// Copyright 2019 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "tests/DawnTest.h" #include "dawn_native/d3d12/BufferD3D12.h" #include "dawn_native/d3d12/TextureD3D12.h" using namespace dawn_native::d3d12; class D3D12ResourceHeapTests : public DawnTest { protected: void SetUp() override { DawnTest::SetUp(); DAWN_TEST_UNSUPPORTED_IF(UsesWire()); } std::vector GetRequiredExtensions() override { mIsBCFormatSupported = SupportsExtensions({"texture_compression_bc"}); if (!mIsBCFormatSupported) { return {}; } return {"texture_compression_bc"}; } bool IsBCFormatSupported() const { return mIsBCFormatSupported; } private: bool mIsBCFormatSupported = false; }; // Verify that creating a small compressed textures will be 4KB aligned. TEST_P(D3D12ResourceHeapTests, AlignSmallCompressedTexture) { DAWN_TEST_UNSUPPORTED_IF(!IsBCFormatSupported()); // TODO(http://crbug.com/dawn/282): Investigate GPU/driver rejections of small alignment. DAWN_SUPPRESS_TEST_IF(IsIntel() || IsNvidia() || IsWARP()); wgpu::TextureDescriptor descriptor; descriptor.dimension = wgpu::TextureDimension::e2D; descriptor.size.width = 8; descriptor.size.height = 8; descriptor.size.depthOrArrayLayers = 1; descriptor.sampleCount = 1; descriptor.format = wgpu::TextureFormat::BC1RGBAUnorm; descriptor.mipLevelCount = 1; descriptor.usage = wgpu::TextureUsage::Sampled; // Create a smaller one that allows use of the smaller alignment. wgpu::Texture texture = device.CreateTexture(&descriptor); Texture* d3dTexture = reinterpret_cast(texture.Get()); EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment, static_cast(D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT)); // Create a larger one (>64KB) that forbids use the smaller alignment. descriptor.size.width = 4096; descriptor.size.height = 4096; texture = device.CreateTexture(&descriptor); d3dTexture = reinterpret_cast(texture.Get()); EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment, static_cast(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT)); } // Verify creating a UBO will always be 256B aligned. TEST_P(D3D12ResourceHeapTests, AlignUBO) { // Create a small UBO wgpu::BufferDescriptor descriptor; descriptor.size = 4 * 1024; descriptor.usage = wgpu::BufferUsage::Uniform; wgpu::Buffer buffer = device.CreateBuffer(&descriptor); Buffer* d3dBuffer = reinterpret_cast(buffer.Get()); EXPECT_TRUE((d3dBuffer->GetD3D12Resource()->GetDesc().Width % static_cast(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)) == 0u); // Create a larger UBO descriptor.size = (4 * 1024 * 1024) + 255; descriptor.usage = wgpu::BufferUsage::Uniform; buffer = device.CreateBuffer(&descriptor); d3dBuffer = reinterpret_cast(buffer.Get()); EXPECT_TRUE((d3dBuffer->GetD3D12Resource()->GetDesc().Width % static_cast(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)) == 0u); } DAWN_INSTANTIATE_TEST(D3D12ResourceHeapTests, D3D12Backend());