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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>
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3 changed files with 21 additions and 6 deletions
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@ -365,6 +365,7 @@ 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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@ -1339,10 +1339,10 @@ static void si_emit_db_render_state(struct si_context *sctx, struct r600_atom *s
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sctx->ps_db_shader_control;
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/* Bug workaround for smoothing (overrasterization) on SI. */
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if (sctx->b.chip_class == SI && sctx->smoothing_enabled)
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if (sctx->b.chip_class == SI && sctx->smoothing_enabled) {
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db_shader_control &= C_02880C_Z_ORDER;
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db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z);
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else
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db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
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}
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/* Disable the gl_SampleMask fragment shader output if MSAA is disabled. */
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if (sctx->framebuffer.nr_samples <= 1 || (rs && !rs->multisample_enable))
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@ -789,6 +789,17 @@ 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(num_user_sgprs) |
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S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
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/* Prefer RE_Z if the shader is complex enough. The requirement is either:
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* - the shader uses at least 2 VMEM instructions, or
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* - the code size is at least 50 2-dword instructions or 100 1-dword
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* instructions.
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*/
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if (info->num_memory_instructions >= 2 ||
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shader->binary.code_size > 100*4)
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shader->z_order = V_02880C_EARLY_Z_THEN_RE_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_shader *shader)
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@ -1985,15 +1996,18 @@ bool si_update_shaders(struct si_context *sctx)
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si_update_vgt_shader_config(sctx);
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if (sctx->ps_shader.cso) {
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unsigned 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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unsigned db_shader_control;
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r = si_shader_select(ctx, &sctx->ps_shader);
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if (r)
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return false;
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si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
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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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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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sctx->flatshade != rs->flatshade) {
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