blob: 0a272d1737a44a79deb0f67527b018f272e7a6ef [file] [log] [blame]
// 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 "dawn_native/D3D12Backend.h"
#include "dawn_native/d3d12/BufferD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/ResidencyManagerD3D12.h"
#include "tests/DawnTest.h"
#include "utils/WGPUHelpers.h"
#include <vector>
constexpr uint32_t kRestrictedBudgetSize = 100000000; // 100MB
constexpr uint32_t kDirectlyAllocatedResourceSize = 5000000; // 5MB
constexpr uint32_t kSuballocatedResourceSize = 1000000; // 1MB
constexpr uint32_t kSourceBufferSize = 4; // 4B
constexpr wgpu::BufferUsage kMapReadBufferUsage =
wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::MapRead;
constexpr wgpu::BufferUsage kMapWriteBufferUsage =
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::MapWrite;
constexpr wgpu::BufferUsage kNonMappableBufferUsage = wgpu::BufferUsage::CopyDst;
class D3D12ResidencyTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_SKIP_TEST_IF(UsesWire());
// Restrict Dawn's budget to create an artificial budget.
dawn_native::d3d12::Device* d3dDevice =
reinterpret_cast<dawn_native::d3d12::Device*>(device.Get());
d3dDevice->GetResidencyManager()->RestrictBudgetForTesting(kRestrictedBudgetSize);
// Initialize a source buffer on the GPU to serve as a source to quickly copy data to other
// buffers.
constexpr uint32_t one = 1;
mSourceBuffer =
utils::CreateBufferFromData(device, &one, sizeof(one), wgpu::BufferUsage::CopySrc);
}
std::vector<wgpu::Buffer> AllocateBuffers(uint32_t bufferSize,
uint32_t numberOfBuffers,
wgpu::BufferUsage usage) {
std::vector<wgpu::Buffer> buffers;
for (uint64_t i = 0; i < numberOfBuffers; i++) {
buffers.push_back(CreateBuffer(bufferSize, usage));
}
return buffers;
}
bool CheckIfBufferIsResident(wgpu::Buffer buffer) const {
dawn_native::d3d12::Buffer* d3dBuffer =
reinterpret_cast<dawn_native::d3d12::Buffer*>(buffer.Get());
return d3dBuffer->CheckIsResidentForTesting();
}
bool CheckAllocationMethod(wgpu::Buffer buffer,
dawn_native::AllocationMethod allocationMethod) const {
dawn_native::d3d12::Buffer* d3dBuffer =
reinterpret_cast<dawn_native::d3d12::Buffer*>(buffer.Get());
return d3dBuffer->CheckAllocationMethodForTesting(allocationMethod);
}
bool IsUMA() const {
return reinterpret_cast<dawn_native::d3d12::Device*>(device.Get())->GetDeviceInfo().isUMA;
}
wgpu::Buffer CreateBuffer(uint32_t bufferSize, wgpu::BufferUsage usage) {
wgpu::BufferDescriptor descriptor;
descriptor.size = bufferSize;
descriptor.usage = usage;
return device.CreateBuffer(&descriptor);
}
static void MapReadCallback(WGPUBufferMapAsyncStatus status,
const void* data,
uint64_t,
void* userdata) {
ASSERT_EQ(WGPUBufferMapAsyncStatus_Success, status);
ASSERT_NE(nullptr, data);
static_cast<D3D12ResidencyTests*>(userdata)->mMappedReadData = data;
}
static void MapWriteCallback(WGPUBufferMapAsyncStatus status,
void* data,
uint64_t,
void* userdata) {
ASSERT_EQ(WGPUBufferMapAsyncStatus_Success, status);
ASSERT_NE(nullptr, data);
static_cast<D3D12ResidencyTests*>(userdata)->mMappedWriteData = data;
}
void TouchBuffers(uint32_t beginIndex,
uint32_t numBuffers,
const std::vector<wgpu::Buffer>& bufferSet) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Perform a copy on the range of buffers to ensure the are moved to dedicated GPU memory.
for (uint32_t i = beginIndex; i < beginIndex + numBuffers; i++) {
encoder.CopyBufferToBuffer(mSourceBuffer, 0, bufferSet[i], 0, kSourceBufferSize);
}
wgpu::CommandBuffer copy = encoder.Finish();
queue.Submit(1, &copy);
}
wgpu::Buffer mSourceBuffer;
void* mMappedWriteData = nullptr;
const void* mMappedReadData = nullptr;
};
// Check that resources existing on suballocated heaps are made resident and evicted correctly.
TEST_P(D3D12ResidencyTests, OvercommitSmallResources) {
// TODO(http://crbug.com/dawn/416): Tests fails on Intel HD 630 bot.
