blob: 9ce3bde99738ec866ed9d2bf24d5567ad65f6ff5 [file] [log] [blame]
// Copyright 2021 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/tests/perf_tests/DawnPerfTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
struct SubresourceTrackingParams : AdapterTestParam {
SubresourceTrackingParams(const AdapterTestParam& param,
uint32_t arrayLayerCountIn,
uint32_t mipLevelCountIn)
: AdapterTestParam(param),
arrayLayerCount(arrayLayerCountIn),
mipLevelCount(mipLevelCountIn) {}
uint32_t arrayLayerCount;
uint32_t mipLevelCount;
};
std::ostream& operator<<(std::ostream& ostream, const SubresourceTrackingParams& param) {
ostream << static_cast<const AdapterTestParam&>(param);
ostream << "_arrayLayer_" << param.arrayLayerCount;
ostream << "_mipLevel_" << param.mipLevelCount;
return ostream;
}
// Test the performance of Subresource usage and barrier tracking on a case that would generally be
// difficult. It uses a 2D array texture with mipmaps and updates one of the layers with data from
// another texture, then generates mipmaps for that layer. It is difficult because it requires
// tracking the state of individual subresources in the middle of the subresources of that texture.
class SubresourceTrackingPerf : public DawnPerfTestWithParams<SubresourceTrackingParams> {
public:
static constexpr unsigned int kNumIterations = 50;
SubresourceTrackingPerf() : DawnPerfTestWithParams(kNumIterations, 1) {}
~SubresourceTrackingPerf() override = default;
void SetUp() override {
DawnPerfTestWithParams<SubresourceTrackingParams>::SetUp();
const SubresourceTrackingParams& params = GetParam();
wgpu::TextureDescriptor materialDesc;
materialDesc.dimension = wgpu::TextureDimension::e2D;
materialDesc.size = {1u << (params.mipLevelCount - 1), 1u << (params.mipLevelCount - 1),
params.arrayLayerCount};
materialDesc.mipLevelCount = params.mipLevelCount;
materialDesc.usage = wgpu::TextureUsage::TextureBinding |
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopyDst;
materialDesc.format = wgpu::TextureFormat::RGBA8Unorm;
mMaterials = device.CreateTexture(&materialDesc);
wgpu::TextureDescriptor uploadTexDesc = materialDesc;
uploadTexDesc.size.depthOrArrayLayers = 1;
uploadTexDesc.mipLevelCount = 1;
uploadTexDesc.usage = wgpu::TextureUsage::CopySrc;
mUploadTexture = device.CreateTexture(&uploadTexDesc);
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f(1.0, 0.0, 0.0, 1.0);
}
)");
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var materials : texture_2d<f32>;
@fragment fn main() -> @location(0) vec4f {
_ = materials;
return vec4f(1.0, 0.0, 0.0, 1.0);
}
)");
mPipeline = device.CreateRenderPipeline(&pipelineDesc);
}
private:
void Step() override {
const SubresourceTrackingParams& params = GetParam();
uint32_t layerUploaded = params.arrayLayerCount / 2;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Copy into the layer of the material array.
{
wgpu::ImageCopyTexture sourceView;
sourceView.texture = mUploadTexture;
wgpu::ImageCopyTexture destView;
destView.texture = mMaterials;
destView.origin.z = layerUploaded;
wgpu::Extent3D copySize = {1u << (params.mipLevelCount - 1),
1u << (params.mipLevelCount - 1), 1};
encoder.CopyTextureToTexture(&sourceView, &destView, &copySize);
}
// Fake commands that would be used to create the mip levels.
for (uint32_t level = 1; level < params.mipLevelCount; level++) {
wgpu::TextureViewDescriptor rtViewDesc;
rtViewDesc.dimension = wgpu::TextureViewDimension::e2D;
rtViewDesc.baseMipLevel = level;
rtViewDesc.mipLevelCount = 1;
rtViewDesc.baseArrayLayer = layerUploaded;
rtViewDesc.arrayLayerCount = 1;
wgpu::TextureView rtView = mMaterials.CreateView(&rtViewDesc);
wgpu::TextureViewDescriptor sampleViewDesc = rtViewDesc;
sampleViewDesc.baseMipLevel = level - 1;
wgpu::TextureView sampleView = mMaterials.CreateView(&sampleViewDesc);
wgpu::BindGroup bindgroup =
utils::MakeBindGroup(device, mPipeline.GetBindGroupLayout(0), {{0, sampleView}});
utils::ComboRenderPassDescriptor renderPass({rtView});
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(mPipeline);
pass.SetBindGroup(0, bindgroup);
pass.Draw(3);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
wgpu::Texture mUploadTexture;
wgpu::Texture mMaterials;
wgpu::RenderPipeline mPipeline;
};
TEST_P(SubresourceTrackingPerf, Run) {
RunTest();
}
DAWN_INSTANTIATE_TEST_P(SubresourceTrackingPerf,
{D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend()},
{1, 4, 16, 256},
{2, 3, 8});
} // anonymous namespace
} // namespace dawn