radeonsi: disable ReZ

This is a serious performance fix. Discovered by luck.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94354

Cc: 12.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
(cherry picked from commit e12c1cab5d)
This commit is contained in:
Marek Olšák 2016-10-12 21:47:41 +02:00 committed by Emil Velikov
parent 1cb2a483ba
commit 12bdcc105c

View file

@ -759,10 +759,10 @@ static void si_shader_ps(struct si_shader *shader)
S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
/* Prefer RE_Z if the shader is complex enough. The requirement is either:
* - the shader uses at least 2 VMEM instructions, or
* - the code size is at least 50 2-dword instructions or 100 1-dword
* instructions.
/* DON'T USE EARLY_Z_THEN_RE_Z !!!
*
* It decreases performance by 15% in DiRT: Showdown on Ultra settings.
* And it has pretty complex shaders.
*
* Shaders with side effects that must execute independently of the
* depth test require LATE_Z.
@ -770,9 +770,6 @@ static void si_shader_ps(struct si_shader *shader)
if (info->writes_memory &&
!info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
shader->z_order = V_02880C_LATE_Z;
else 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;
}