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DxDispatch

DxDispatch is simple command-line executable for launching DirectX 12 compute programs without writing all the C++ boilerplate. The input to the tool is a JSON model that defines resources, dispatchables (compute shaders, DirectML operators, ONNX models), and commands to execute. The model abstraction makes it easy to experiment, but it also preserves low-level control and flexibility.

Some of the things you can do with this tool:

  • Launch DirectML operators to understand how they work with different inputs.
  • Run custom HLSL compute shaders that are compiled at runtime using the DirectX Shader Compiler.
  • Run ONNX models using ONNX Runtime with the DirectML execution provider.
  • Debug binding and API usage issues. DxDispatch hooks into the Direct3D and DirectML debug layers and prints errors and warnings directly to the console; no need to attach a debugger.
  • Experiment with performance by benchmarking dispatches.
  • Take GPU or timing captures using PIX on Windows. Labeled events and resources make it easy to correlate model objects to D3D objects.

This tool is not designed to be a general-purpose framework for building large computational models or running in production scenarios. The focus is on experimentation and learning!

Getting Started

See the guide for detailed usage instructions. The models directory contains some simple examples to get started. For example, here's an example that invokes DML's reduction operator:

> dxdispatch.exe models/dml_reduce.json

Running on 'NVIDIA GeForce RTX 2070 SUPER'
Resource 'input': 1, 2, 3, 4, 5, 6, 7, 8, 9
Resource 'output': 6, 15, 24

System Requirements

The exact system requirements vary depending on how you configure and run DxDispatch. The default builds rely on redistributable versions of DirectX components when possible, which provides the latest features to the widest range of systems. For default builds of DxDispatch you should consider the following as the minimum system requirements across the range of platforms:

  • A DirectX 12 capable hardware device.
  • Windows 10 November 2019 Update (Version 1909; Build 18363) or newer.
  • If testing shaders that use Shader Model 6.6:

Building, Testing, and Installing

DxDispatch relies on several external dependencies that are downloaded when the project is configured. See ThirdPartyNotices.txt for relevant license info.

Configure presets are listed configuration in CMakePresets.json:

> cmake --list-presets
Available configure presets:

  "win-x64"       - Windows x64
  "win-x86"       - Windows x86
  "win-arm64"     - Windows ARM64
  "xbox-scarlett" - Xbox Scarlett
  "linux-x64"     - Linux x64

To generate the project, provide one of the above names (e.g. win-x64) to cmake:

> cmake --preset <configure_preset_name>

You can build from the generated VS solution under build\<configure_preset_name>\dxdispatch.sln.

Alternatively, build from the command line by using --build option and appending the build configuration to the preset name (e.g. the win-x64 configure preset has the build presets named win-x64-release and win-x64-debug).

> cmake --build --preset <configure_preset_name>-(release|debug)

To run tests, change your working directory to the build folder and execute ctest (only supported on some platforms). You need to specify the build configuration (relwithdebinfo or debug) since the presets use VS, which is a multi-configuration generator:

> cd build\<configure_preset_name>

# Test release config
> ctest -C RelWithDebInfo .

# Test debug config
> ctest -C Debug .

Build Configuration

DxDispatch tries to depend on pre-built redistributable versions of its external dependencies. However, the build can be configured to use alternative sources when desired or necessary. Each component can use one of the available (✅) sources in the table below, with the default selection for each platform listed first. Not all configurations are tested, and some platforms don't include the optional+ components.

Preset DirectML Direct3D 12 DX Compiler+ PIX Event Runtime+ ONNX Runtime+
win-x64 ✅ nuget
✅ winsdk
✅ local
✅ nuget
✅ winsdk
✅ archive ✅ nuget ✅ nuget
win-x86 ✅ nuget
✅ winsdk
✅ local
✅ nuget
✅ winsdk
❌ none ❌ none ✅ nuget
win-arm64 ✅ nuget
✅ winsdk
✅ local
✅ nuget
✅ winsdk
✅ archive ✅ nuget ✅ nuget
linux-x64 ✅ nuget
✅ local
✅ wsl ❌ none ❌ none ❌ none
xbox-scarlett ✅ nuget
✅ local
✅ gdk ✅ gdk ✅ gdk ✅ local

Refer to the respective CMake files (directml.cmake, d3d12.cmake, dxcompiler.cmake, pix.cmake, onnxruntime.cmake) for descriptions of the CMake cache variables that can be set to change the build configuration. CMake cache variables persist, so make sure to reconfigure or delete your build directory when changing variables.