| // Copyright 2019 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 <vector> |
| |
| #include "dawn/native/d3d12/BufferD3D12.h" |
| #include "dawn/native/d3d12/TextureD3D12.h" |
| #include "dawn/tests/DawnTest.h" |
| |
| namespace dawn::native::d3d12 { |
| namespace { |
| |
| class D3D12ResourceHeapTests : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| DAWN_TEST_UNSUPPORTED_IF(UsesWire()); |
| } |
| |
| std::vector<wgpu::FeatureName> GetRequiredFeatures() override { |
| mIsBCFormatSupported = SupportsFeatures({wgpu::FeatureName::TextureCompressionBC}); |
| if (!mIsBCFormatSupported) { |
| return {}; |
| } |
| |
| return {wgpu::FeatureName::TextureCompressionBC}; |
| } |
| |
| bool IsBCFormatSupported() const { return mIsBCFormatSupported; } |
| |
| private: |
| bool mIsBCFormatSupported = false; |
| }; |
| |
| // Verify that creating a small compressed texture will be 4KB aligned. |
| TEST_P(D3D12ResourceHeapTests, AlignSmallCompressedTexture) { |
| DAWN_TEST_UNSUPPORTED_IF(!IsBCFormatSupported()); |
| |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e2D; |
| descriptor.size.width = 8; |
| descriptor.size.height = 8; |
| descriptor.size.depthOrArrayLayers = 1; |
| descriptor.sampleCount = 1; |
| descriptor.format = wgpu::TextureFormat::BC1RGBAUnorm; |
| descriptor.mipLevelCount = 1; |
| descriptor.usage = wgpu::TextureUsage::TextureBinding; |
| |
| // Create a smaller one that allows use of the smaller alignment. |
| wgpu::Texture texture = device.CreateTexture(&descriptor); |
| Texture* d3dTexture = reinterpret_cast<Texture*>(texture.Get()); |
| |
| EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment, |
| static_cast<uint64_t>(D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT)); |
| |
| // Create a larger one (>64KB) that forbids use the smaller alignment. |
| descriptor.size.width = 4096; |
| descriptor.size.height = 4096; |
| |
| texture = device.CreateTexture(&descriptor); |
| d3dTexture = reinterpret_cast<Texture*>(texture.Get()); |
| |
| EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment, |
| static_cast<uint64_t>(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT)); |
| } |
| |
| // Verify creating a UBO will always be 256B aligned. |
| TEST_P(D3D12ResourceHeapTests, AlignUBO) { |
| // Create a small UBO |
| wgpu::BufferDescriptor descriptor; |
| descriptor.size = 4 * 1024; |
| descriptor.usage = wgpu::BufferUsage::Uniform; |
| |
| wgpu::Buffer buffer = device.CreateBuffer(&descriptor); |
| Buffer* d3dBuffer = reinterpret_cast<Buffer*>(buffer.Get()); |
| |
| EXPECT_EQ((d3dBuffer->GetD3D12Resource()->GetDesc().Width % |
| static_cast<uint64_t>(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)), |
| 0u); |
| |
| // Create a larger UBO |
| descriptor.size = (4 * 1024 * 1024) + 255; |
| descriptor.usage = wgpu::BufferUsage::Uniform; |
| |
| buffer = device.CreateBuffer(&descriptor); |
| d3dBuffer = reinterpret_cast<Buffer*>(buffer.Get()); |
| |
| EXPECT_EQ((d3dBuffer->GetD3D12Resource()->GetDesc().Width % |
| static_cast<uint64_t>(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)), |
| 0u); |
| } |
| |
| // Verify the MSAA textures are 64KB alignment if the alignment is supported for MSAA textures on |
| // the current platform. Otherwise it will be 4MB. |
| TEST_P(D3D12ResourceHeapTests, MSAATexture) { |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e2D; |
| descriptor.size.width = 8; |
| descriptor.size.height = 8; |
| descriptor.size.depthOrArrayLayers = 1; |
| descriptor.sampleCount = 4; |
| descriptor.format = wgpu::TextureFormat::RGBA16Float; |
| descriptor.mipLevelCount = 1; |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment; |
| |
| // Create a smaller MSAA texture |
| wgpu::Texture texture = device.CreateTexture(&descriptor); |
| Texture* d3dTexture = reinterpret_cast<Texture*>(texture.Get()); |
| |
| uint64_t expectedAlignment = HasToggleEnabled("d3d12_use_64kb_alignment_msaa_texture") |
| ? D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT |
| : D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT; |
| EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment, expectedAlignment); |
| |
| // Create a larger MSAA texture. Currently it will be created as a committed resource in Dawn. |
| descriptor.size.width = 4096; |
| descriptor.size.height = 4096; |
| |
| texture = device.CreateTexture(&descriptor); |
| d3dTexture = reinterpret_cast<Texture*>(texture.Get()); |
| |
| EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment, expectedAlignment); |
| } |
| |
| DAWN_INSTANTIATE_TEST(D3D12ResourceHeapTests, |
| D3D12Backend(), |
| D3D12Backend({}, {"d3d12_use_64kb_alignment_msaa_texture"})); |
| |
| } // anonymous namespace |
| } // namespace dawn::native::d3d12 |