It's a bit hard to measure because it almost gets lost in the noise, but this seemed to help Dota 2 by a percent or two on my Broadwell GT3e desktop.
Reviewed-by: Lionel Landwerlin <lionel.g.landwer...@intel.com> --- src/intel/vulkan/genX_pipeline.c | 171 +++++++++++++++++++++++++++++++-------- 1 file changed, 137 insertions(+), 34 deletions(-) diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c index 71b9e30..d2af8b9 100644 --- a/src/intel/vulkan/genX_pipeline.c +++ b/src/intel/vulkan/genX_pipeline.c @@ -638,6 +638,133 @@ static const uint32_t vk_to_gen_stencil_op[] = { [VK_STENCIL_OP_DECREMENT_AND_WRAP] = STENCILOP_DECR, }; +static bool +may_write_stencil_face(const VkStencilOpState *face, + VkCompareOp depthCompareOp) +{ + /* If compareOp is ALWAYS then the stencil test will never fail and we can + * ignore failOp. If it's not ALWAYS and failOp is not KEEP, we may write + * stencil. + */ + if (face->compareOp != VK_COMPARE_OP_ALWAYS && + face->failOp != VK_STENCIL_OP_KEEP) + return true; + + + /* If the compareOp is NEVER then the stencil test will never pass and the + * passOp and depthFailOp don't matter. If compareOp isn't NEVER, then we + * need to take them into account. + */ + if (face->compareOp != VK_COMPARE_OP_NEVER) { + /* If depthOp is NEVER then passOp doesn't matter. */ + if (depthCompareOp != VK_COMPARE_OP_NEVER && + face->passOp != VK_STENCIL_OP_KEEP) + return true; + + /* If depthOp is ALWAYS then depthFailOp doesn't matter. */ + if (depthCompareOp != VK_COMPARE_OP_ALWAYS && + face->depthFailOp != VK_STENCIL_OP_KEEP) + return true; + } + + return false; +} + +/* Intel hardware is fairly sensitive to whether or not depth/stencil writes + * are enabled. In the presence of discards, it's fairly easy to get into the + * non-promoted case which means a fairly big performance hit. From the Iron + * Lake PRM, Vol 2, pt. 1, section 8.4.3.2, "Early Depth Test Cases": + * + * "Non-promoted depth (N) is active whenever the depth test can be done + * early but it cannot determine whether or not to write source depth to + * the depth buffer, therefore the depth write must be performed post pixel + * shader. This includes cases where the pixel shader can kill pixels, + * including via sampler chroma key, as well as cases where the alpha test + * function is enabled, which kills pixels based on a programmable alpha + * test. In this case, even if the depth test fails, the pixel cannot be + * killed if a stencil write is indicated. Whether or not the stencil write + * happens depends on whether or not the pixel is killed later. In these + * cases if stencil test fails and stencil writes are off, the pixels can + * also be killed early. If stencil writes are enabled, the pixels must be + * treated as Computed depth (described above)." + * + * The same thing as mentioned in the stencil case can happen in the depth + * case as well if it thinks it writes depth but, thanks to the depth test + * being GL_EQUAL, the write doesn't actually matter. A little extra work + * up-front to try and disable depth and stencil writes can make a big + * difference. + * + * Unfortunately, the way depth and stencil testing is specified, there are + * many case where, regardless of depth/stencil writes being enabled, nothing + * actually gets written due to some other bit of state being set. This + * function attempts to "sanitize" the depth stencil state and disable writes + * and sometimes even testing whenever possible. + */ +static void +sanitize_ds_state(VkPipelineDepthStencilStateCreateInfo *state, + bool *stencilWriteEnable, + VkImageAspectFlags ds_aspects) +{ + *stencilWriteEnable = state->stencilTestEnable; + + /* If the depth test is disabled, we won't be writing anything. */ + if (!state->depthTestEnable) + state->depthWriteEnable = false; + + /* The Vulkan spec requires that if either depth or stencil is not present, + * the pipeline is to act as if the test silently passes. + */ + if (!(ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) { + state->depthWriteEnable = false; + state->depthCompareOp = VK_COMPARE_OP_ALWAYS; + } + + if (!(ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) { + *stencilWriteEnable = false; + state->front.compareOp = VK_COMPARE_OP_ALWAYS; + state->back.compareOp = VK_COMPARE_OP_ALWAYS; + } + + /* If the stencil test is enabled and always fails, then we will never get + * to the depth test so we can just disable the depth test entirely. + */ + if (state->stencilTestEnable && + state->front.compareOp == VK_COMPARE_OP_NEVER && + state->back.compareOp == VK_COMPARE_OP_NEVER) { + state->depthTestEnable = false; + state->depthWriteEnable = false; + } + + /* If depthCompareOp is EQUAL then the value we would be writing to the + * depth buffer is the same as the value that's already there so there's no + * point in writing it. + */ + if (state->depthCompareOp == VK_COMPARE_OP_EQUAL) + state->depthWriteEnable = false; + + /* If the stencil ops are such that we don't actually ever modify the + * stencil buffer, we should disable writes. + */ + if (!may_write_stencil_face(&state->front, state->depthCompareOp) && + !may_write_stencil_face(&state->back, state->depthCompareOp)) + *stencilWriteEnable = false; + + /* If the depth test always passes and we never write out depth, that's the + * same as if the depth test is disabled entirely. + */ + if (state->depthCompareOp == VK_COMPARE_OP_ALWAYS && + !state->depthWriteEnable) + state->depthTestEnable = false; + + /* If the stencil test always passes and we never write out stencil, that's + * the same as if the stencil test is disabled entirely. + */ + if (state->front.compareOp == VK_COMPARE_OP_ALWAYS && + state->back.compareOp == VK_COMPARE_OP_ALWAYS && + !*stencilWriteEnable) + state->stencilTestEnable = false; +} + static void emit_ds_state(struct anv_pipeline *pipeline, const VkPipelineDepthStencilStateCreateInfo *pCreateInfo, @@ -663,12 +790,20 @@ emit_ds_state(struct anv_pipeline *pipeline, return; } + VkImageAspectFlags ds_aspects = 0; + if (subpass->depth_stencil_attachment != VK_ATTACHMENT_UNUSED) { + VkFormat depth_stencil_format = + pass->attachments[subpass->depth_stencil_attachment].format; + ds_aspects = vk_format_aspects(depth_stencil_format); + } + VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo; + sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects); + pipeline->writes_depth = info.depthWriteEnable; + pipeline->depth_test_enable = info.depthTestEnable; /* VkBool32 depthBoundsTestEnable; // optional (depth_bounds_test) */ - pipeline->writes_stencil = info.stencilTestEnable; - #if GEN_GEN <= 7 struct GENX(DEPTH_STENCIL_STATE) depth_stencil = { #else @@ -690,38 +825,6 @@ emit_ds_state(struct anv_pipeline *pipeline, .BackfaceStencilTestFunction = vk_to_gen_compare_op[info.back.compareOp], }; - VkImageAspectFlags aspects = 0; - if (subpass->depth_stencil_attachment != VK_ATTACHMENT_UNUSED) { - VkFormat depth_stencil_format = - pass->attachments[subpass->depth_stencil_attachment].format; - aspects = vk_format_aspects(depth_stencil_format); - } - - /* The Vulkan spec requires that if either depth or stencil is not present, - * the pipeline is to act as if the test silently passes. - */ - if (!(aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) { - depth_stencil.DepthBufferWriteEnable = false; - depth_stencil.DepthTestFunction = PREFILTEROPALWAYS; - } - - if (!(aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) { - pipeline->writes_stencil = false; - depth_stencil.StencilTestFunction = PREFILTEROPALWAYS; - depth_stencil.BackfaceStencilTestFunction = PREFILTEROPALWAYS; - } - - /* From the Broadwell PRM: - * - * "If Depth_Test_Enable = 1 AND Depth_Test_func = EQUAL, the - * Depth_Write_Enable must be set to 0." - */ - if (info.depthTestEnable && info.depthCompareOp == VK_COMPARE_OP_EQUAL) - depth_stencil.DepthBufferWriteEnable = false; - - pipeline->writes_depth = depth_stencil.DepthBufferWriteEnable; - pipeline->depth_test_enable = depth_stencil.DepthTestEnable; - #if GEN_GEN <= 7 GENX(DEPTH_STENCIL_STATE_pack)(NULL, depth_stencil_dw, &depth_stencil); #else -- 2.5.0.400.gff86faf _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev