mirror of
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Still leave deprecated `depth` functional as there are some references in other clients. Using `depth` and `depthOrArrayLayers` at the same time is invalid. Add DeprecatedAPITests. Bug: chromium:1176969 Change-Id: Ia06645e4f3c17588323dd36b11f9f3988b2e3aba Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44640 Commit-Queue: Shrek Shao <shrekshao@google.com> Reviewed-by: Austin Eng <enga@chromium.org>
668 lines
25 KiB
C++
668 lines
25 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/perf_tests/DawnPerfTest.h"
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#include "common/Assert.h"
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#include "common/Constants.h"
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#include "common/Math.h"
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#include "tests/ParamGenerator.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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namespace {
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constexpr unsigned int kNumDraws = 2000;
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constexpr uint32_t kTextureSize = 64;
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constexpr size_t kUniformSize = 3 * sizeof(float);
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constexpr float kVertexData[12] = {
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0.0f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, 1.0f,
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};
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constexpr char kVertexShader[] = R"(
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[[location(0)]] var<in> pos : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = pos;
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})";
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constexpr char kFragmentShaderA[] = R"(
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[[block]] struct Uniforms {
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color : vec3<f32>;
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};
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[[group(0), binding(0)]] var<uniform> uniforms : Uniforms;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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fragColor = vec4<f32>(uniforms.color * (1.0 / 5000.0), 1.0);
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})";
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constexpr char kFragmentShaderB[] = R"(
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[[block]] struct Constants {
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color : vec3<f32>;
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};
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[[block]] struct Uniforms {
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color : vec3<f32>;
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};
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[[group(0), binding(0)]] var<uniform> constants : Constants;
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[[group(1), binding(0)]] var<uniform> uniforms : Uniforms;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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fragColor = vec4<f32>((constants.color + uniforms.color) * (1.0 / 5000.0), 1.0);
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})";
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enum class Pipeline {
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Static, // Keep the same pipeline for all draws.
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Redundant, // Use the same pipeline, but redundantly set it.
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Dynamic, // Change the pipeline between draws.
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};
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enum class UniformData {
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Static, // Don't update per-draw uniform data.
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Dynamic, // Update the per-draw uniform data once per frame.
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};
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enum class BindGroup {
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NoChange, // Use one bind group for all draws.
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Redundant, // Use the same bind group, but redundantly set it.
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NoReuse, // Create a new bind group every time.
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Multiple, // Use multiple static bind groups.
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Dynamic, // Use bind groups with dynamic offsets.
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};
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enum class VertexBuffer {
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NoChange, // Use one vertex buffer for all draws.
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Multiple, // Use multiple static vertex buffers.
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Dynamic, // Switch vertex buffers between draws.
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};
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enum class RenderBundle {
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No, // Record commands in a render pass
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Yes, // Record commands in a render bundle
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};
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struct DrawCallParam {
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Pipeline pipelineType;
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VertexBuffer vertexBufferType;
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BindGroup bindGroupType;
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UniformData uniformDataType;
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RenderBundle withRenderBundle;
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};
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using DrawCallParamTuple =
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std::tuple<Pipeline, VertexBuffer, BindGroup, UniformData, RenderBundle>;
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template <typename T>
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unsigned int AssignParam(T& lhs, T rhs) {
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lhs = rhs;
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return 0u;
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}
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// This helper function allows creating a DrawCallParam from a list of arguments
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// without specifying all of the members. Provided members can be passed once in an arbitrary
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// order. Unspecified members default to:
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// - Pipeline::Static
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// - VertexBuffer::NoChange
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// - BindGroup::NoChange
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// - UniformData::Static
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// - RenderBundle::No
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template <typename... Ts>
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DrawCallParam MakeParam(Ts... args) {
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// Baseline param
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DrawCallParamTuple paramTuple{Pipeline::Static, VertexBuffer::NoChange, BindGroup::NoChange,
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UniformData::Static, RenderBundle::No};
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unsigned int unused[] = {
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0, // Avoid making a 0-sized array.
