| // 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 |