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// Copyright 2019 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 <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