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AssignParam(std::get<Ts>(paramTuple), args)...,
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};
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DAWN_UNUSED(unused);
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return DrawCallParam{
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std::get<Pipeline>(paramTuple), std::get<VertexBuffer>(paramTuple),
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std::get<BindGroup>(paramTuple), std::get<UniformData>(paramTuple),
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std::get<RenderBundle>(paramTuple),
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};
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}
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struct DrawCallParamForTest : AdapterTestParam {
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DrawCallParamForTest(const AdapterTestParam& backendParam, DrawCallParam param)
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: AdapterTestParam(backendParam), param(param) {
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}
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DrawCallParam param;
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};
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std::ostream& operator<<(std::ostream& ostream, const DrawCallParamForTest& testParams) {
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ostream << static_cast<const AdapterTestParam&>(testParams);
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const DrawCallParam& param = testParams.param;
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switch (param.pipelineType) {
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case Pipeline::Static:
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break;
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case Pipeline::Redundant:
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ostream << "_RedundantPipeline";
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break;
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case Pipeline::Dynamic:
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ostream << "_DynamicPipeline";
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break;
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}
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switch (param.vertexBufferType) {
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case VertexBuffer::NoChange:
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break;
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case VertexBuffer::Multiple:
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ostream << "_MultipleVertexBuffers";
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break;
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case VertexBuffer::Dynamic:
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ostream << "_DynamicVertexBuffer";
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}
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switch (param.bindGroupType) {
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case BindGroup::NoChange:
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break;
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case BindGroup::Redundant:
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ostream << "_RedundantBindGroups";
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break;
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case BindGroup::NoReuse:
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ostream << "_NoReuseBindGroups";
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break;
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case BindGroup::Multiple:
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ostream << "_MultipleBindGroups";
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break;
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case BindGroup::Dynamic:
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ostream << "_DynamicBindGroup";
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break;
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}
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switch (param.uniformDataType) {
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case UniformData::Static:
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break;
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case UniformData::Dynamic:
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ostream << "_DynamicData";
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break;
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}
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switch (param.withRenderBundle) {
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case RenderBundle::No:
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break;
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case RenderBundle::Yes:
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ostream << "_RenderBundle";
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break;
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}
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return ostream;
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}
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} // anonymous namespace
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// DrawCallPerf is an uber-benchmark with supports many parameterizations.
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// The specific parameterizations we care about are explicitly instantiated at the bottom
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// of this test file.
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// DrawCallPerf tests drawing a simple triangle with many ways of encoding commands,
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// binding, and uploading data to the GPU. The rationale for this is the following:
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// - Static/Multiple/Dynamic vertex buffers: Tests switching buffer bindings. This has
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// a state tracking cost as well as a GPU driver cost.
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// - Static/Multiple/Dynamic bind groups: Same rationale as vertex buffers
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// - Static/Dynamic pipelines: In addition to a change to GPU state, changing the pipeline
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// layout incurs additional state tracking costs in Dawn.
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// - With/Without render bundles: All of the above can have lower validation costs if
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// precomputed in a render bundle.
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// - Static/Dynamic data: Updating data for each draw is a common use case. It also tests
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// the efficiency of resource transitions.
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class DrawCallPerf : public DawnPerfTestWithParams<DrawCallParamForTest> {
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public:
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DrawCallPerf() : DawnPerfTestWithParams(kNumDraws, 3) {
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}
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~DrawCallPerf() override = default;
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void SetUp() override;
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protected:
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DrawCallParam GetParam() const {
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return DawnPerfTestWithParams::GetParam().param;
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}
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template <typename Encoder>
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void RecordRenderCommands(Encoder encoder);
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private:
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void Step() override;
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// One large dynamic vertex buffer, or multiple separate vertex buffers.
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wgpu::Buffer mVertexBuffers[kNumDraws];
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size_t mAlignedVertexDataSize;
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std::vector<float> mUniformBufferData;
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// One large dynamic uniform buffer, or multiple separate uniform buffers.
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wgpu::Buffer mUniformBuffers[kNumDraws];
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wgpu::BindGroupLayout mUniformBindGroupLayout;
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// One dynamic bind group or multiple bind groups.
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wgpu::BindGroup mUniformBindGroups[kNumDraws];
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size_t mAlignedUniformSize;
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size_t mNumUniformFloats;
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wgpu::BindGroupLayout mConstantBindGroupLayout;
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wgpu::BindGroup mConstantBindGroup;
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// If the pipeline is static, only the first is used.