DAWN_SKIP_TEST_IF(IsIntel() && IsBackendValidationEnabled());
// Create suballocated buffers to fill half the budget.
std::vector<wgpu::Buffer> bufferSet1 = AllocateBuffers(
kSuballocatedResourceSize, ((kRestrictedBudgetSize / 2) / kSuballocatedResourceSize),
kNonMappableBufferUsage);
// Check that all the buffers allocated are resident. Also make sure they were suballocated
// internally.
for (uint32_t i = 0; i < bufferSet1.size(); i++) {
EXPECT_TRUE(CheckIfBufferIsResident(bufferSet1[i]));
EXPECT_TRUE(
CheckAllocationMethod(bufferSet1[i], dawn_native::AllocationMethod::kSubAllocated));
}
// Create enough directly-allocated buffers to use the entire budget.
std::vector<wgpu::Buffer> bufferSet2 = AllocateBuffers(
kDirectlyAllocatedResourceSize, kRestrictedBudgetSize / kDirectlyAllocatedResourceSize,
kNonMappableBufferUsage);
// Check that everything in bufferSet1 is now evicted.
for (uint32_t i = 0; i < bufferSet1.size(); i++) {
EXPECT_FALSE(CheckIfBufferIsResident(bufferSet1[i]));
}
// Touch one of the non-resident buffers. This should cause the buffer to become resident.
constexpr uint32_t indexOfBufferInSet1 = 5;
TouchBuffers(indexOfBufferInSet1, 1, bufferSet1);
// Check that this buffer is now resident.
EXPECT_TRUE(CheckIfBufferIsResident(bufferSet1[indexOfBufferInSet1]));
// Touch everything in bufferSet2 again to evict the buffer made resident in the previous
// operation.
TouchBuffers(0, bufferSet2.size(), bufferSet2);
// Check that indexOfBufferInSet1 was evicted.
EXPECT_FALSE(CheckIfBufferIsResident(bufferSet1[indexOfBufferInSet1]));
}
// Check that resources existing on directly allocated heaps are made resident and evicted
// correctly.
TEST_P(D3D12ResidencyTests, OvercommitLargeResources) {
// Create directly-allocated buffers to fill half the budget.
std::vector<wgpu::Buffer> bufferSet1 = AllocateBuffers(
kDirectlyAllocatedResourceSize,
((kRestrictedBudgetSize / 2) / kDirectlyAllocatedResourceSize), kNonMappableBufferUsage);
// Check that all the allocated buffers are resident. Also make sure they were directly
// allocated internally.
for (uint32_t i = 0; i < bufferSet1.size(); i++) {
EXPECT_TRUE(CheckIfBufferIsResident(bufferSet1[i]));
EXPECT_TRUE(CheckAllocationMethod(bufferSet1[i], dawn_native::AllocationMethod::kDirect));
}
// Create enough directly-allocated buffers to use the entire budget.
std::vector<wgpu::Buffer> bufferSet2 = AllocateBuffers(
kDirectlyAllocatedResourceSize, kRestrictedBudgetSize / kDirectlyAllocatedResourceSize,
kNonMappableBufferUsage);
// Check that everything in bufferSet1 is now evicted.
for (uint32_t i = 0; i < bufferSet1.size(); i++) {
EXPECT_FALSE(CheckIfBufferIsResident(bufferSet1[i]));
}
// Touch one of the non-resident buffers. This should cause the buffer to become resident.
constexpr uint32_t indexOfBufferInSet1 = 1;
TouchBuffers(indexOfBufferInSet1, 1, bufferSet1);
EXPECT_TRUE(CheckIfBufferIsResident(bufferSet1[indexOfBufferInSet1]));
// Touch everything in bufferSet2 again to evict the buffer made resident in the previous
// operation.
TouchBuffers(0, bufferSet2.size(), bufferSet2);
// Check that indexOfBufferInSet1 was evicted.
EXPECT_FALSE(CheckIfBufferIsResident(bufferSet1[indexOfBufferInSet1]));
}
// Check that calling MapReadAsync makes the buffer resident and keeps it locked resident.
TEST_P(D3D12ResidencyTests, AsyncMappedBufferRead) {
// Create a mappable buffer.
wgpu::Buffer buffer = CreateBuffer(4, kMapReadBufferUsage);
uint32_t data = 12345;
buffer.SetSubData(0, sizeof(uint32_t), &data);
// The mappable buffer should be resident.
EXPECT_TRUE(CheckIfBufferIsResident(buffer));
// Create and touch enough buffers to use the entire budget.
std::vector<wgpu::Buffer> bufferSet = AllocateBuffers(
kDirectlyAllocatedResourceSize, kRestrictedBudgetSize / kDirectlyAllocatedResourceSize,
kMapReadBufferUsage);
TouchBuffers(0, bufferSet.size(), bufferSet);
// The mappable buffer should have been evicted.
EXPECT_FALSE(CheckIfBufferIsResident(buffer));
// Calling MapReadAsync should make the buffer resident.
buffer.MapReadAsync(MapReadCallback, this);
EXPECT_TRUE(CheckIfBufferIsResident(buffer));
while (mMappedReadData == nullptr) {
WaitABit();
}
// Touch enough resources such that the entire budget is used. The mappable buffer should remain
// locked resident.
