radeonsi: adjust and clean up Z_ORDER and EXEC_ON_x settings

The table was copied from the Vulkan driver. The comment lines are as long
as the table for cosmetic reasons.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2016-10-12 22:15:31 +02:00
parent e12c1cab5d
commit 7dddf0b7ab
2 changed files with 32 additions and 22 deletions

View file

@ -439,7 +439,6 @@ 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;

View file

@ -807,20 +807,6 @@ static void si_shader_ps(struct si_shader *shader)
S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
/* 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.
*/
if (info->writes_memory &&
!info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
shader->z_order = V_02880C_LATE_Z;
else
shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z;
}
static void si_shader_init_pm4_state(struct si_screen *sscreen,
@ -1371,12 +1357,38 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
break;
}
if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1);
/* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
*
* | early Z/S | writes_mem | allow_ReZ? | Z_ORDER | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
* --|-----------|------------|------------|--------------------|-------------------|-------------
* 1a| false | false | true | EarlyZ_Then_ReZ | 0 | 0
* 1b| false | false | false | EarlyZ_Then_LateZ | 0 | 0
* 2 | false | true | n/a | LateZ | 1 | 0
* 3 | true | false | n/a | EarlyZ_Then_LateZ | 0 | 0
* 4 | true | true | n/a | EarlyZ_Then_LateZ | 0 | 1
*
* In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
* In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
*
* Don't use ReZ without profiling !!!
*
* ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
* shaders.
*/
if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
/* Cases 3, 4. */
sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
S_02880C_EXEC_ON_NOOP(sel->info.writes_memory);
} else if (sel->info.writes_memory) {
/* Case 2. */
sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) |
S_02880C_EXEC_ON_HIER_FAIL(1);
} else {
/* Case 1. */
sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
}
if (sel->info.writes_memory)
sel->db_shader_control |= S_02880C_EXEC_ON_HIER_FAIL(1) |
S_02880C_EXEC_ON_NOOP(1);
pipe_mutex_init(sel->mutex);
util_queue_fence_init(&sel->ready);
@ -2213,8 +2225,7 @@ bool si_update_shaders(struct si_context *sctx)
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);
S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
sctx->sprite_coord_enable != rs->sprite_coord_enable ||