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// Otherwise, the test alternates between two pipelines for each draw.
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wgpu::RenderPipeline mPipelines[2];
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wgpu::TextureView mColorAttachment;
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wgpu::TextureView mDepthStencilAttachment;
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wgpu::RenderBundle mRenderBundle;
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};
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void DrawCallPerf::SetUp() {
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DawnPerfTestWithParams::SetUp();
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// Compute aligned uniform / vertex data sizes.
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mAlignedUniformSize = Align(kUniformSize, kMinDynamicBufferOffsetAlignment);
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mAlignedVertexDataSize = Align(sizeof(kVertexData), 4);
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// Initialize uniform buffer data.
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mNumUniformFloats = mAlignedUniformSize / sizeof(float);
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mUniformBufferData = std::vector<float>(kNumDraws * mNumUniformFloats, 0.0);
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// Create the color / depth stencil attachments.
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{
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wgpu::TextureDescriptor descriptor = {};
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = kTextureSize;
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descriptor.size.height = kTextureSize;
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descriptor.size.depthOrArrayLayers = 1;
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descriptor.usage = wgpu::TextureUsage::RenderAttachment;
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descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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mColorAttachment = device.CreateTexture(&descriptor).CreateView();
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descriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
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mDepthStencilAttachment = device.CreateTexture(&descriptor).CreateView();
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}
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// Create vertex buffer(s)
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switch (GetParam().vertexBufferType) {
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case VertexBuffer::NoChange:
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mVertexBuffers[0] = utils::CreateBufferFromData(
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device, kVertexData, sizeof(kVertexData), wgpu::BufferUsage::Vertex);
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break;
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case VertexBuffer::Multiple: {
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for (uint32_t i = 0; i < kNumDraws; ++i) {
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mVertexBuffers[i] = utils::CreateBufferFromData(
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device, kVertexData, sizeof(kVertexData), wgpu::BufferUsage::Vertex);
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}
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break;
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}
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case VertexBuffer::Dynamic: {
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std::vector<char> data(mAlignedVertexDataSize * kNumDraws);
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for (uint32_t i = 0; i < kNumDraws; ++i) {
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memcpy(data.data() + mAlignedVertexDataSize * i, kVertexData, sizeof(kVertexData));
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}
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mVertexBuffers[0] = utils::CreateBufferFromData(device, data.data(), data.size(),
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wgpu::BufferUsage::Vertex);
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break;
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}
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}
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// Create the bind group layout.
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switch (GetParam().bindGroupType) {
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case BindGroup::NoChange:
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case BindGroup::Redundant:
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case BindGroup::NoReuse:
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case BindGroup::Multiple:
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mUniformBindGroupLayout = utils::MakeBindGroupLayout(
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device,
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{
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{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, false},
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});
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break;
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case BindGroup::Dynamic:
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mUniformBindGroupLayout = utils::MakeBindGroupLayout(
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device,
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{
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{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true},
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});
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break;
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default:
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UNREACHABLE();
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break;
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}
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// Setup the base render pipeline descriptor.
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utils::ComboRenderPipelineDescriptor2 renderPipelineDesc;
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renderPipelineDesc.vertex.bufferCount = 1;
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renderPipelineDesc.cBuffers[0].arrayStride = 4 * sizeof(float);
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renderPipelineDesc.cBuffers[0].attributeCount = 1;
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renderPipelineDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
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renderPipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
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renderPipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
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// Create the pipeline layout for the first pipeline.
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wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {};
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pipelineLayoutDesc.bindGroupLayouts = &mUniformBindGroupLayout;
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pipelineLayoutDesc.bindGroupLayoutCount = 1;
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wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
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// Create the shaders for the first pipeline.
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, kVertexShader);
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, kFragmentShaderA);
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// Create the first pipeline.
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renderPipelineDesc.layout = pipelineLayout;
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renderPipelineDesc.vertex.module = vsModule;
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renderPipelineDesc.cFragment.module = fsModule;
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mPipelines[0] = device.CreateRenderPipeline2(&renderPipelineDesc);
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// If the test is using a dynamic pipeline, create the second pipeline.
