It improves Uningine Heaven performance here (RX 580, 8 GB),too.

without Tessellation

Before:
FPS:      79.0
Score:    1991
Min FPS:  20.8
Max FPS: 189.8

After:
FPS:      79.1
Score:    1993
Min FPS:  19.6
Max FPS: 185.9


with Tessellation

Before:
FPS:      67.7
Score:    1705
Min FPS:   8.8
Max FPS: 182.6

After:
FPS:      68.3
Score:    1720
Min FPS:  15.9
Max FPS: 179.6


System

Platform:       Linux 4.20.0-amd-staging-4.11-1.g7262353-default+ x86_64
CPU model:      Intel(R) Xeon(R) CPU X3470 @ 2.93GHz (2925MHz) x8
GPU model:      Unknown GPU (256MB) x1

Marek is this the 'tessellation regression' you tried to solve?

For this series:
Tested-by: Dieter Nützel <die...@nuetzel-hh.de>

Dieter

Am 03.06.2017 18:04, schrieb Marek Olšák:
From: Marek Olšák <marek.ol...@amd.com>

Heaven LDS usage for LS+HS is below. The masks are "outputs_written"
for LS and HS. Note that 32K is the maximum size.

Before:
  heaven_x64: ls=1f1 tcs=1f1, lds=32K
  heaven_x64: ls=31 tcs=31, lds=24K
  heaven_x64: ls=71 tcs=71, lds=28K

After:
  heaven_x64: ls=3f tcs=3f, lds=24K
  heaven_x64: ls=7 tcs=7, lds=13K
  heaven_x64: ls=f tcs=f, lds=17K

All other apps have a similar decrease in LDS usage, because
the "outputs_written" masks are similar. Also, most apps don't write
POSITION in these shader stages, so there is room for improvement.
(tight per-component input/output packing might help even more)

It's unknown whether this improves performance.
---
src/gallium/drivers/radeonsi/si_shader.c | 18 +++++++++++-------
 src/gallium/drivers/radeonsi/si_state_shaders.c |  4 +++-
 2 files changed, 14 insertions(+), 8 deletions(-)

diff --git a/src/gallium/drivers/radeonsi/si_shader.c
b/src/gallium/drivers/radeonsi/si_shader.c
index ddfaa3b..3a86c0b 100644
--- a/src/gallium/drivers/radeonsi/si_shader.c
+++ b/src/gallium/drivers/radeonsi/si_shader.c
@@ -129,32 +129,36 @@ unsigned
si_shader_io_get_unique_index_patch(unsigned semantic_name, unsigned
in
 /**
* Returns a unique index for a semantic name and index. The index must be * less than 64, so that a 64-bit bitmask of used inputs or outputs can be
  * calculated.
  */
unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index)
 {
        switch (semantic_name) {
        case TGSI_SEMANTIC_POSITION:
                return 0;
-       case TGSI_SEMANTIC_PSIZE:
-               return 1;
-       case TGSI_SEMANTIC_CLIPDIST:
-               assert(index <= 1);
-               return 2 + index;
        case TGSI_SEMANTIC_GENERIC:
+               /* Since some shader stages use the the highest used IO index
+                * to determine the size to allocate for inputs/outputs
+                * (in LDS, tess and GS rings). GENERIC should be placed right
+                * after POSITION to make that size as small as possible.
+                */
                if (index < SI_MAX_IO_GENERIC)
-                       return 4 + index;
+                       return 1 + index;

                assert(!"invalid generic index");
                return 0;
-
+       case TGSI_SEMANTIC_PSIZE:
+               return SI_MAX_IO_GENERIC + 1;
+       case TGSI_SEMANTIC_CLIPDIST:
+               assert(index <= 1);
+               return SI_MAX_IO_GENERIC + 2 + index;
        case TGSI_SEMANTIC_FOG:
                return SI_MAX_IO_GENERIC + 4;
        case TGSI_SEMANTIC_LAYER:
                return SI_MAX_IO_GENERIC + 5;
        case TGSI_SEMANTIC_VIEWPORT_INDEX:
                return SI_MAX_IO_GENERIC + 6;
        case TGSI_SEMANTIC_PRIMID:
                return SI_MAX_IO_GENERIC + 7;
        case TGSI_SEMANTIC_COLOR: /* these alias */
        case TGSI_SEMANTIC_BCOLOR:
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c
b/src/gallium/drivers/radeonsi/si_state_shaders.c
index 8ac4309..f36997b 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -1226,21 +1226,23 @@ static void
si_shader_selector_key_hw_vs(struct si_context *sctx,
                ps_disabled = sctx->queued.named.rasterizer->rasterizer_discard 
||
                              (!ps_colormask &&
                               !ps_modifies_zs &&
                               !ps->info.writes_memory);
        }

        /* Find out which VS outputs aren't used by the PS. */
        uint64_t outputs_written = vs->outputs_written;
        uint64_t inputs_read = 0;

-       outputs_written &= ~0x3; /* ignore POSITION, PSIZE */
+       /* ignore POSITION, PSIZE */
+       outputs_written &= ~((1ull <<
si_shader_io_get_unique_index(TGSI_SEMANTIC_POSITION, 0) |
+ (1ull << si_shader_io_get_unique_index(TGSI_SEMANTIC_PSIZE, 0))));

        if (!ps_disabled) {
                inputs_read = ps->inputs_read;
        }

        uint64_t linked = outputs_written & inputs_read;

        key->opt.hw_vs.kill_outputs = ~linked & outputs_written;
 }
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