The coarser 32x32 cross-slice hashing mode seems to lead to better L1
and L2 utilization due to the improved execution locality, however it
can also lead to a bottleneck in a single slice, especially in
workloads that concentrate heavy rendering in small areas of the
screen (e.g. SynMark2 OglGeomPoint, OglTerrain*) -- This effect is
mitigated here by performing a permutation of the pixel pipe hashing
tables that ensures that adjacent rows map to pixel pipes as far away
as possible in the caching hierarchy.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13569>
This starts off with the simplest possible pixel hashing table
calculation that just assigns consecutive indices (modulo N) to
adjacent entries of the table, along the lines of the existing
intel_compute_pixel_hash_table(). The same function will be improved
in a future commit with a more optimal calculation.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13569>
In order to avoid some duplication between the GL and Vulkan driver,
which will get worse as we introduce additional code in order to
handle more recent generations.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13569>