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if (GetParam().pipelineType == Pipeline::Dynamic) {
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// Create another bind group layout. The data for this binding point will be the same for
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// all draws.
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mConstantBindGroupLayout = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, false},
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});
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// Create the pipeline layout.
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wgpu::BindGroupLayout bindGroupLayouts[2] = {
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mConstantBindGroupLayout,
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mUniformBindGroupLayout,
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};
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pipelineLayoutDesc.bindGroupLayouts = bindGroupLayouts,
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pipelineLayoutDesc.bindGroupLayoutCount = 2;
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wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
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// Create the fragment shader module. This shader matches the pipeline layout described
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// above.
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, kFragmentShaderB);
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// Create the pipeline.
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renderPipelineDesc.layout = pipelineLayout;
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renderPipelineDesc.cFragment.module = fsModule;
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mPipelines[1] = device.CreateRenderPipeline2(&renderPipelineDesc);
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// Create the buffer and bind group to bind to the constant bind group layout slot.
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constexpr float kConstantData[] = {0.01, 0.02, 0.03};
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wgpu::Buffer constantBuffer = utils::CreateBufferFromData(
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device, kConstantData, sizeof(kConstantData), wgpu::BufferUsage::Uniform);
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mConstantBindGroup = utils::MakeBindGroup(device, mConstantBindGroupLayout,
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{{0, constantBuffer, 0, sizeof(kConstantData)}});
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}
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// Create the buffers and bind groups for the per-draw uniform data.
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switch (GetParam().bindGroupType) {
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case BindGroup::NoChange:
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case BindGroup::Redundant:
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mUniformBuffers[0] = utils::CreateBufferFromData(
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device, mUniformBufferData.data(), 3 * sizeof(float), wgpu::BufferUsage::Uniform);
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mUniformBindGroups[0] = utils::MakeBindGroup(
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device, mUniformBindGroupLayout, {{0, mUniformBuffers[0], 0, kUniformSize}});
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break;
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case BindGroup::NoReuse:
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for (uint32_t i = 0; i < kNumDraws; ++i) {
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mUniformBuffers[i] = utils::CreateBufferFromData(
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device, mUniformBufferData.data() + i * mNumUniformFloats, 3 * sizeof(float),
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wgpu::BufferUsage::Uniform);
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}
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// Bind groups are created on-the-fly.
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break;
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case BindGroup::Multiple:
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for (uint32_t i = 0; i < kNumDraws; ++i) {
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mUniformBuffers[i] = utils::CreateBufferFromData(
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device, mUniformBufferData.data() + i * mNumUniformFloats, 3 * sizeof(float),
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wgpu::BufferUsage::Uniform);
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mUniformBindGroups[i] = utils::MakeBindGroup(
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device, mUniformBindGroupLayout, {{0, mUniformBuffers[i], 0, kUniformSize}});
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}
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break;
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case BindGroup::Dynamic:
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mUniformBuffers[0] = utils::CreateBufferFromData(
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device, mUniformBufferData.data(), mUniformBufferData.size() * sizeof(float),
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wgpu::BufferUsage::Uniform);
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mUniformBindGroups[0] = utils::MakeBindGroup(
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device, mUniformBindGroupLayout, {{0, mUniformBuffers[0], 0, kUniformSize}});
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break;
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default:
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UNREACHABLE();
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break;
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}
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// If using render bundles, record the render commands now.
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if (GetParam().withRenderBundle == RenderBundle::Yes) {
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wgpu::RenderBundleEncoderDescriptor descriptor = {};
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descriptor.colorFormatsCount = 1;
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descriptor.colorFormats = &renderPipelineDesc.cTargets[0].format;
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descriptor.depthStencilFormat = wgpu::TextureFormat::Depth24PlusStencil8;
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&descriptor);
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RecordRenderCommands(encoder);
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mRenderBundle = encoder.Finish();
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}
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}
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template <typename Encoder>
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void DrawCallPerf::RecordRenderCommands(Encoder pass) {
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uint32_t uniformBindGroupIndex = 0;
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if (GetParam().pipelineType == Pipeline::Static) {
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// Static pipeline can be set now.
