Revert "Populate some D3D12 limits from the backend"
This reverts commit aa8fcfc64b10c5961441bf63da08cd54343bd415.
Reason for revert: Failing the Dawn->Chromium roll
https://ci.chromium.org/ui/p/chromium/builders/try/dawn-win10-x86-deps-rel/18903/overview
Original change's description:
> Populate some D3D12 limits from the backend
>
> Also bumps the required D3D feature level to 11.1
>
> Bug: dawn:685
> Change-Id: I40bc3a162e0aee596d61118ba0dfe0bf9cb60d93
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/65120
> Commit-Queue: Austin Eng <enga@chromium.org>
> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
TBR=cwallez@chromium.org,enga@chromium.org,rafael.cintron@microsoft.com,dawn-scoped@luci-project-accounts.iam.gserviceaccount.com
Change-Id: I17b44455f3b46f1855ab59808ece1e11bf73275d
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: dawn:685
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/67141
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
diff --git a/src/dawn_native/d3d12/AdapterD3D12.cpp b/src/dawn_native/d3d12/AdapterD3D12.cpp
index 99e4603..26ac005 100644
--- a/src/dawn_native/d3d12/AdapterD3D12.cpp
+++ b/src/dawn_native/d3d12/AdapterD3D12.cpp
@@ -66,7 +66,7 @@
// Create the device to populate the adapter properties then reuse it when needed for actual
// rendering.
const PlatformFunctions* functions = GetBackend()->GetFunctions();
- if (FAILED(functions->d3d12CreateDevice(GetHardwareAdapter(), D3D_FEATURE_LEVEL_11_1,
+ if (FAILED(functions->d3d12CreateDevice(GetHardwareAdapter(), D3D_FEATURE_LEVEL_11_0,
_uuidof(ID3D12Device), &mD3d12Device))) {
return DAWN_INTERNAL_ERROR("D3D12CreateDevice failed");
}
@@ -139,143 +139,7 @@
}
MaybeError Adapter::InitializeSupportedLimitsImpl(CombinedLimits* limits) {
- D3D12_FEATURE_DATA_D3D12_OPTIONS featureData = {};
-
- DAWN_TRY(CheckHRESULT(mD3d12Device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,
- &featureData, sizeof(featureData)),
- "CheckFeatureSupport"));
-
GetDefaultLimits(&limits->v1);
-
- // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels
-
- // Limits that are the same across D3D feature levels
- limits->v1.maxTextureDimension1D = D3D12_REQ_TEXTURE1D_U_DIMENSION;
- limits->v1.maxTextureDimension2D = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
- limits->v1.maxTextureDimension3D = D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
- limits->v1.maxTextureArrayLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
- // Slot values can be 0-15, inclusive:
- // https://docs.microsoft.com/en-ca/windows/win32/api/d3d12/ns-d3d12-d3d12_input_element_desc
- limits->v1.maxVertexBuffers = 16;
- limits->v1.maxVertexAttributes = D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT;
-
- // Note: WebGPU requires FL11.1+
- // https://docs.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
- // Resource Binding Tier: 1 2 3
-
- // Max(CBV+UAV+SRV) 1M 1M 1M+
- // Max CBV per stage 14 14 full
- // Max SRV per stage 128 full full
- // Max UAV in all stages 64 64 full
- // Max Samplers per stage 16 2048 2048
-
- // https://docs.microsoft.com/en-us/windows-hardware/test/hlk/testref/efad06e8-51d1-40ce-ad5c-573a134b4bb6
- // "full" means the full heap can be used. This is tested
- // to work for 1 million descriptors, and 1.1M for tier 3.
- uint32_t maxCBVsPerStage;
- uint32_t maxSRVsPerStage;
- uint32_t maxUAVsAllStages;
- uint32_t maxSamplersPerStage;
- switch (featureData.ResourceBindingTier) {
- case D3D12_RESOURCE_BINDING_TIER_1:
- maxCBVsPerStage = 14;
- maxSRVsPerStage = 128;
- maxUAVsAllStages = 64;
- maxSamplersPerStage = 16;
- break;
- case D3D12_RESOURCE_BINDING_TIER_2:
- maxCBVsPerStage = 14;
- maxSRVsPerStage = 1'000'000;
- maxUAVsAllStages = 64;
- maxSamplersPerStage = 2048;
- break;
- case D3D12_RESOURCE_BINDING_TIER_3:
- maxCBVsPerStage = 1'100'000;
- maxSRVsPerStage = 1'100'000;
- maxUAVsAllStages = 1'100'000;
- maxSamplersPerStage = 2048;
- break;
- default:
- UNREACHABLE();
- }
-
- ASSERT(maxUAVsAllStages / 2 > limits->v1.maxStorageTexturesPerShaderStage);
- ASSERT(maxUAVsAllStages / 2 > limits->v1.maxStorageBuffersPerShaderStage);
-
- limits->v1.maxUniformBuffersPerShaderStage = maxCBVsPerStage;
- // Allocate half of the UAVs to storage buffers, and half to storage textures.
