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// Copyright 2024 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 <queue>
#include <vector>
#include "dawn/common/MutexProtected.h"
#include "dawn/tests/perf_tests/DawnPerfTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
// This is for developers only to ensure the triangle color drawn is as expected.
// #define PIXEL_CHECK 1
namespace dawn {
namespace {
constexpr unsigned int kNumIterations = 100;
constexpr uint32_t kTextureSize = 128;
constexpr size_t kUniformDataSize = 4 * sizeof(float);
constexpr size_t kUniformBufferSize = 256;
constexpr float kVertexData[12] = {
0.0f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, 1.0f,
};
constexpr char kVertexShader[] = R"(
@vertex fn main(
@location(0) pos : vec4f
) -> @builtin(position) vec4f {
return pos;
})";
constexpr char kFragmentShader[] = R"(
@group(0) @binding(0) var<uniform> color : vec3f;
@fragment fn main() -> @location(0) vec4f {
return vec4f(color * (1.0 / %d), 1.0);
})";
enum class UploadMethod {
WriteBuffer,
StagingBuffer,
};
enum class UploadSize {
Partial,
Full,
};
enum class UniformBuffer {
Single, // Use one same uniform buffer for all draws.
Multiple, // Switch uniform buffers between draws.
};
struct UniformBufferUpdateParams : AdapterTestParam {
UniformBufferUpdateParams(const AdapterTestParam& param,
UploadMethod uploadMethod,
UploadSize uploadSize,
UniformBuffer uniformBuffer)
: AdapterTestParam(param),
uploadMethod(uploadMethod),
uploadSize(uploadSize),
uniformBuffer(uniformBuffer) {}
UploadMethod uploadMethod;
UploadSize uploadSize;
UniformBuffer uniformBuffer;
};
std::ostream& operator<<(std::ostream& ostream, const UniformBufferUpdateParams& param) {
ostream << static_cast<const AdapterTestParam&>(param);
switch (param.uploadMethod) {
case UploadMethod::WriteBuffer:
ostream << "_WriteBuffer";
break;
case UploadMethod::StagingBuffer:
ostream << "_StagingBuffer";
break;
}
switch (param.uploadSize) {
case UploadSize::Partial:
ostream << "_Partial";
break;
case UploadSize::Full:
ostream << "_Full";
break;
}
switch (param.uniformBuffer) {
case UniformBuffer::Single:
ostream << "_SingleUniformBuffer";
break;
case UniformBuffer::Multiple:
ostream << "_MultipleUniformBuffer";
break;
}
return ostream;
}
// Test updating a uniform buffer |kNumIterations| times.
class UniformBufferUpdatePerf : public DawnPerfTestWithParams<UniformBufferUpdateParams> {
public:
UniformBufferUpdatePerf() : DawnPerfTestWithParams(kNumIterations, 1) {}
~UniformBufferUpdatePerf() override = default;
void SetUp() override;
private:
// Data needed for buffer returning.
struct CallbackData {
UniformBufferUpdatePerf* self;
wgpu::Buffer buffer;
};
void Step() override;
size_t GetBufferSize();
wgpu::Buffer FindOrCreateUniformBuffer();
void ReturnUniformBuffer(wgpu::Buffer buffer);
wgpu::Buffer FindOrCreateStagingBuffer();
void ReturnStagingBuffer(wgpu::Buffer buffer);
wgpu::Texture mColorAttachmentTexture;
wgpu::TextureView mColorAttachmentTextureView;
wgpu::TextureView mDepthStencilAttachment;
wgpu::Buffer mVertexBuffer;
wgpu::BindGroupLayout mUniformBindGroupLayout;
wgpu::RenderPipeline mPipeline;
// Free uniform buffers to be re-used.
MutexProtected<std::queue<wgpu::Buffer>> mUniformBuffers;
// Free staging buffers to be re-used. All buffers are mapped already.
