anv: Implement the Skylake stencil PMA optimization

Unfortunately, this doesn't substantially improve the performance of any
known apps.  With Dota 2 on my Sky Lake gt4, it seems help by somewhere
between 0% and 1% but there's enough noise that it's hard to get a clear
picture.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This commit is contained in:
Jason Ekstrand 2017-02-01 16:41:04 -08:00
parent d665c51eea
commit f434a60a53
3 changed files with 158 additions and 6 deletions

View file

@ -1488,6 +1488,7 @@ struct anv_pipeline {
bool writes_depth;
bool depth_test_enable;
bool writes_stencil;
bool stencil_test_enable;
bool depth_clamp_enable;
bool kill_pixel;

View file

@ -157,16 +157,39 @@ __emit_sf_state(struct anv_cmd_buffer *cmd_buffer)
void
genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer *cmd_buffer, bool enable)
{
#if GEN_GEN == 8
if (cmd_buffer->state.pma_fix_enabled == enable)
return;
cmd_buffer->state.pma_fix_enabled = enable;
/* According to the Broadwell PIPE_CONTROL documentation, software should
* emit a PIPE_CONTROL with the CS Stall and Depth Cache Flush bits set
* prior to the LRI. If stencil buffer writes are enabled, then a Render
* Cache Flush is also necessary.
*
* The Skylake docs say to use a depth stall rather than a command
* streamer stall. However, the hardware seems to violently disagree.
* A full command streamer stall seems to be needed in both cases.
*/
anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
pc.DepthCacheFlushEnable = true;
pc.CommandStreamerStallEnable = true;
pc.RenderTargetCacheFlushEnable = true;
}
#if GEN_GEN == 9
uint32_t cache_mode;
anv_pack_struct(&cache_mode, GENX(CACHE_MODE_0),
.STCPMAOptimizationEnable = enable,
.STCPMAOptimizationEnableMask = true);
anv_batch_emit(&cmd_buffer->batch, GENX(MI_LOAD_REGISTER_IMM), lri) {
lri.RegisterOffset = GENX(CACHE_MODE_0_num);
lri.DataDWord = cache_mode;
}
#elif GEN_GEN == 8
uint32_t cache_mode;
anv_pack_struct(&cache_mode, GENX(CACHE_MODE_1),
.NPPMAFixEnable = enable,
@ -178,18 +201,20 @@ genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer *cmd_buffer, bool enable)
lri.DataDWord = cache_mode;
}
#endif /* GEN_GEN == 8 */
/* After the LRI, a PIPE_CONTROL with both the Depth Stall and Depth Cache
* Flush bits is often necessary. We do it regardless because it's easier.
* The render cache flush is also necessary if stencil writes are enabled.
*
* Again, the Skylake docs give a different set of flushes but the BDW
* flushes seem to work just as well.
*/
anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
pc.DepthStallEnable = true;
pc.DepthCacheFlushEnable = true;
pc.RenderTargetCacheFlushEnable = true;
}
cmd_buffer->state.pma_fix_enabled = enable;
#endif /* GEN_GEN == 8 */
}
static inline bool
@ -281,6 +306,126 @@ want_depth_pma_fix(struct anv_cmd_buffer *cmd_buffer)
wm_prog_data->computed_depth_mode != PSCDEPTH_OFF;
}
static inline bool
want_stencil_pma_fix(struct anv_cmd_buffer *cmd_buffer)
{
assert(GEN_GEN == 9);
/* From the Skylake PRM Vol. 2c CACHE_MODE_1::STC PMA Optimization Enable:
*
* Clearing this bit will force the STC cache to wait for pending
* retirement of pixels at the HZ-read stage and do the STC-test for
* Non-promoted, R-computed and Computed depth modes instead of
* postponing the STC-test to RCPFE.
*
* STC_TEST_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
* 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable
*
* STC_WRITE_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
* (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable &&
* 3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE)
*
* COMP_STC_EN = STC_TEST_EN &&
* 3DSTATE_PS_EXTRA::PixelShaderComputesStencil
*
* SW parses the pipeline states to generate the following logical
* signal indicating if PMA FIX can be enabled.
*
* STC_PMA_OPT =
* 3DSTATE_WM::ForceThreadDispatch != 1 &&
* !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0) &&
* 3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL &&
* 3DSTATE_DEPTH_BUFFER::HIZ Enable &&
* !(3DSTATE_WM::EDSC_Mode == 2) &&
* 3DSTATE_PS_EXTRA::PixelShaderValid &&
* !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
* 3DSTATE_WM_HZ_OP::DepthBufferResolve ||
* 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable ||
* 3DSTATE_WM_HZ_OP::StencilBufferClear) &&
* (COMP_STC_EN || STC_WRITE_EN) &&
* ((3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
* 3DSTATE_WM::ForceKillPix == ON ||
* 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
* 3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
