Jiawei Shao 58809d413b Collect GPU device information for end2end tests - Part I
This patch is the first one to support inspecting GPU information for
dawn_end2end_tests.

In this patch, we support collecting the device name, device id and
vendor id on D3D12 and Vulkan. We also support collecting the device
name on OpenGL. The collection on Metal will be supported in the next
patch. Using this information we implement a series of APIs to inspect
the information of both OS and GPU vendor.

We also skip two failed tests on Windows Intel Vulkan backends.

BUG=dawn:10

Change-Id: If52a960c0bae3922a0b5650500218eff1400d77a
Reviewed-on: https://dawn-review.googlesource.com/1460
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2018-09-19 00:32:52 +00:00

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// Copyright 2017 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.
#ifndef DAWNNATIVE_D3D12_DEVICED3D12_H_
#define DAWNNATIVE_D3D12_DEVICED3D12_H_
#include "dawn_native/dawn_platform.h"
#include "common/SerialQueue.h"
#include "dawn_native/Device.h"
#include "dawn_native/d3d12/Forward.h"
#include "dawn_native/d3d12/d3d12_platform.h"
#include <memory>
namespace dawn_native { namespace d3d12 {
class CommandAllocatorManager;
class DescriptorHeapAllocator;
class MapRequestTracker;
class PlatformFunctions;
class ResourceAllocator;
class ResourceUploader;
void ASSERT_SUCCESS(HRESULT hr);
// Definition of backend types
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
RenderPassDescriptorBase* CreateRenderPassDescriptor(
RenderPassDescriptorBuilder* builder) override;
RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
TextureViewBase* CreateDefaultTextureView(TextureBase* texture) override;
void TickImpl() override;
const dawn_native::PCIInfo& GetPCIInfo() const override;
ComPtr<IDXGIFactory4> GetFactory();
ComPtr<ID3D12Device> GetD3D12Device();
ComPtr<ID3D12CommandQueue> GetCommandQueue();
DescriptorHeapAllocator* GetDescriptorHeapAllocator();
MapRequestTracker* GetMapRequestTracker() const;
const PlatformFunctions* GetFunctions();
ResourceAllocator* GetResourceAllocator();
ResourceUploader* GetResourceUploader();
void OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList);
ComPtr<ID3D12GraphicsCommandList> GetPendingCommandList();
uint64_t GetSerial() const;
void NextSerial();
void WaitForSerial(uint64_t serial);
void ReferenceUntilUnused(ComPtr<IUnknown> object);
void ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists);
private:
ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) override;
ResultOrError<BufferBase*> CreateBufferImpl(const BufferDescriptor* descriptor) override;
ResultOrError<ComputePipelineBase*> CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) override;
ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) override;
ResultOrError<QueueBase*> CreateQueueImpl() override;
ResultOrError<SamplerBase*> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<ShaderModuleBase*> CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor) override;
ResultOrError<TextureBase*> CreateTextureImpl(const TextureDescriptor* descriptor) override;
void CollectPCIInfo();
// Keep mFunctions as the first member so that in the destructor it is freed. Otherwise the
// D3D12 DLLs are unloaded before we are done using it.
std::unique_ptr<PlatformFunctions> mFunctions;
uint64_t mSerial = 0;
ComPtr<ID3D12Fence> mFence;
HANDLE mFenceEvent;
ComPtr<IDXGIFactory4> mFactory;
ComPtr<IDXGIAdapter1> mHardwareAdapter;
ComPtr<ID3D12Device> mD3d12Device;
ComPtr<ID3D12CommandQueue> mCommandQueue;
struct PendingCommandList {
ComPtr<ID3D12GraphicsCommandList> commandList;
bool open = false;
} mPendingCommands;
SerialQueue<ComPtr<IUnknown>> mUsedComObjectRefs;
std::unique_ptr<CommandAllocatorManager> mCommandAllocatorManager;
std::unique_ptr<DescriptorHeapAllocator> mDescriptorHeapAllocator;
std::unique_ptr<MapRequestTracker> mMapRequestTracker;
std::unique_ptr<ResourceAllocator> mResourceAllocator;
std::unique_ptr<ResourceUploader> mResourceUploader;
dawn_native::PCIInfo mPCIInfo;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_DEVICED3D12_H_