TouchBuffers(0, bufferSet.size(), bufferSet);
EXPECT_TRUE(CheckIfBufferIsResident(buffer));
// Unmap the buffer, allocate and touch enough resources such that the entire budget is used.
// This should evict the mappable buffer.
buffer.Unmap();
std::vector<wgpu::Buffer> bufferSet2 = AllocateBuffers(
kDirectlyAllocatedResourceSize, kRestrictedBudgetSize / kDirectlyAllocatedResourceSize,
kMapReadBufferUsage);
TouchBuffers(0, bufferSet2.size(), bufferSet2);
EXPECT_FALSE(CheckIfBufferIsResident(buffer));
}
// Check that calling MapWriteAsync makes the buffer resident and keeps it locked resident.
TEST_P(D3D12ResidencyTests, AsyncMappedBufferWrite) {
// Create a mappable buffer.
wgpu::Buffer buffer = CreateBuffer(4, kMapWriteBufferUsage);
// The mappable buffer should be resident.
EXPECT_TRUE(CheckIfBufferIsResident(buffer));
// Create and touch enough buffers to use the entire budget.
std::vector<wgpu::Buffer> bufferSet1 = AllocateBuffers(
kDirectlyAllocatedResourceSize, kRestrictedBudgetSize / kDirectlyAllocatedResourceSize,
kMapReadBufferUsage);
TouchBuffers(0, bufferSet1.size(), bufferSet1);
// The mappable buffer should have been evicted.
EXPECT_FALSE(CheckIfBufferIsResident(buffer));
// Calling MapWriteAsync should make the buffer resident.
buffer.MapWriteAsync(MapWriteCallback, this);
EXPECT_TRUE(CheckIfBufferIsResident(buffer));
while (mMappedWriteData == nullptr) {
WaitABit();
}
// Touch enough resources such that the entire budget is used. The mappable buffer should remain
// locked resident.
TouchBuffers(0, bufferSet1.size(), bufferSet1);
EXPECT_TRUE(CheckIfBufferIsResident(buffer));
// Unmap the buffer, allocate and touch enough resources such that the entire budget is used.
// This should evict the mappable buffer.
buffer.Unmap();
std::vector<wgpu::Buffer> bufferSet2 = AllocateBuffers(
kDirectlyAllocatedResourceSize, kRestrictedBudgetSize / kDirectlyAllocatedResourceSize,
kMapReadBufferUsage);
TouchBuffers(0, bufferSet2.size(), bufferSet2);
EXPECT_FALSE(CheckIfBufferIsResident(buffer));
}
// Check that overcommitting in a single submit works, then make sure the budget is enforced after.
TEST_P(D3D12ResidencyTests, OvercommitInASingleSubmit) {
// Create enough buffers to exceed the budget
constexpr uint32_t numberOfBuffersToOvercommit = 5;
std::vector<wgpu::Buffer> bufferSet1 = AllocateBuffers(
kDirectlyAllocatedResourceSize,
(kRestrictedBudgetSize / kDirectlyAllocatedResourceSize) + numberOfBuffersToOvercommit,
kNonMappableBufferUsage);
// Touch the buffers, which creates an overcommitted command list.
TouchBuffers(0, bufferSet1.size(), bufferSet1);
// Ensure that all of these buffers are resident, even though we're exceeding the budget.
for (uint32_t i = 0; i < bufferSet1.size(); i++) {
EXPECT_TRUE(CheckIfBufferIsResident(bufferSet1[i]));
}
// Allocate another set of buffers that exceeds the budget.
std::vector<wgpu::Buffer> bufferSet2 = AllocateBuffers(
kDirectlyAllocatedResourceSize,
(kRestrictedBudgetSize / kDirectlyAllocatedResourceSize) + numberOfBuffersToOvercommit,
kNonMappableBufferUsage);
// Ensure the first <numberOfBuffersToOvercommit> buffers in the second buffer set were evicted,
// since they shouldn't fit in the budget.
for (uint32_t i = 0; i < numberOfBuffersToOvercommit; i++) {
EXPECT_FALSE(CheckIfBufferIsResident(bufferSet2[i]));
}
}
TEST_P(D3D12ResidencyTests, SetExternalReservation) {
// Set an external reservation of 20% the budget. We should succesfully reserve the amount we
// request.
uint64_t amountReserved = dawn_native::d3d12::SetExternalMemoryReservation(
device.Get(), kRestrictedBudgetSize * .2, dawn_native::d3d12::MemorySegment::Local);
EXPECT_EQ(amountReserved, kRestrictedBudgetSize * .2);
// If we're on a non-UMA device, we should also check the NON_LOCAL memory segment.
if (!IsUMA()) {
amountReserved = dawn_native::d3d12::SetExternalMemoryReservation(
device.Get(), kRestrictedBudgetSize * .2, dawn_native::d3d12::MemorySegment::NonLocal);
EXPECT_EQ(amountReserved, kRestrictedBudgetSize * .2);
}
}
DAWN_INSTANTIATE_TEST(D3D12ResidencyTests, D3D12Backend());