D3D12: Allocate GPU bind groups at draw/dispatch.
Instead of counting descriptors to be allocated for the entire command
buffer in a pre-pass, the bindgroup state tracker is used to allocate
only dirty bindgroups upon recording draw/dispatch. If the heap has no
more room and must be changed, bindgroups will be re-created according
to the BGL.

A future change will address the CPU descriptors and removal of the
pre-pass.

BUG=dawn:256,dawn:307

Change-Id: I6603de17cfda713bd4512c46e1c93618ca01bb7b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13400
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-02-27 01:14:22 +00:00