From 6193aab6557f0b6198a6b5dd596a83221498de81 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Marek=20Ol=C5=A1=C3=A1k?= Date: Sat, 9 Jan 2021 17:41:17 -0500 Subject: [PATCH] radeonsi: optimize si_emit_prefetch_L2 when it's split When using the prefetch with VS_ONLY=true followed by VS_ONLY=false, we tested the VS_ONLY bits in the mask when executing VS_ONLY=false where the bits were always 0. It's also useless to clear the prefetch mask when VS_ONLY=true. This commit skips those tests by splitting the function properly using BEFORE_DRAW and AFTER_DRAW template parameters. Acked-by: Pierre-Eric Pelloux-Prayer Part-of: --- .../drivers/radeonsi/si_state_draw.cpp | 102 +++++++++--------- 1 file changed, 54 insertions(+), 48 deletions(-) diff --git a/src/gallium/drivers/radeonsi/si_state_draw.cpp b/src/gallium/drivers/radeonsi/si_state_draw.cpp index 3324344e500..655e6fb2092 100644 --- a/src/gallium/drivers/radeonsi/si_state_draw.cpp +++ b/src/gallium/drivers/radeonsi/si_state_draw.cpp @@ -75,12 +75,17 @@ static void si_prefetch_VBO_descriptors(struct si_context *sctx) sctx->vertex_elements->vb_desc_list_alloc_size); } +enum si_L2_prefetch_mode { + PREFETCH_BEFORE_DRAW = 1, + PREFETCH_AFTER_DRAW, + PREFETCH_ALL, +}; + /** * Prefetch shaders and VBO descriptors. - * - * \param VS_ONLY Whether only the the API VS and VBO descriptors should be prefetched. */ -template +template static void si_emit_prefetch_L2(struct si_context *sctx) { unsigned mask = sctx->prefetch_L2_mask; @@ -93,14 +98,14 @@ static void si_emit_prefetch_L2(struct si_context *sctx) if (GFX_VERSION >= GFX9) { /* Choose the right spot for the VBO prefetch. */ if (HAS_TESS) { - if (mask & SI_PREFETCH_HS) - si_prefetch_shader_async(sctx, sctx->queued.named.hs); - if (mask & SI_PREFETCH_VBO_DESCRIPTORS) - si_prefetch_VBO_descriptors(sctx); + if (mode != PREFETCH_AFTER_DRAW) { + if (mask & SI_PREFETCH_HS) + si_prefetch_shader_async(sctx, sctx->queued.named.hs); + if (mask & SI_PREFETCH_VBO_DESCRIPTORS) + si_prefetch_VBO_descriptors(sctx); - if (VS_ONLY) { - sctx->prefetch_L2_mask &= ~(SI_PREFETCH_HS | SI_PREFETCH_VBO_DESCRIPTORS); - return; + if (mode == PREFETCH_BEFORE_DRAW) + return; } if ((HAS_GS || NGG) && mask & SI_PREFETCH_GS) @@ -108,41 +113,41 @@ static void si_emit_prefetch_L2(struct si_context *sctx) if (!NGG && mask & SI_PREFETCH_VS) si_prefetch_shader_async(sctx, sctx->queued.named.vs); } else if (HAS_GS || NGG) { - if (mask & SI_PREFETCH_GS) - si_prefetch_shader_async(sctx, sctx->queued.named.gs); - if (mask & SI_PREFETCH_VBO_DESCRIPTORS) - si_prefetch_VBO_descriptors(sctx); + if (mode != PREFETCH_AFTER_DRAW) { + if (mask & SI_PREFETCH_GS) + si_prefetch_shader_async(sctx, sctx->queued.named.gs); + if (mask & SI_PREFETCH_VBO_DESCRIPTORS) + si_prefetch_VBO_descriptors(sctx); - if (VS_ONLY) { - sctx->prefetch_L2_mask &= ~(SI_PREFETCH_GS | SI_PREFETCH_VBO_DESCRIPTORS); - return; + if (mode == PREFETCH_BEFORE_DRAW) + return; } if (!NGG && mask & SI_PREFETCH_VS) si_prefetch_shader_async(sctx, sctx->queued.named.vs); } else { - if (mask & SI_PREFETCH_VS) - si_prefetch_shader_async(sctx, sctx->queued.named.vs); - if (mask & SI_PREFETCH_VBO_DESCRIPTORS) - si_prefetch_VBO_descriptors(sctx); + if (mode != PREFETCH_AFTER_DRAW) { + if (mask & SI_PREFETCH_VS) + si_prefetch_shader_async(sctx, sctx->queued.named.vs); + if (mask & SI_PREFETCH_VBO_DESCRIPTORS) + si_prefetch_VBO_descriptors(sctx); - if (VS_ONLY) { - sctx->prefetch_L2_mask &= ~(SI_PREFETCH_VS | SI_PREFETCH_VBO_DESCRIPTORS); - return; + if (mode == PREFETCH_BEFORE_DRAW) + return; } } } else { /* GFX6-GFX8 */ /* Choose the right spot for the VBO prefetch. */ if (HAS_TESS) { - if (mask & SI_PREFETCH_LS) - si_prefetch_shader_async(sctx, sctx->queued.named.ls); - if (mask & SI_PREFETCH_VBO_DESCRIPTORS) - si_prefetch_VBO_descriptors(sctx); + if (mode != PREFETCH_AFTER_DRAW) { + if (mask & SI_PREFETCH_LS) + si_prefetch_shader_async(sctx, sctx->queued.named.ls); + if (mask & SI_PREFETCH_VBO_DESCRIPTORS) + si_prefetch_VBO_descriptors(sctx); - if (VS_ONLY) { - sctx->prefetch_L2_mask &= ~(SI_PREFETCH_LS | SI_PREFETCH_VBO_DESCRIPTORS); - return; + if (mode == PREFETCH_BEFORE_DRAW) + return; } if (mask & SI_PREFETCH_HS) @@ -154,14 +159,14 @@ static void si_emit_prefetch_L2(struct si_context *sctx) if (mask & SI_PREFETCH_VS) si_prefetch_shader_async(sctx, sctx->queued.named.vs); } else if (HAS_GS) { - if (mask & SI_PREFETCH_ES) - si_prefetch_shader_async(sctx, sctx->queued.named.es); - if (mask & SI_PREFETCH_VBO_DESCRIPTORS) - si_prefetch_VBO_descriptors(sctx); + if (mode != PREFETCH_AFTER_DRAW) { + if (mask & SI_PREFETCH_ES) + si_prefetch_shader_async(sctx, sctx->queued.named.es); + if (mask & SI_PREFETCH_VBO_DESCRIPTORS) + si_prefetch_VBO_descriptors(sctx); - if (VS_ONLY) { - sctx->prefetch_L2_mask &= ~(SI_PREFETCH_ES | SI_PREFETCH_VBO_DESCRIPTORS); - return; + if (mode == PREFETCH_BEFORE_DRAW) + return; } if (mask & SI_PREFETCH_GS) @@ -169,14 +174,14 @@ static void si_emit_prefetch_L2(struct si_context *sctx) if (mask & SI_PREFETCH_VS) si_prefetch_shader_async(sctx, sctx->queued.named.vs); } else { - if (mask & SI_PREFETCH_VS) - si_prefetch_shader_async(sctx, sctx->queued.named.vs); - if (mask & SI_PREFETCH_VBO_DESCRIPTORS) - si_prefetch_VBO_descriptors(sctx); + if (mode != PREFETCH_AFTER_DRAW) { + if (mask & SI_PREFETCH_VS) + si_prefetch_shader_async(sctx, sctx->queued.named.vs); + if (mask & SI_PREFETCH_VBO_DESCRIPTORS) + si_prefetch_VBO_descriptors(sctx); - if (VS_ONLY) { - sctx->prefetch_L2_mask &= ~(SI_PREFETCH_VS | SI_PREFETCH_VBO_DESCRIPTORS); - return; + if (mode == PREFETCH_BEFORE_DRAW) + return; } } } @@ -184,6 +189,7 @@ static void si_emit_prefetch_L2(struct si_context *sctx) if (mask & SI_PREFETCH_PS) si_prefetch_shader_async(sctx, sctx->queued.named.ps); + /* This must be cleared only when AFTER_DRAW is true. */ sctx->prefetch_L2_mask = 0; } @@ -2104,7 +2110,7 @@ static void si_draw_vbo(struct pipe_context *ctx, /* Start prefetches after the draw has been started. Both will run * in parallel, but starting the draw first is more important. */ - si_emit_prefetch_L2(sctx); + si_emit_prefetch_L2(sctx); } else { /* If we don't wait for idle, start prefetches first, then set * states, and draw at the end. @@ -2113,7 +2119,7 @@ static void si_draw_vbo(struct pipe_context *ctx, sctx->emit_cache_flush(sctx, &sctx->gfx_cs); /* Only prefetch the API VS and VBO descriptors. */ - si_emit_prefetch_L2(sctx); + si_emit_prefetch_L2(sctx); si_emit_all_states (sctx, info, indirect, prim, instance_count, min_direct_count, @@ -2134,7 +2140,7 @@ static void si_draw_vbo(struct pipe_context *ctx, /* Prefetch the remaining shaders after the draw has been * started. */ - si_emit_prefetch_L2(sctx); + si_emit_prefetch_L2(sctx); } /* Clear the context roll flag after the draw call.