* 3DSTATE_PS_BLEND::AlphaTestEnable ||
* 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) ||
* (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF))
*/
/* These are always true:
* 3DSTATE_WM::ForceThreadDispatch != 1 &&
* !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0)
*/
/* We only enable the PMA fix if we know for certain that HiZ is enabled.
* If we don't know whether HiZ is enabled or not, we disable the PMA fix
* and there is no harm.
*
* (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) &&
* 3DSTATE_DEPTH_BUFFER::HIZ Enable
*/
if (!cmd_buffer->state.hiz_enabled)
return false;
/* We can't possibly know if HiZ is enabled without the framebuffer */
assert(cmd_buffer->state.framebuffer);
/* HiZ is enabled so we had better have a depth buffer with HiZ */
const struct anv_image_view *ds_iview =
anv_cmd_buffer_get_depth_stencil_view(cmd_buffer);
assert(ds_iview && ds_iview->image->aux_usage == ISL_AUX_USAGE_HIZ);
/* 3DSTATE_PS_EXTRA::PixelShaderValid */
struct anv_pipeline *pipeline = cmd_buffer->state.pipeline;
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT))
return false;
/* !(3DSTATE_WM::EDSC_Mode == 2) */
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
if (wm_prog_data->early_fragment_tests)
return false;
/* We never use anv_pipeline for HiZ ops so this is trivially true:
* !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
* 3DSTATE_WM_HZ_OP::DepthBufferResolve ||
* 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable ||
* 3DSTATE_WM_HZ_OP::StencilBufferClear)
*/
/* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
* 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable
*/
const bool stc_test_en =
(ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
pipeline->stencil_test_enable;
/* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
* (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable &&
* 3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE)
*/
const bool stc_write_en =
(ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
pipeline->writes_stencil;
/* STC_TEST_EN && 3DSTATE_PS_EXTRA::PixelShaderComputesStencil */
const bool comp_stc_en = stc_test_en && wm_prog_data->computed_stencil;
/* COMP_STC_EN || STC_WRITE_EN */
if (!(comp_stc_en || stc_write_en))
return false;
/* (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
* 3DSTATE_WM::ForceKillPix == ON ||
* 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
* 3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
* 3DSTATE_PS_BLEND::AlphaTestEnable ||
* 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) ||
* (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF)
*/
return pipeline->kill_pixel ||
wm_prog_data->computed_depth_mode != PSCDEPTH_OFF;
}
void
genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
{
@ -390,6 +535,7 @@ genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
}
if (cmd_buffer->state.dirty & (ANV_CMD_DIRTY_PIPELINE |
ANV_CMD_DIRTY_RENDER_TARGETS |
ANV_CMD_DIRTY_DYNAMIC_STENCIL_COMPARE_MASK |
ANV_CMD_DIRTY_DYNAMIC_STENCIL_WRITE_MASK |
ANV_CMD_DIRTY_DYNAMIC_STENCIL_REFERENCE)) {
@ -415,6 +561,9 @@ genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
anv_batch_emit_merge(&cmd_buffer->batch, dwords,
pipeline->gen9.wm_depth_stencil);
genX(cmd_buffer_enable_pma_fix)(cmd_buffer,
want_stencil_pma_fix(cmd_buffer));
}
#endif

View file

@ -799,6 +799,7 @@ emit_ds_state(struct anv_pipeline *pipeline,
* to make sure it's initialized to something useful.
*/
pipeline->writes_stencil = false;
pipeline->stencil_test_enable = false;
pipeline->writes_depth = false;
pipeline->depth_test_enable = false;
memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw));
@ -814,6 +815,7 @@ emit_ds_state(struct anv_pipeline *pipeline,
VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo;
sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects);
pipeline->stencil_test_enable = info.stencilTestEnable;
pipeline->writes_depth = info.depthWriteEnable;
pipeline->depth_test_enable = info.depthTestEnable;
@ -1574,8 +1576,8 @@ compute_kill_pixel(struct anv_pipeline *pipeline,
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
/* This computes the KillPixel portion of the computation for whether or
* not we want to enable the PMA fix on gen8. It's given by this chunk of
* the giant formula:
* not we want to enable the PMA fix on gen8 or gen9. It's given by this
* chunk of the giant formula:
*
* (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
* 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||