Reland "Populate some D3D12 limits from the backend"
This is a reland of 167d299916e3399765e62e52e3a28cacf2696b45
It skips MaxLimitTests.MaxBufferBindingSize on 32-bit Windows
until we have a way to test more reliably on that platform, or
until Dawn no longer allocates enormous staging buffers for zero
initialization.
Original change's description:
> Reland "Populate some D3D12 limits from the backend"
>
> This is a reland of aa8fcfc64b10c5961441bf63da08cd54343bd415
> It changes MaxLimitTests to use at most a 512MB buffer on 32-bit
> platforms.
>
> 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>
>
> Bug: dawn:685
> Change-Id: I2e1df5f7ac0c9bbb6476ca2e1964a9af4afd89b6
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/67145
> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
> Commit-Queue: Austin Eng <enga@chromium.org>
Bug: dawn:685
Change-Id: Ie20a58d73ebfcd64a8c5e58d29d7fb35ee9fba0d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/67565
Auto-Submit: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@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 26ac005..99e4603 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_0,
+ if (FAILED(functions->d3d12CreateDevice(GetHardwareAdapter(), D3D_FEATURE_LEVEL_11_1,
_uuidof(ID3D12Device), &mD3d12Device))) {
return DAWN_INTERNAL_ERROR("D3D12CreateDevice failed");
}
@@ -139,7 +139,143 @@
}
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 {};
}
diff --git a/src/tests/end2end/MaxLimitTests.cpp b/src/tests/end2end/MaxLimitTests.cpp
index a083cf0..cb807f7 100644
--- a/src/tests/end2end/MaxLimitTests.cpp
+++ b/src/tests/end2end/MaxLimitTests.cpp
@@ -111,9 +111,13 @@
// because allocating the buffer for zero-initialization fails.
maxBufferBindingSize =
std::min(maxBufferBindingSize, uint64_t(2) * 1024 * 1024 * 1024);
+ // With WARP or on 32-bit platforms, such large buffer allocations often fail.
+#ifndef DAWN_PLATFORM_32BIT
+ DAWN_TEST_UNSUPPORTED_IF(IsWindows());
+#endif
if (IsWARP()) {
maxBufferBindingSize =
- std::min(maxBufferBindingSize, uint64_t(1) * 1024 * 1024 * 1024);
+ std::min(maxBufferBindingSize, uint64_t(512) * 1024 * 1024);
}
shader = R"(
[[block]] struct Buf {