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iris: Prefer more GPU-based uploads for compression
Where possible, start compressing depth and stencil resources on upload. This makes a couple of benchmarks (CS:GO, GFXBench5's gl_alu2_off) start sampling HiZ buffers in a compressed state instead of the pass-through state. Improves the FPS of GFXBench5's gl_alu2_off by 3.14% ±0.52% on TGL. Testing was done with the performance CI. Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2617 Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10872>
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1 changed files with 2 additions and 4 deletions
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@ -2065,8 +2065,7 @@ iris_transfer_map(struct pipe_context *ctx,
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no_gpu = true;
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if (!map_would_stall &&
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res->aux.usage != ISL_AUX_USAGE_CCS_E &&
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res->aux.usage != ISL_AUX_USAGE_GFX12_CCS_E) {
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!isl_aux_usage_has_compression(res->aux.usage)) {
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no_gpu = true;
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}
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@ -2210,8 +2209,7 @@ iris_texture_subdata(struct pipe_context *ctx,
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* stall-avoidance blits.
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*/
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if (surf->tiling == ISL_TILING_LINEAR ||
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(isl_aux_usage_has_ccs(res->aux.usage) &&
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res->aux.usage != ISL_AUX_USAGE_CCS_D) ||
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isl_aux_usage_has_compression(res->aux.usage) ||
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resource_is_busy(ice, res)) {
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return u_default_texture_subdata(ctx, resource, level, usage, box,
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data, stride, layer_stride);
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