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radv: optimize radv_stage_flush() for pre fragment shader stages
We don't need to emit PS_PARTIAL_FLUSH for the pre fragment shader stages (ie. geometry/tessellation). Emitting VS_PARTIAL_FLUSH is enough for these stages. Note that PS_PARTIAL_FLUSH also synchronizes all vertex stages. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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1 changed files with 5 additions and 5 deletions
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@ -1942,10 +1942,7 @@ static void radv_stage_flush(struct radv_cmd_buffer *cmd_buffer,
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cmd_buffer->state.flush_bits |= RADV_CMD_FLAG_CS_PARTIAL_FLUSH;
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}
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if (src_stage_mask & (VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT |
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VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT |
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VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT |
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
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if (src_stage_mask & (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
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VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT |
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
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@ -1956,7 +1953,10 @@ static void radv_stage_flush(struct radv_cmd_buffer *cmd_buffer,
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cmd_buffer->state.flush_bits |= RADV_CMD_FLAG_PS_PARTIAL_FLUSH;
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} else if (src_stage_mask & (VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT |
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT |
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT)) {
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
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VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT |
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VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT |
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VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT)) {
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cmd_buffer->state.flush_bits |= RADV_CMD_FLAG_VS_PARTIAL_FLUSH;
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}
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}
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