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pass.SetPipeline(mPipelines[0]);
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}
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if (GetParam().vertexBufferType == VertexBuffer::NoChange) {
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// Static vertex buffer can be set now.
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pass.SetVertexBuffer(0, mVertexBuffers[0]);
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}
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if (GetParam().bindGroupType == BindGroup::NoChange) {
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// Incompatible. Can't change pipeline without changing bind groups.
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ASSERT(GetParam().pipelineType == Pipeline::Static);
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// Static bind group can be set now.
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pass.SetBindGroup(uniformBindGroupIndex, mUniformBindGroups[0]);
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}
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for (unsigned int i = 0; i < kNumDraws; ++i) {
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switch (GetParam().pipelineType) {
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case Pipeline::Static:
|
|
break;
|
|
case Pipeline::Redundant:
|
|
pass.SetPipeline(mPipelines[0]);
|
|
break;
|
|
case Pipeline::Dynamic: {
|
|
// If the pipeline is dynamic, ping pong between two pipelines.
|
|
pass.SetPipeline(mPipelines[i % 2]);
|
|
|
|
// The pipelines have different layouts so we change the binding index here.
|
|
uniformBindGroupIndex = i % 2;
|
|
if (uniformBindGroupIndex == 1) {
|
|
// Because of the pipeline layout change, we need to rebind bind group index 0.
|
|
pass.SetBindGroup(0, mConstantBindGroup);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Set the vertex buffer, if it changes.
|
|
switch (GetParam().vertexBufferType) {
|
|
case VertexBuffer::NoChange:
|
|
break;
|
|
|
|
case VertexBuffer::Multiple:
|
|
pass.SetVertexBuffer(0, mVertexBuffers[i]);
|
|
break;
|
|
|
|
case VertexBuffer::Dynamic:
|
|
pass.SetVertexBuffer(0, mVertexBuffers[0], i * mAlignedVertexDataSize);
|
|
break;
|
|
}
|
|
|
|
// Set the bind group, if it changes.
|
|
switch (GetParam().bindGroupType) {
|
|
case BindGroup::NoChange:
|
|
break;
|
|
|
|
case BindGroup::Redundant:
|
|
pass.SetBindGroup(uniformBindGroupIndex, mUniformBindGroups[0]);
|
|
break;
|
|
|
|
case BindGroup::NoReuse: {
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
|
|
device, mUniformBindGroupLayout, {{0, mUniformBuffers[i], 0, kUniformSize}});
|
|
pass.SetBindGroup(uniformBindGroupIndex, bindGroup);
|
|
break;
|
|
}
|
|
|
|
case BindGroup::Multiple:
|
|
pass.SetBindGroup(uniformBindGroupIndex, mUniformBindGroups[i]);
|
|
break;
|
|
|
|
case BindGroup::Dynamic: {
|
|
uint32_t dynamicOffset = static_cast<uint32_t>(i * mAlignedUniformSize);
|
|
pass.SetBindGroup(uniformBindGroupIndex, mUniformBindGroups[0], 1, &dynamicOffset);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
pass.Draw(3);
|
|
}
|
|
}
|
|
|
|
void DrawCallPerf::Step() {
|
|
if (GetParam().uniformDataType == UniformData::Dynamic) {
|
|
// Update uniform data if it's dynamic.