- limits->v1.maxStorageTexturesPerShaderStage = maxUAVsAllStages / 2;
- limits->v1.maxStorageBuffersPerShaderStage = maxUAVsAllStages - maxUAVsAllStages / 2;
- limits->v1.maxSampledTexturesPerShaderStage = maxSRVsPerStage;
- limits->v1.maxSamplersPerShaderStage = maxSamplersPerStage;
-
- // https://docs.microsoft.com/en-us/windows/win32/direct3d12/root-signature-limits
- // In DWORDS. Descriptor tables cost 1, Root constants cost 1, Root descriptors cost 2.
- static constexpr uint32_t kMaxRootSignatureSize = 64u;
- // Dawn maps WebGPU's binding model by:
- // - (maxBindGroups)
- // CBVs/UAVs/SRVs for bind group are a root descriptor table
- // - (maxBindGroups)
- // Samplers for each bind group are a root descriptor table
- // - (2 * maxDynamicBuffers)
- // Each dynamic buffer is a root descriptor
- // RESERVED:
- // - 2 root constants for the baseVertex/baseInstance constants.
- // - 3 root constants for num workgroups X, Y, Z
- // - (1)
- // TODO(crbug.com/dawn/429): Dynamic storage buffers need bounds checks.
- // This will probably be 1 CBV (root descriptor table) to store all the lengths.
- static constexpr uint32_t kReservedSlots = 6;
-
- // Available slots after base limits considered.
- uint32_t availableRootSignatureSlots =
- kMaxRootSignatureSize - kReservedSlots -
- 2 * (limits->v1.maxBindGroups + limits->v1.maxDynamicUniformBuffersPerPipelineLayout +
- limits->v1.maxDynamicStorageBuffersPerPipelineLayout);
-
- // Because we need either:
- // - 1 cbv/uav/srv table + 1 sampler table
- // - 2 slots for a root descriptor
- uint32_t availableDynamicBufferOrBindGroup = availableRootSignatureSlots / 2;
-
- // We can either have a bind group, a dyn uniform buffer or a dyn storage buffer.
- // Distribute evenly.
- limits->v1.maxBindGroups += availableDynamicBufferOrBindGroup / 3;
- limits->v1.maxDynamicUniformBuffersPerPipelineLayout +=
- availableDynamicBufferOrBindGroup / 3;
- limits->v1.maxDynamicStorageBuffersPerPipelineLayout +=
- (availableDynamicBufferOrBindGroup - 2 * (availableDynamicBufferOrBindGroup / 3));
-
- ASSERT(2 * (limits->v1.maxBindGroups +
- limits->v1.maxDynamicUniformBuffersPerPipelineLayout +
- limits->v1.maxDynamicStorageBuffersPerPipelineLayout) <=
- kMaxRootSignatureSize - kReservedSlots);
-
- // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/sm5-attributes-numthreads
- limits->v1.maxComputeWorkgroupSizeX = D3D12_CS_THREAD_GROUP_MAX_X;
- limits->v1.maxComputeWorkgroupSizeY = D3D12_CS_THREAD_GROUP_MAX_Y;
- limits->v1.maxComputeWorkgroupSizeZ = D3D12_CS_THREAD_GROUP_MAX_Z;
- limits->v1.maxComputeInvocationsPerWorkgroup = D3D12_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP;
-
- // https://docs.maxComputeWorkgroupSizeXmicrosoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_dispatch_arguments
- limits->v1.maxComputeWorkgroupsPerDimension =
- D3D12_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION;
-
- // https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-compute-shaders
- // Thread Group Shared Memory is limited to 16Kb on downlevel hardware. This is less than
- // the 32Kb that is available to Direct3D 11 hardware. D3D12 is also 32kb.
- limits->v1.maxComputeWorkgroupStorageSize = 32768;
-
- // Max number of "constants" where each constant is a 16-byte float4
- limits->v1.maxUniformBufferBindingSize = D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16;
- // D3D12 has no documented limit on the size of a storage buffer binding.
- limits->v1.maxStorageBufferBindingSize = 4294967295;
-
- // TODO(crbug.com/dawn/685):
- // LIMITS NOT SET:
- // - maxInterStageShaderComponents
- // - maxVertexBufferArrayStride
-
return {};
}