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// 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 "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.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 D3D12ResidencyTestBase : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(UsesWire());
// Restrict Dawn's budget to create an artificial budget.
dawn_native::d3d12::Device* d3dDevice =
dawn_native::d3d12::ToBackend(dawn_native::FromAPI((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;
}
wgpu::Buffer CreateBuffer(uint32_t bufferSize, wgpu::BufferUsage usage) {
wgpu::BufferDescriptor descriptor;
descriptor.size = bufferSize;
descriptor.usage = usage;
return device.CreateBuffer(&descriptor);
}
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;
};
class D3D12ResourceResidencyTests : public D3D12ResidencyTestBase {
protected:
bool CheckAllocationMethod(wgpu::Buffer buffer,
dawn_native::AllocationMethod allocationMethod) const {
dawn_native::d3d12::Buffer* d3dBuffer =
dawn_native::d3d12::ToBackend(dawn_native::FromAPI((buffer.Get())));
return d3dBuffer->CheckAllocationMethodForTesting(allocationMethod);
}
bool CheckIfBufferIsResident(wgpu::Buffer buffer) const {
dawn_native::d3d12::Buffer* d3dBuffer =
dawn_native::d3d12::ToBackend(dawn_native::FromAPI((buffer.Get())));
return d3dBuffer->CheckIsResidentForTesting();
}
bool IsUMA() const {
return dawn_native::d3d12::ToBackend(dawn_native::FromAPI(device.Get()))
->GetDeviceInfo()
.isUMA;
}
};
class D3D12DescriptorResidencyTests : public D3D12ResidencyTestBase {};
// Check that resources existing on suballocated heaps are made resident and evicted correctly.
TEST_P(D3D12ResourceResidencyTests, OvercommitSmallResources) {
// TODO(http://crbug.com/dawn/416): Tests fails on Intel HD 630 bot.
DAWN_SUPPRESS_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(D3D12ResourceResidencyTests, 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 MapAsync for reading makes the buffer resident and keeps it locked resident.
TEST_P(D3D12ResourceResidencyTests, AsyncMappedBufferRead) {
// Create a mappable buffer.
wgpu::Buffer buffer = CreateBuffer(4, kMapReadBufferUsage);
uint32_t data = 12345;
queue.WriteBuffer(buffer, 0, &data, sizeof(uint32_t));
// 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 MapAsync for reading should make the buffer resident.
bool done = false;
buffer.MapAsync(
wgpu::MapMode::Read, 0, sizeof(uint32_t),
[](WGPUBufferMapAsyncStatus status, void* userdata) {
ASSERT_EQ(WGPUBufferMapAsyncStatus_Success, status);
*static_cast<bool*>(userdata) = true;
},
&done);
EXPECT_TRUE(CheckIfBufferIsResident(buffer));
while (!done) {
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 MapAsync for writing makes the buffer resident and keeps it locked resident.
TEST_P(D3D12ResourceResidencyTests, 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 MapAsync for writing should make the buffer resident.
bool done = false;
buffer.MapAsync(
wgpu::MapMode::Write, 0, sizeof(uint32_t),
[](WGPUBufferMapAsyncStatus status, void* userdata) {
ASSERT_EQ(WGPUBufferMapAsyncStatus_Success, status);
*static_cast<bool*>(userdata) = true;
},
&done);
EXPECT_TRUE(CheckIfBufferIsResident(buffer));
while (!done) {
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(D3D12ResourceResidencyTests, 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(D3D12ResourceResidencyTests, 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);
}
}
// Checks that when a descriptor heap is bound, it is locked resident. Also checks that when a
// previous descriptor heap becomes unbound, it is unlocked, placed in the LRU and can be evicted.
TEST_P(D3D12DescriptorResidencyTests, SwitchedViewHeapResidency) {
// TODO(crbug.com/dawn/739):
// unknown file: error: SEH exception with code 0x87d thrown in the test body.
DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsWARP() && IsBackendValidationEnabled());
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
// Fill in a view heap with "view only" bindgroups (1x view per group) by creating a
// view bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps must switch over.
renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32
) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0)
);
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
struct U {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> colorBuffer : U;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return colorBuffer.color;
})");
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
constexpr uint32_t kSize = 512;
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kSize, kSize);
wgpu::Sampler sampler = device.CreateSampler();
dawn_native::d3d12::Device* d3dDevice =
dawn_native::d3d12::ToBackend(dawn_native::FromAPI(device.Get()));
dawn_native::d3d12::ShaderVisibleDescriptorAllocator* allocator =
d3dDevice->GetViewShaderVisibleDescriptorAllocator();
const uint64_t heapSize = allocator->GetShaderVisibleHeapSizeForTesting();
const dawn_native::d3d12::HeapVersionID heapSerial =
allocator->GetShaderVisibleHeapSerialForTesting();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(renderPipeline);
std::array<float, 4> redColor = {1, 0, 0, 1};
wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
device, &redColor, sizeof(redColor), wgpu::BufferUsage::Uniform);
for (uint32_t i = 0; i < heapSize + 1; ++i) {
pass.SetBindGroup(0, utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
{{0, uniformBuffer, 0, sizeof(redColor)}}));
pass.Draw(3);
}
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Check the heap serial to ensure the heap has switched.
EXPECT_EQ(allocator->GetShaderVisibleHeapSerialForTesting(),
heapSerial + dawn_native::d3d12::HeapVersionID(1));
// Check that currrently bound ShaderVisibleHeap is locked resident.
EXPECT_TRUE(allocator->IsShaderVisibleHeapLockedResidentForTesting());
// Check that the previously bound ShaderVisibleHeap was unlocked and was placed in the LRU
// cache.
EXPECT_TRUE(allocator->IsLastShaderVisibleHeapInLRUForTesting());
// Allocate enough buffers to exceed the budget, which will purge everything from the Residency
// LRU.
AllocateBuffers(kDirectlyAllocatedResourceSize,
kRestrictedBudgetSize / kDirectlyAllocatedResourceSize,
kNonMappableBufferUsage);
// Check that currrently bound ShaderVisibleHeap remained locked resident.
EXPECT_TRUE(allocator->IsShaderVisibleHeapLockedResidentForTesting());
// Check that the previously bound ShaderVisibleHeap has been evicted from the LRU cache.
EXPECT_FALSE(allocator->IsLastShaderVisibleHeapInLRUForTesting());
}
DAWN_INSTANTIATE_TEST(D3D12ResourceResidencyTests, D3D12Backend());
DAWN_INSTANTIATE_TEST(D3D12DescriptorResidencyTests,
D3D12Backend({"use_d3d12_small_shader_visible_heap"}));