From 67ca54997d445e15891965b8d77561b9d10bb18c Mon Sep 17 00:00:00 2001 From: jsmall-nvidia Date: Mon, 24 Aug 2020 14:26:27 -0400 Subject: NVAPI improvements (#1512) * First pass at incorporating nvapi into test harness. * D3d12 Atomic Float Add via NVAPI working * Dx12 atomic float appears to work. * Atomic float add on Dx12. * Added atomic64 feature addition to vk. Fix correct output for atomic-float-byte-address.slang * Disable atomic float failing tests. * Upgraded VK headers. * Detect atomic float availability on VK. * Try to get test working for in64 atomic. * Made HLSL prelude controlled via the render-test requirements. * Added -enable-nvapi to premake. * Fix D3D12Renderer when NVAPI is not available. * Small improvements to VKRenderer. * Improve atomic documentation in target-compatibility.md. * Fixed NVAPI working on D3D12. * Test for specific NVAPI features. * Remove requiredFeatures from Renderer::Desc as was ignored. Tried to document more around nvapiExtnSlot. * Readded requiredFeatures to Renderer::Desc * Improve comments in the tests. --- tools/gfx/d3d11/render-d3d11.cpp | 48 ++++++++++++++++++++++----------- tools/gfx/d3d12/render-d3d12.cpp | 57 +++++++++++++++++++++++++++------------- tools/gfx/nvapi/nvapi-include.h | 2 ++ tools/gfx/open-gl/render-gl.cpp | 7 +++-- tools/gfx/render.h | 8 +++--- 5 files changed, 83 insertions(+), 39 deletions(-) (limited to 'tools/gfx') diff --git a/tools/gfx/d3d11/render-d3d11.cpp b/tools/gfx/d3d11/render-d3d11.cpp index 8eafd24b4..30c982ab3 100644 --- a/tools/gfx/d3d11/render-d3d11.cpp +++ b/tools/gfx/d3d11/render-d3d11.cpp @@ -514,6 +514,19 @@ D3D11Renderer::ScopeNVAPI::~ScopeNVAPI() // !!!!!!!!!!!!!!!!!!!!!!!!!!!! Renderer interface !!!!!!!!!!!!!!!!!!!!!!!!!! +static bool _isSupportedNVAPIOp(IUnknown* dev, uint32_t op) +{ +#ifdef GFX_NVAPI + { + bool isSupported; + NvAPI_Status status = NvAPI_D3D11_IsNvShaderExtnOpCodeSupported(dev, NvU32(op), &isSupported); + return status == NVAPI_OK && isSupported; + } +#else + return false; +#endif +} + SlangResult D3D11Renderer::initialize(const Desc& desc, void* inWindowHandle) { auto windowHandle = (HWND)inWindowHandle; @@ -647,29 +660,32 @@ SlangResult D3D11Renderer::initialize(const Desc& desc, void* inWindowHandle) } // NVAPI + if (desc.nvapiExtnSlot >= 0) { - const char* features[] = { "nvapi", "atomic-float", "atomic-int64" }; - bool needsNvapi = false; - for (Index i = 0; i < SLANG_COUNT_OF(features); ++i) + if (SLANG_FAILED(NVAPIUtil::initialize())) { - if (desc.requiredFeatures.indexOf(features[i]) >= 0) - { - needsNvapi = true; - break; - } + return SLANG_E_NOT_AVAILABLE; } - if (needsNvapi && SLANG_SUCCEEDED(NVAPIUtil::initialize())) +#ifdef GFX_NVAPI + if (NvAPI_D3D11_SetNvShaderExtnSlot(m_device, NvU32(desc.nvapiExtnSlot)) != NVAPI_OK) { - // TODO(JS): We should test for specific features here. - for (Index i = 0; i < SLANG_COUNT_OF(features); ++i) - { - m_features.add(features[i]); - } - m_nvapi = true; + return SLANG_E_NOT_AVAILABLE; } - } + if (_isSupportedNVAPIOp(m_device, NV_EXTN_OP_UINT64_ATOMIC )) + { + m_features.add("atomic-int64"); + } + if (_isSupportedNVAPIOp(m_device, NV_EXTN_OP_FP32_ATOMIC)) + { + m_features.add("atomic-float"); + } + + m_nvapi = true; +#endif + } + // TODO: Add support for debugging to help detect leaks: // // ComPtr gDebug; diff --git a/tools/gfx/d3d12/render-d3d12.cpp b/tools/gfx/d3d12/render-d3d12.cpp index ca44aa04d..0f23d8dd4 100644 --- a/tools/gfx/d3d12/render-d3d12.cpp +++ b/tools/gfx/d3d12/render-d3d12.cpp @@ -1523,6 +1523,19 @@ Result D3D12Renderer::_createDevice(DeviceCheckFlags deviceCheckFlags, const Uno return SLANG_OK; } +static bool _isSupportedNVAPIOp(ID3D12Device* dev, uint32_t op) +{ +#ifdef GFX_NVAPI + { + bool isSupported; + NvAPI_Status status = NvAPI_D3D12_IsNvShaderExtnOpCodeSupported(dev, NvU32(op), &isSupported); + return status == NVAPI_OK && isSupported; + } +#else + return false; +#endif +} + Result D3D12Renderer::initialize(const Desc& desc, void* inWindowHandle) { m_hwnd = (HWND)inWindowHandle; @@ -1602,32 +1615,40 @@ Result D3D12Renderer::initialize(const Desc& desc, void* inWindowHandle) return SLANG_FAIL; } + // Set the device + m_device = m_deviceInfo.m_device; + // NVAPI + if (desc.nvapiExtnSlot >= 0) { - const char* features[] = { "nvapi", "atomic-float", "atomic-int64" }; - bool needsNvapi = false; - for (Index i = 0; i < SLANG_COUNT_OF(features); ++i) + if (SLANG_FAILED(NVAPIUtil::initialize())) { - if (desc.requiredFeatures.indexOf(features[i]) >= 0) - { - needsNvapi = true; - break; - } + return SLANG_E_NOT_AVAILABLE; } - if (needsNvapi && SLANG_SUCCEEDED(NVAPIUtil::initialize())) +#ifdef GFX_NVAPI + // From DOCS: Applications are expected to bind null UAV to this slot. + // NOTE! We don't currently do this, but doesn't seem to be a problem. + + const NvAPI_Status status = NvAPI_D3D12_SetNvShaderExtnSlotSpace(m_device, NvU32(desc.nvapiExtnSlot), NvU32(0)); + + if (status != NVAPI_OK) { - // TODO(JS): We should test for specific features here. - for (Index i = 0; i < SLANG_COUNT_OF(features); ++i) - { - m_features.add(features[i]); - } - m_nvapi = true; + return SLANG_E_NOT_AVAILABLE; } - } - // Set the device - m_device = m_deviceInfo.m_device; + if (_isSupportedNVAPIOp(m_device, NV_EXTN_OP_UINT64_ATOMIC)) + { + m_features.add("atomic-int64"); + } + if (_isSupportedNVAPIOp(m_device, NV_EXTN_OP_FP32_ATOMIC)) + { + m_features.add("atomic-float"); + } + + m_nvapi = true; +#endif + } // Find what features are supported { diff --git a/tools/gfx/nvapi/nvapi-include.h b/tools/gfx/nvapi/nvapi-include.h index e3674af95..c213e0bfb 100644 --- a/tools/gfx/nvapi/nvapi-include.h +++ b/tools/gfx/nvapi/nvapi-include.h @@ -15,5 +15,7 @@ # endif # include +# include + #endif diff --git a/tools/gfx/open-gl/render-gl.cpp b/tools/gfx/open-gl/render-gl.cpp index 5f16f07bc..caf8794c0 100644 --- a/tools/gfx/open-gl/render-gl.cpp +++ b/tools/gfx/open-gl/render-gl.cpp @@ -717,9 +717,12 @@ SlangResult GLRenderer::initialize(const Desc& desc, void* inWindowHandle) } } - if (m_desc.requiredFeatures.indexOf("nvapi") >= 0 && SLANG_SUCCEEDED(NVAPIUtil::initialize())) + if (m_desc.nvapiExtnSlot >= 0) { - m_features.add("nvapi"); + if (SLANG_FAILED(NVAPIUtil::initialize())) + { + return SLANG_E_NOT_AVAILABLE; + } } auto extensions = glGetString(GL_EXTENSIONS); diff --git a/tools/gfx/render.h b/tools/gfx/render.h index 12ef1a9e9..55beb5774 100644 --- a/tools/gfx/render.h +++ b/tools/gfx/render.h @@ -800,12 +800,14 @@ public: struct Desc { - int width; ///< Width in pixels - int height; ///< height in pixels + int width = 0; ///< Width in pixels + int height = 0; ///< height in pixels Slang::String adapter; ///< Name to identify the adapter to use - Slang::List requiredFeatures; ///< The features enabled on this renderer + Slang::List requiredFeatures; ///< List of required feature names. + int nvapiExtnSlot = -1; ///< The slot (typically UAV) used to identify NVAPI intrinsics. If >=0 NVAPI is required. }; + // Will return with SLANG_E_NOT_AVAILABLE if NVAPI can't be initialized and nvapiExtnSlot >= 0 virtual SlangResult initialize(const Desc& desc, void* inWindowHandle) = 0; bool hasFeature(const Slang::UnownedStringSlice& feature) { return getFeatures().indexOf(Slang::String(feature)) != Slang::Index(-1); } -- cgit v1.2.3