MutexProtected<std::queue<wgpu::Buffer>> mStagingBuffers;
};
size_t UniformBufferUpdatePerf::GetBufferSize() {
// The actual data size, and buffer create size should be same for full upload size.
return GetParam().uploadSize == UploadSize::Full ? kUniformDataSize : kUniformBufferSize;
}
// Try to grab a free uniform buffer. If unavailable, create a new one on-the-fly.
wgpu::Buffer UniformBufferUpdatePerf::FindOrCreateUniformBuffer() {
if (!mUniformBuffers->empty()) {
wgpu::Buffer buffer = mUniformBuffers->front();
mUniformBuffers->pop();
return buffer;
}
wgpu::BufferDescriptor descriptor;
descriptor.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst;
descriptor.size = GetBufferSize();
return device.CreateBuffer(&descriptor);
}
// Return a uniform buffer, so that it's free to be re-used.
void UniformBufferUpdatePerf::ReturnUniformBuffer(wgpu::Buffer buffer) {
mUniformBuffers->push(buffer);
}
// Try to grab a free staging buffer. If unavailable, create a new one on-the-fly.
wgpu::Buffer UniformBufferUpdatePerf::FindOrCreateStagingBuffer() {
if (!mStagingBuffers->empty()) {
wgpu::Buffer buffer = mStagingBuffers->front();
mStagingBuffers->pop();
return buffer;
}
wgpu::BufferDescriptor descriptor;
descriptor.usage = wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc;
descriptor.size = GetBufferSize();
descriptor.mappedAtCreation = true;
return device.CreateBuffer(&descriptor);
}
// Return a staging buffer, so that it's free to be re-used.
void UniformBufferUpdatePerf::ReturnStagingBuffer(wgpu::Buffer buffer) {
mStagingBuffers->push(buffer);
}
void UniformBufferUpdatePerf::SetUp() {
DawnPerfTestWithParams<UniformBufferUpdateParams>::SetUp();
// Create the color / depth stencil attachments.
wgpu::TextureDescriptor descriptor = {};
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = kTextureSize;
descriptor.size.height = kTextureSize;
descriptor.size.depthOrArrayLayers = 1;
descriptor.usage = wgpu::TextureUsage::RenderAttachment;
#ifdef PIXEL_CHECK
descriptor.usage |= wgpu::TextureUsage::CopySrc;
#endif
descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
mColorAttachmentTexture = device.CreateTexture(&descriptor);
mColorAttachmentTextureView = mColorAttachmentTexture.CreateView();
descriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
mDepthStencilAttachment = device.CreateTexture(&descriptor).CreateView();
// Create the vertex buffer
mVertexBuffer = utils::CreateBufferFromData(device, kVertexData, sizeof(kVertexData),
wgpu::BufferUsage::Vertex);
// Create the bind group layout.
mUniformBindGroupLayout = utils::MakeBindGroupLayout(
device, {
{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, false},
});
// Setup the base render pipeline descriptor.
utils::ComboRenderPipelineDescriptor renderPipelineDesc;
renderPipelineDesc.vertex.bufferCount = 1;
renderPipelineDesc.cBuffers[0].arrayStride = 4 * sizeof(float);
renderPipelineDesc.cBuffers[0].attributeCount = 1;
renderPipelineDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
renderPipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
renderPipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
// Create the pipeline layout for the pipeline.
wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {};
pipelineLayoutDesc.bindGroupLayouts = &mUniformBindGroupLayout;
pipelineLayoutDesc.bindGroupLayoutCount = 1;
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
// Create the shaders for the pipeline.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, kVertexShader);
// Inject kNumIterations into the fragment shader.
char fragmentShader[sizeof(kFragmentShader) + 16];
snprintf(fragmentShader, sizeof(fragmentShader), kFragmentShader, kNumIterations);
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader);
// Create the pipeline.