|
|
std::fill(mUniformBufferData.begin(), mUniformBufferData.end(),
|
|
mUniformBufferData[0] + 1.0);
|
|
|
|
switch (GetParam().bindGroupType) {
|
|
case BindGroup::NoChange:
|
|
case BindGroup::Redundant:
|
|
queue.WriteBuffer(mUniformBuffers[0], 0, mUniformBufferData.data(),
|
|
3 * sizeof(float));
|
|
break;
|
|
case BindGroup::NoReuse:
|
|
case BindGroup::Multiple:
|
|
for (uint32_t i = 0; i < kNumDraws; ++i) {
|
|
queue.WriteBuffer(mUniformBuffers[i], 0,
|
|
mUniformBufferData.data() + i * mNumUniformFloats,
|
|
3 * sizeof(float));
|
|
}
|
|
break;
|
|
case BindGroup::Dynamic:
|
|
queue.WriteBuffer(mUniformBuffers[0], 0, mUniformBufferData.data(),
|
|
mUniformBufferData.size() * sizeof(float));
|
|
break;
|
|
}
|
|
}
|
|
|
|
wgpu::CommandEncoder commands = device.CreateCommandEncoder();
|
|
utils::ComboRenderPassDescriptor renderPass({mColorAttachment}, mDepthStencilAttachment);
|
|
wgpu::RenderPassEncoder pass = commands.BeginRenderPass(&renderPass);
|
|
|
|
switch (GetParam().withRenderBundle) {
|
|
case RenderBundle::No:
|
|
RecordRenderCommands(pass);
|
|
break;
|
|
case RenderBundle::Yes:
|
|
pass.ExecuteBundles(1, &mRenderBundle);
|
|
break;
|
|
default:
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
|
|
pass.EndPass();
|
|
wgpu::CommandBuffer commandBuffer = commands.Finish();
|
|
queue.Submit(1, &commandBuffer);
|
|
}
|
|
|
|
TEST_P(DrawCallPerf, Run) {
|
|
RunTest();
|
|
}
|
|
|
|
DAWN_INSTANTIATE_PERF_TEST_SUITE_P(
|
|
DrawCallPerf,
|
|
{D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend(),
|
|
VulkanBackend({"skip_validation"})},
|
|
{
|
|
// Baseline
|
|
MakeParam(),
|
|
|
|
// Change vertex buffer binding
|
|
MakeParam(VertexBuffer::Multiple), // Multiple vertex buffers
|
|
MakeParam(VertexBuffer::Dynamic), // Dynamic vertex buffer
|
|
|
|
// Change bind group binding
|
|
MakeParam(BindGroup::Multiple), // Multiple bind groups
|
|
MakeParam(BindGroup::Dynamic), // Dynamic bind groups
|
|
MakeParam(BindGroup::NoReuse), // New bind group per-draw
|
|
|
|
// Redundantly set pipeline / bind groups
|
|
MakeParam(Pipeline::Redundant, BindGroup::Redundant),
|
|
|
|
// Switch the pipeline every draw to test state tracking and updates to binding points
|
|
MakeParam(Pipeline::Dynamic,
|
|
BindGroup::Multiple), // Multiple bind groups w/ dynamic pipeline
|
|
MakeParam(Pipeline::Dynamic,
|
|
BindGroup::Dynamic), // Dynamic bind groups w/ dynamic pipeline
|
|
|
|
// ----------- Render Bundles -----------
|
|
// Command validation / state tracking can be futher optimized / precomputed.
|
|
// Use render bundles with varying vertex buffer binding
|
|
MakeParam(VertexBuffer::Multiple,
|
|
RenderBundle::Yes), // Multiple vertex buffers w/ render bundle
|
|
MakeParam(VertexBuffer::Dynamic,
|
|
RenderBundle::Yes), // Dynamic vertex buffer w/ render bundle
|
|
|
|
// Use render bundles with varying bind group binding
|
|
MakeParam(BindGroup::Multiple, RenderBundle::Yes), // Multiple bind groups w/ render bundle
|
|
MakeParam(BindGroup::Dynamic, RenderBundle::Yes), // Dynamic bind groups w/ render bundle
|
|
|
|
// Use render bundles with dynamic pipeline
|
|
MakeParam(Pipeline::Dynamic,
|
|
BindGroup::Multiple,
|
|
RenderBundle::Yes), // Multiple bind groups w/ dynamic pipeline w/ render bundle
|
|
MakeParam(Pipeline::Dynamic,
|
|
BindGroup::Dynamic,
|
|
RenderBundle::Yes), // Dynamic bind groups w/ dynamic pipeline w/ render bundle
|
|
|
|
// ----------- Render Bundles (end)-------
|
|
|
|
// Update per-draw data in the bind group(s). This will cause resource transitions between
|
|
// updating and drawing.
|
|
MakeParam(BindGroup::Multiple,
|
|
UniformData::Dynamic), // Update per-draw data: Multiple bind groups
|
|
MakeParam(BindGroup::Dynamic,
|
|
UniformData::Dynamic), // Update per-draw data: Dynamic bind groups
|
|
});
|