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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>
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e12c1cab5d
commit
7dddf0b7ab
2 changed files with 32 additions and 22 deletions
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@ -439,7 +439,6 @@ struct si_shader {
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struct r600_resource *scratch_bo;
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union si_shader_key key;
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bool is_binary_shared;
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unsigned z_order;
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/* The following data is all that's needed for binary shaders. */
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struct radeon_shader_binary binary;
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@ -807,20 +807,6 @@ static void si_shader_ps(struct si_shader *shader)
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S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
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S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
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S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
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/* DON'T USE EARLY_Z_THEN_RE_Z !!!
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*
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* It decreases performance by 15% in DiRT: Showdown on Ultra settings.
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* And it has pretty complex shaders.
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*
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* Shaders with side effects that must execute independently of the
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* depth test require LATE_Z.
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*/
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if (info->writes_memory &&
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!info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
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shader->z_order = V_02880C_LATE_Z;
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else
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shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z;
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}
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static void si_shader_init_pm4_state(struct si_screen *sscreen,
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@ -1371,12 +1357,38 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
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break;
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}
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if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
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sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1);
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/* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
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*
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* | early Z/S | writes_mem | allow_ReZ? | Z_ORDER | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
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* --|-----------|------------|------------|--------------------|-------------------|-------------
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* 1a| false | false | true | EarlyZ_Then_ReZ | 0 | 0
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* 1b| false | false | false | EarlyZ_Then_LateZ | 0 | 0
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* 2 | false | true | n/a | LateZ | 1 | 0
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* 3 | true | false | n/a | EarlyZ_Then_LateZ | 0 | 0
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* 4 | true | true | n/a | EarlyZ_Then_LateZ | 0 | 1
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*
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* In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
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* In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
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*
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* Don't use ReZ without profiling !!!
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*
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* ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
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* shaders.
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*/
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if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
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/* Cases 3, 4. */
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sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
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S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
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S_02880C_EXEC_ON_NOOP(sel->info.writes_memory);
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} else if (sel->info.writes_memory) {
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/* Case 2. */
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sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) |
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S_02880C_EXEC_ON_HIER_FAIL(1);
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} else {
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/* Case 1. */
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sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
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}
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if (sel->info.writes_memory)
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sel->db_shader_control |= S_02880C_EXEC_ON_HIER_FAIL(1) |
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S_02880C_EXEC_ON_NOOP(1);
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pipe_mutex_init(sel->mutex);
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util_queue_fence_init(&sel->ready);
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@ -2213,8 +2225,7 @@ bool si_update_shaders(struct si_context *sctx)
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db_shader_control =
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sctx->ps_shader.cso->db_shader_control |
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S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS) |
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S_02880C_Z_ORDER(sctx->ps_shader.current->z_order);
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S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
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if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
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sctx->sprite_coord_enable != rs->sprite_coord_enable ||
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