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authorMichel Dänzer <michel.daenzer@amd.com>2015-01-13 16:38:52 +0900
committerMichel Dänzer <michel@daenzer.net>2015-01-15 15:09:48 +0900
commit82b7ee62fc4bbe014f61a60bccf694b706c7247d (patch)
treee6c75d8fb30597142b41156e50b111acaf101b80
parenta6a75f1286e1a2e7a0fb856849802b40474c6336 (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.h1
-rw-r--r--src/gallium/drivers/radeonsi/si_state_shaders.c20
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);
}