On 2016-02-23 17:45, Marek Olšák wrote:
From: Marek Olšák <marek.ol...@amd.com>
This can increase perf for shaders that kill pixels (kill, alpha-test,
alpha-to-coverage).
---
src/gallium/drivers/radeonsi/si_shader.h | 1 +
src/gallium/drivers/radeonsi/si_state.c | 6 +++---
src/gallium/drivers/radeonsi/si_state_shaders.c | 16 +++++++++++++---
3 files changed, 17 insertions(+), 6 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_shader.h
b/src/gallium/drivers/radeonsi/si_shader.h
index ff5c24d..637d264 100644
--- a/src/gallium/drivers/radeonsi/si_shader.h
+++ b/src/gallium/drivers/radeonsi/si_shader.h
@@ -365,6 +365,7 @@ struct si_shader {
struct r600_resource *scratch_bo;
union si_shader_key key;
bool is_binary_shared;
+ unsigned z_order;
/* The following data is all that's needed for binary shaders. */
struct radeon_shader_binary binary;
diff --git a/src/gallium/drivers/radeonsi/si_state.c
b/src/gallium/drivers/radeonsi/si_state.c
index 2dfdbeb..b23b17a 100644
--- a/src/gallium/drivers/radeonsi/si_state.c
+++ b/src/gallium/drivers/radeonsi/si_state.c
@@ -1339,10 +1339,10 @@ static void si_emit_db_render_state(struct
si_context *sctx, struct r600_atom *s
sctx->ps_db_shader_control;
/* Bug workaround for smoothing (overrasterization) on SI. */
- if (sctx->b.chip_class == SI && sctx->smoothing_enabled)
+ if (sctx->b.chip_class == SI && sctx->smoothing_enabled) {
+ db_shader_control &= C_02880C_Z_ORDER;
db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z);
- else
- db_shader_control |=
S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
+ }
/* Disable the gl_SampleMask fragment shader output if MSAA is
disabled. */
if (sctx->framebuffer.nr_samples <= 1 || (rs &&
!rs->multisample_enable))
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c
b/src/gallium/drivers/radeonsi/si_state_shaders.c
index a6753a7..c220185 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -789,6 +789,13 @@ static void si_shader_ps(struct si_shader *shader)
S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
S_00B02C_USER_SGPR(num_user_sgprs) |
S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave >
0));
+
+ /* Prefer RE_Z if the shader is complex enough. */
+ if (info->num_memory_instructions >= 2 ||
+ shader->binary.code_size > 100*4)
+ shader->z_order = V_02880C_EARLY_Z_THEN_RE_Z;
+ else
+ shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z;
}
Are these thresholds for switching to re-Z based on measurements,
feedback by the HW team or are they just a shot in the dark?
Either way, the magic numbers don't look particularly nice. Maybe
preprocessor constants should be introduced for them?
static void si_shader_init_pm4_state(struct si_shader *shader)
@@ -1985,15 +1992,18 @@ bool si_update_shaders(struct si_context *sctx)
si_update_vgt_shader_config(sctx);
if (sctx->ps_shader.cso) {
- unsigned db_shader_control =
- sctx->ps_shader.cso->db_shader_control |
- S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) !=
PIPE_FUNC_ALWAYS);
+ unsigned db_shader_control;
r = si_shader_select(ctx, &sctx->ps_shader);
if (r)
return false;
si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
+ db_shader_control =
+ sctx->ps_shader.cso->db_shader_control |
+ S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) !=
PIPE_FUNC_ALWAYS) |
+ S_02880C_Z_ORDER(sctx->ps_shader.current->z_order);
+
if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs)
||
sctx->sprite_coord_enable != rs->sprite_coord_enable ||
sctx->flatshade != rs->flatshade) {
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