/* * Copyright (C) 2015-2018 Advanced Micro Devices, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. * */ #include "KFDCWSRTest.hpp" #include "Dispatch.hpp" static const char* iterate_isa_gfx8 = \ "\ shader iterate_isa\n\ asic(VI)\n\ type(CS)\n\ /*copy the parameters from scalar registers to vector registers*/\n\ v_mov_b32 v1, s1\n\ v_mov_b32 v2, s2\n\ v_mov_b32 v3, s3\n\ /*v0 stores the workitem ID inside the workgroup, use it to caculate the dest*/\n\ // v_lshlrev_b32 v0, 2, v0\n\ // v_add_u32 v2, vcc, v0, v2\n\ v_mov_b32 v0, s0\n\ flat_load_dword v4, v[0:1] slc /*load target iteration value*/\n\ s_waitcnt vmcnt(0)&lgkmcnt(0)\n\ v_mov_b32 v5, 0\n\ LOOP:\n\ v_add_u32 v5, vcc, 1, v5\n\ s_waitcnt vmcnt(0)&lgkmcnt(0)\n\ /*compare the result value (v5) to iteration value (v4), and jump if equal (i.e. if VCC is not zero after the comparison)*/\n\ v_cmp_lt_u32 vcc, v5, v4\n\ s_cbranch_vccnz LOOP\n\ flat_store_dword v[2,3], v5\n\ s_waitcnt vmcnt(0)&lgkmcnt(0)\n\ s_endpgm\n\ end\n\ "; //This shader can be used by gfx9 and gfx10 static const char* iterate_isa_gfx9 = \ "\ shader iterate_isa\n\ wave_size(32)\n\ type(CS)\n\ /*copy the parameters from scalar registers to vector registers*/\n\ v_mov_b32 v0, s0\n\ v_mov_b32 v1, s1\n\ v_mov_b32 v2, s2\n\ v_mov_b32 v3, s3\n\ flat_load_dword v4, v[0:1] slc /*load target iteration value*/\n\ s_waitcnt vmcnt(0)&lgkmcnt(0)\n\ v_mov_b32 v5, 0\n\ LOOP:\n\ v_add_co_u32 v5, vcc, 1, v5\n\ s_waitcnt vmcnt(0)&lgkmcnt(0)\n\ /*compare the result value (v5) to iteration value (v4), and jump if equal (i.e. if VCC is not zero after the comparison)*/\n\ v_cmp_lt_u32 vcc, v5, v4\n\ s_cbranch_vccnz LOOP\n\ flat_store_dword v[2,3], v5\n\ s_waitcnt vmcnt(0)&lgkmcnt(0)\n\ s_endpgm\n\ end\n\ "; /* v[0:1] = target iteration value v[2:3] = iterate result */ void KFDCWSRTest::SetUp() { ROUTINE_START KFDBaseComponentTest::SetUp(); m_pIsaGen = IsaGenerator::Create(m_FamilyId); /* TODO: In the ISA, the workitem_id is not obtained as expected, so the destination cannot * be set based on workitem_id. Set the wave_num to 1 for now as a workarpound. * Will set it to 8 or even 256 in the future. */ wave_number = 1; ROUTINE_END } void KFDCWSRTest::TearDown() { ROUTINE_START if (m_pIsaGen) delete m_pIsaGen; m_pIsaGen = NULL; KFDBaseComponentTest::TearDown(); ROUTINE_END } /** * KFDCWSRTest.BasicTest * * This test dispatches the loop_inc_isa shader and lets it run, ensuring its destination pointer gets incremented. * It then triggers CWSR and ensures the shader stops running. * It then resumes the shader, ensures that it's running again and terminates it. */ TEST_F(KFDCWSRTest, BasicTest) { TEST_START(TESTPROFILE_RUNALL); int defaultGPUNode = m_NodeInfo.HsaDefaultGPUNode(); if (m_FamilyId >= FAMILY_VI) { HsaMemoryBuffer isaBuffer(PAGE_SIZE, defaultGPUNode, true/*zero*/, false/*local*/, true/*exec*/); HsaMemoryBuffer iterateBuf(PAGE_SIZE, defaultGPUNode, true, false, false); HsaMemoryBuffer resultBuf(PAGE_SIZE, defaultGPUNode, true, false, false); unsigned int* iter = iterateBuf.As(); unsigned int* result = resultBuf.As(); const char *pIterateIsa; if (m_FamilyId < FAMILY_AI) pIterateIsa = iterate_isa_gfx8; else pIterateIsa = iterate_isa_gfx9; m_pIsaGen->CompileShader(pIterateIsa, "iterate_isa", isaBuffer); PM4Queue queue1, queue2; ASSERT_SUCCESS(queue1.Create(defaultGPUNode)); Dispatch *dispatch1, *dispatch2; dispatch1 = new Dispatch(isaBuffer); dispatch2 = new Dispatch(isaBuffer); dispatch1->SetArgs(&iter[0], &result[0]); dispatch1->SetDim(wave_number, 1, 1); dispatch2->SetArgs(&iter[1], &result[wave_number]); dispatch2->SetDim(wave_number, 1, 1); iter[0] = 40000000; iter[1] = 20000000; // Submit the shader, queue1 dispatch1->Submit(queue1); // Create queue2 during queue1 still running will trigger the CWSR ASSERT_SUCCESS(queue2.Create(defaultGPUNode)); // Submit the shader dispatch2->Submit(queue2); dispatch1->Sync(); dispatch2->Sync(); // Ensure all the waves complete as expected int i; for (i = 0 ; i < wave_number; ++i) { if (result[i] != iter[0]) { LOG() << "Dispatch 1, work item " << i << ' ' << result[i] << std::endl; break; } if (result[i + wave_number] != iter[1]) { LOG() << "Dispatch 2, work item " << i << ' ' << result[i] << std::endl; break; } } EXPECT_EQ(i, wave_number); EXPECT_SUCCESS(queue1.Destroy()); EXPECT_SUCCESS(queue2.Destroy()); delete dispatch1; delete dispatch2; } else { LOG() << "Skipping test: No CWSR present for family ID 0x" << m_FamilyId << "." << std::endl; } TEST_END }