diff options
author | Marek Olšák <[email protected]> | 2016-10-12 22:15:31 +0200 |
---|---|---|
committer | Marek Olšák <[email protected]> | 2016-10-13 19:00:51 +0200 |
commit | 7dddf0b7ab9a222a79b647082ebfb8787c8559ac (patch) | |
tree | 03df9bda73a4ebf998d25c386ad1feceea7e161e | |
parent | e12c1cab5d571c215f65bd9f3fc1629c090ed948 (diff) |
radeonsi: adjust and clean up Z_ORDER and EXEC_ON_x settings
The table was copied from the Vulkan driver. The comment lines are as long
as the table for cosmetic reasons.
Reviewed-by: Nicolai Hähnle <[email protected]>
-rw-r--r-- | src/gallium/drivers/radeonsi/si_shader.h | 1 | ||||
-rw-r--r-- | src/gallium/drivers/radeonsi/si_state_shaders.c | 53 |
2 files changed, 32 insertions, 22 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader.h b/src/gallium/drivers/radeonsi/si_shader.h index f2618acf198..b07210c90f5 100644 --- a/src/gallium/drivers/radeonsi/si_shader.h +++ b/src/gallium/drivers/radeonsi/si_shader.h @@ -439,7 +439,6 @@ struct si_shader { struct r600_resource *scratch_bo; union si_shader_key key; bool is_binary_shared; - unsigned z_order; /* The following data is all that's needed for binary shaders. */ struct radeon_shader_binary binary; diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c index be5c659e889..d339b8463c3 100644 --- a/src/gallium/drivers/radeonsi/si_state_shaders.c +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c @@ -807,20 +807,6 @@ static void si_shader_ps(struct si_shader *shader) S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) | S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) | S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0)); - - /* DON'T USE EARLY_Z_THEN_RE_Z !!! - * - * It decreases performance by 15% in DiRT: Showdown on Ultra settings. - * And it has pretty complex shaders. - * - * Shaders with side effects that must execute independently of the - * depth test require LATE_Z. - */ - if (info->writes_memory && - !info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) - shader->z_order = V_02880C_LATE_Z; - else - shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z; } static void si_shader_init_pm4_state(struct si_screen *sscreen, @@ -1371,12 +1357,38 @@ static void *si_create_shader_selector(struct pipe_context *ctx, break; } - if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) - sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1); + /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following: + * + * | early Z/S | writes_mem | allow_ReZ? | Z_ORDER | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP + * --|-----------|------------|------------|--------------------|-------------------|------------- + * 1a| false | false | true | EarlyZ_Then_ReZ | 0 | 0 + * 1b| false | false | false | EarlyZ_Then_LateZ | 0 | 0 + * 2 | false | true | n/a | LateZ | 1 | 0 + * 3 | true | false | n/a | EarlyZ_Then_LateZ | 0 | 0 + * 4 | true | true | n/a | EarlyZ_Then_LateZ | 0 | 1 + * + * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register. + * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense. + * + * Don't use ReZ without profiling !!! + * + * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex + * shaders. + */ + if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) { + /* Cases 3, 4. */ + sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) | + S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) | + S_02880C_EXEC_ON_NOOP(sel->info.writes_memory); + } else if (sel->info.writes_memory) { + /* Case 2. */ + sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) | + S_02880C_EXEC_ON_HIER_FAIL(1); + } else { + /* Case 1. */ + sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z); + } - if (sel->info.writes_memory) - sel->db_shader_control |= S_02880C_EXEC_ON_HIER_FAIL(1) | - S_02880C_EXEC_ON_NOOP(1); pipe_mutex_init(sel->mutex); util_queue_fence_init(&sel->ready); @@ -2213,8 +2225,7 @@ bool si_update_shaders(struct si_context *sctx) db_shader_control = sctx->ps_shader.cso->db_shader_control | - S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS) | - S_02880C_Z_ORDER(sctx->ps_shader.current->z_order); + S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS); if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) || sctx->sprite_coord_enable != rs->sprite_coord_enable || |