renderPipelineDesc.layout = pipelineLayout;
renderPipelineDesc.vertex.module = vsModule;
renderPipelineDesc.cFragment.module = fsModule;
mPipeline = device.CreateRenderPipeline(&renderPipelineDesc);
}
void UniformBufferUpdatePerf::Step() {
for (unsigned int i = 0; i < kNumIterations; ++i) {
std::vector<float> data(kUniformDataSize, 1.0f * i);
wgpu::CommandEncoder commands = device.CreateCommandEncoder();
wgpu::Buffer uniformBuffer = FindOrCreateUniformBuffer();
wgpu::Buffer stagingBuffer = nullptr;
switch (GetParam().uploadMethod) {
case UploadMethod::WriteBuffer:
queue.WriteBuffer(uniformBuffer, 0, data.data(), data.size());
break;
case UploadMethod::StagingBuffer:
stagingBuffer = FindOrCreateStagingBuffer();
memcpy(stagingBuffer.GetMappedRange(0, data.size()), data.data(), data.size());
stagingBuffer.Unmap();
commands.CopyBufferToBuffer(stagingBuffer, 0, uniformBuffer, 0, data.size());
break;
}
utils::ComboRenderPassDescriptor renderPass({mColorAttachmentTextureView},
mDepthStencilAttachment);
wgpu::RenderPassEncoder pass = commands.BeginRenderPass(&renderPass);
pass.SetPipeline(mPipeline);
pass.SetVertexBuffer(0, mVertexBuffer);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mUniformBindGroupLayout,
{{0, uniformBuffer, 0, GetBufferSize()}});
pass.SetBindGroup(0, bindGroup);
pass.Draw(3);
pass.End();
wgpu::CommandBuffer commandBuffer = commands.Finish();
queue.Submit(1, &commandBuffer);
// Return the staging buffer once it's done with the last usage and re-mapped.
if (GetParam().uploadMethod == UploadMethod::StagingBuffer) {
CallbackData* callbackData = new CallbackData({this, stagingBuffer});
stagingBuffer.MapAsync(
wgpu::MapMode::Write, 0, GetBufferSize(),
[](WGPUBufferMapAsyncStatus status, void* userdata) {
CallbackData* data = static_cast<CallbackData*>(userdata);
if (status == WGPUBufferMapAsyncStatus::WGPUBufferMapAsyncStatus_Success) {
data->self->ReturnStagingBuffer(data->buffer);
}
delete data;
},
callbackData);
}
switch (GetParam().uniformBuffer) {
case UniformBuffer::Single:
// Return the uniform buffer immediately so that we always use the same one.
ReturnUniformBuffer(uniformBuffer);
break;
case UniformBuffer::Multiple:
// Return the uniform buffer once it's done with the last submit.
CallbackData* callbackData = new CallbackData({this, uniformBuffer});
queue.OnSubmittedWorkDone(
[](WGPUQueueWorkDoneStatus status, void* userdata) {
CallbackData* data = static_cast<CallbackData*>(userdata);
if (status == WGPUQueueWorkDoneStatus::WGPUQueueWorkDoneStatus_Success) {
data->self->ReturnUniformBuffer(data->buffer);
}
delete data;
},
callbackData);
break;
}
#ifdef PIXEL_CHECK
uint8_t u8 = std::floor(i * 255.0 / kNumIterations);
utils::RGBA8 color0(u8, u8, u8, 255);
utils::RGBA8 color1(u8 + 1, u8 + 1, u8 + 1, 255);
EXPECT_PIXEL_RGBA8_BETWEEN(color0, color1, mColorAttachmentTexture, kTextureSize / 2,
kTextureSize / 2);
#endif
}
}
TEST_P(UniformBufferUpdatePerf, Run) {
RunTest();
}
DAWN_INSTANTIATE_TEST_P(UniformBufferUpdatePerf,
{D3D11Backend(), D3D12Backend(), MetalBackend(), OpenGLBackend(),
OpenGLESBackend(), VulkanBackend()},
{UploadMethod::WriteBuffer, UploadMethod::StagingBuffer},
{UploadSize::Partial, UploadSize::Full},
{UniformBuffer::Single, UniformBuffer::Multiple});
} // anonymous namespace
} // namespace dawn