diff options
author | Michel Dänzer <michel.daenzer@amd.com> | 2015-01-13 16:38:52 +0900 |
---|---|---|
committer | Michel Dänzer <michel@daenzer.net> | 2015-01-15 15:09:48 +0900 |
commit | 82b7ee62fc4bbe014f61a60bccf694b706c7247d (patch) | |
tree | e6c75d8fb30597142b41156e50b111acaf101b80 | |
parent | a6a75f1286e1a2e7a0fb856849802b40474c6336 (diff) |
Revert "radeonsi: only set BC_OPTIMIZE_DISABLE when necessary"
This reverts commit 0543630d0b0d9d9f6eefbc14fbd3385d4de37ba0.
It caused flickering artifacts in Steam games such as Team Fortress 2 or
Left 4 Dead 2.
We could probably only enable this optimization by also making sure the
shader code only uses either SI_PARAM_LINEAR_CENTROID or
SI_PARAM_LINEAR_CENTER, not both. This would probably require a shader
variant.
Sorry I didn't remember this when reviewing the reverted change.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
-rw-r--r-- | src/gallium/drivers/radeonsi/si_pipe.h | 1 | ||||
-rw-r--r-- | src/gallium/drivers/radeonsi/si_state_shaders.c | 20 |
2 files changed, 6 insertions, 15 deletions
diff --git a/src/gallium/drivers/radeonsi/si_pipe.h b/src/gallium/drivers/radeonsi/si_pipe.h index dfb1cd6e065..6144fb1b2f0 100644 --- a/src/gallium/drivers/radeonsi/si_pipe.h +++ b/src/gallium/drivers/radeonsi/si_pipe.h @@ -169,7 +169,6 @@ struct si_context { /* shader information */ unsigned sprite_coord_enable; bool flatshade; - bool bc_optimize_disable; struct si_descriptors vertex_buffers; struct si_buffer_resources const_buffers[SI_NUM_SHADERS]; struct si_buffer_resources rw_buffers[SI_NUM_SHADERS]; diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c index 817a990ee2e..887680f7b55 100644 --- a/src/gallium/drivers/radeonsi/si_state_shaders.c +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c @@ -232,7 +232,7 @@ static void si_shader_ps(struct si_shader *shader) { struct tgsi_shader_info *info = &shader->selector->info; struct si_pm4_state *pm4; - unsigned i; + unsigned i, spi_ps_in_control; unsigned num_sgprs, num_user_sgprs; unsigned spi_baryc_cntl = 0, spi_ps_input_ena; uint64_t va; @@ -267,6 +267,9 @@ static void si_shader_ps(struct si_shader *shader) } } + spi_ps_in_control = S_0286D8_NUM_INTERP(shader->nparam) | + S_0286D8_BC_OPTIMIZE_DISABLE(1); + si_pm4_set_reg(pm4, R_0286E0_SPI_BARYC_CNTL, spi_baryc_cntl); spi_ps_input_ena = shader->spi_ps_input_ena; /* we need to enable at least one of them, otherwise we hang the GPU */ @@ -281,6 +284,7 @@ static void si_shader_ps(struct si_shader *shader) si_pm4_set_reg(pm4, R_0286CC_SPI_PS_INPUT_ENA, spi_ps_input_ena); si_pm4_set_reg(pm4, R_0286D0_SPI_PS_INPUT_ADDR, spi_ps_input_ena); + si_pm4_set_reg(pm4, R_0286D8_SPI_PS_IN_CONTROL, spi_ps_in_control); si_pm4_set_reg(pm4, R_028710_SPI_SHADER_Z_FORMAT, shader->spi_shader_z_format); si_pm4_set_reg(pm4, R_028714_SPI_SHADER_COL_FORMAT, @@ -661,10 +665,6 @@ bcolor: } } - si_pm4_set_reg(pm4, R_0286D8_SPI_PS_IN_CONTROL, - S_0286D8_NUM_INTERP(ps->nparam) | - S_0286D8_BC_OPTIMIZE_DISABLE(sctx->bc_optimize_disable)); - si_pm4_set_state(sctx, spi, pm4); } @@ -710,7 +710,6 @@ void si_update_shaders(struct si_context *sctx) { struct pipe_context *ctx = (struct pipe_context*)sctx; struct si_state_rasterizer *rs = sctx->queued.named.rasterizer; - bool bc_optimize_disable; if (sctx->gs_shader) { si_shader_select(ctx, sctx->gs_shader); @@ -775,18 +774,11 @@ void si_update_shaders(struct si_context *sctx) si_pm4_bind_state(sctx, ps, sctx->ps_shader->current->pm4); - /* Whether CENTER != CENTROID. */ - bc_optimize_disable = sctx->framebuffer.nr_samples > 1 && - rs->multisample_enable && - sctx->ps_shader->info.uses_centroid; - 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 || - sctx->bc_optimize_disable != bc_optimize_disable) { + sctx->flatshade != rs->flatshade) { sctx->sprite_coord_enable = rs->sprite_coord_enable; sctx->flatshade = rs->flatshade; - sctx->bc_optimize_disable = bc_optimize_disable; si_update_spi_map(sctx); } |