radeonsi: use re-Z

This can increase perf for shaders that kill pixels (kill, alpha-test,
alpha-to-coverage).

v2: add comments

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This commit is contained in:
Marek Olšák 2016-02-22 00:40:04 +01:00
parent 09bfbd43a0
commit d0f3b524cd
3 changed files with 21 additions and 6 deletions

View file

@ -365,6 +365,7 @@ 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

@ -1339,10 +1339,10 @@ static void si_emit_db_render_state(struct si_context *sctx, struct r600_atom *s
sctx->ps_db_shader_control;
/* Bug workaround for smoothing (overrasterization) on SI. */
if (sctx->b.chip_class == SI && sctx->smoothing_enabled)
if (sctx->b.chip_class == SI && sctx->smoothing_enabled) {
db_shader_control &= C_02880C_Z_ORDER;
db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z);
else
db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
}
/* Disable the gl_SampleMask fragment shader output if MSAA is disabled. */
if (sctx->framebuffer.nr_samples <= 1 || (rs && !rs->multisample_enable))

View file

@ -789,6 +789,17 @@ static void si_shader_ps(struct si_shader *shader)
S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
S_00B02C_USER_SGPR(num_user_sgprs) |
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.
*/
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;
}
static void si_shader_init_pm4_state(struct si_shader *shader)
@ -1985,15 +1996,18 @@ bool si_update_shaders(struct si_context *sctx)
si_update_vgt_shader_config(sctx);
if (sctx->ps_shader.cso) {
unsigned db_shader_control =
sctx->ps_shader.cso->db_shader_control |
S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
unsigned db_shader_control;
r = si_shader_select(ctx, &sctx->ps_shader);
if (r)
return false;
si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
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);
if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
sctx->sprite_coord_enable != rs->sprite_coord_enable ||
sctx->flatshade != rs->flatshade) {