dawn-cmake/src/tests/end2end/D3D12CachingTests.cpp

260 lines
8.9 KiB
C++

// Copyright 2020 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 "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
#define EXPECT_CACHE_HIT(N, statement) \
do { \
size_t before = mPersistentCache.mHitCount; \
statement; \
FlushWire(); \
size_t after = mPersistentCache.mHitCount; \
EXPECT_EQ(N, after - before); \
} while (0)
// FakePersistentCache implements a in-memory persistent cache.
class FakePersistentCache : public dawn_platform::CachingInterface {
public:
// PersistentCache API
void StoreData(const WGPUDevice device,
const void* key,
size_t keySize,
const void* value,
size_t valueSize) override {
if (mIsDisabled)
return;
const std::string keyStr(reinterpret_cast<const char*>(key), keySize);
const uint8_t* value_start = reinterpret_cast<const uint8_t*>(value);
std::vector<uint8_t> entry_value(value_start, value_start + valueSize);
EXPECT_TRUE(mCache.insert({keyStr, std::move(entry_value)}).second);
}
size_t LoadData(const WGPUDevice device,
const void* key,
size_t keySize,
void* value,
size_t valueSize) override {
const std::string keyStr(reinterpret_cast<const char*>(key), keySize);
auto entry = mCache.find(keyStr);
if (entry == mCache.end()) {
return 0;
}
if (valueSize >= entry->second.size()) {
memcpy(value, entry->second.data(), entry->second.size());
}
mHitCount++;
return entry->second.size();
}
using Blob = std::vector<uint8_t>;
using FakeCache = std::unordered_map<std::string, Blob>;
FakeCache mCache;
size_t mHitCount = 0;
bool mIsDisabled = false;
};
// Test platform that only supports caching.
class DawnTestPlatform : public dawn_platform::Platform {
public:
DawnTestPlatform(dawn_platform::CachingInterface* cachingInterface)
: mCachingInterface(cachingInterface) {
}
~DawnTestPlatform() override = default;
dawn_platform::CachingInterface* GetCachingInterface(const void* fingerprint,
size_t fingerprintSize) override {
return mCachingInterface;
}
dawn_platform::CachingInterface* mCachingInterface = nullptr;
};
class D3D12CachingTests : public DawnTest {
protected:
std::unique_ptr<dawn_platform::Platform> CreateTestPlatform() override {
return std::make_unique<DawnTestPlatform>(&mPersistentCache);
}
FakePersistentCache mPersistentCache;
};
// Test that duplicate WGSL still re-compiles HLSL even when the cache is not enabled.
TEST_P(D3D12CachingTests, SameShaderNoCache) {
mPersistentCache.mIsDisabled = true;
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
[[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
// Store the WGSL shader into the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mPersistentCache.mCache.size(), 0u);
// Load the same WGSL shader from the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mPersistentCache.mCache.size(), 0u);
}
// Test creating a pipeline from two entrypoints in multiple stages will cache the correct number
// of HLSL shaders. WGSL shader should result into caching 2 HLSL shaders (stage x
// entrypoints)
TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPointsPerStage) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
[[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
// Store the WGSL shader into the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mPersistentCache.mCache.size(), 2u);
// Load the same WGSL shader from the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
// Cached HLSL shader calls LoadData twice (once to peek, again to get), so check 2 x
// kNumOfShaders hits.
EXPECT_CACHE_HIT(4u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mPersistentCache.mCache.size(), 2u);
// Modify the WGSL shader functions and make sure it doesn't hit.
wgpu::ShaderModule newModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
[[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
)");
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = newModule;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = newModule;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(0u, device.CreateRenderPipeline(&desc));
}
// Cached HLSL shader calls LoadData twice (once to peek, again to get), so check 2 x
// kNumOfShaders hits.
EXPECT_EQ(mPersistentCache.mCache.size(), 4u);
}
// Test creating a WGSL shader with two entrypoints in the same stage will cache the correct number
// of HLSL shaders. WGSL shader should result into caching 1 HLSL shader (stage x entrypoints)
TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPoints) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[block]] struct Data {
data : u32;
};
[[binding(0), group(0)]] var<storage, read_write> data : Data;
[[stage(compute), workgroup_size(1)]] fn write1() {
data.data = 1u;
}
[[stage(compute), workgroup_size(1)]] fn write42() {
data.data = 42u;
}
)");
// Store the WGSL shader into the cache.
{
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = module;
desc.compute.entryPoint = "write1";
EXPECT_CACHE_HIT(0u, device.CreateComputePipeline(&desc));
desc.compute.module = module;
desc.compute.entryPoint = "write42";
EXPECT_CACHE_HIT(0u, device.CreateComputePipeline(&desc));
}
EXPECT_EQ(mPersistentCache.mCache.size(), 2u);
// Load the same WGSL shader from the cache.
{
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = module;
desc.compute.entryPoint = "write1";
// Cached HLSL shader calls LoadData twice (once to peek, again to get), so check 2 x
// kNumOfShaders hits.
EXPECT_CACHE_HIT(2u, device.CreateComputePipeline(&desc));
desc.compute.module = module;
desc.compute.entryPoint = "write42";
// Cached HLSL shader calls LoadData twice, so check 2 x kNumOfShaders hits.
EXPECT_CACHE_HIT(2u, device.CreateComputePipeline(&desc));
}
EXPECT_EQ(mPersistentCache.mCache.size(), 2u);
}
DAWN_INSTANTIATE_TEST(D3D12CachingTests, D3D12Backend());