diff options
author | Samuel Pitoiset <[email protected]> | 2017-10-17 09:47:53 +0200 |
---|---|---|
committer | Samuel Pitoiset <[email protected]> | 2017-10-20 20:07:53 +0200 |
commit | 341529dbee5c2b17fdcb7990484a383459bed305 (patch) | |
tree | 0c59e373b7811225ca8b6d63be9065f05fa8930e /src/amd | |
parent | af6985b309ccaef4b055728aaba08cf233542990 (diff) |
radv: use optimal packet order for draws
Ported from RadeonSI. The time where shaders are idle should
be shorter now. This can give a little boost, like +6% with
the dynamicubo Vulkan demo.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src/amd')
-rw-r--r-- | src/amd/vulkan/radv_cmd_buffer.c | 96 |
1 files changed, 79 insertions, 17 deletions
diff --git a/src/amd/vulkan/radv_cmd_buffer.c b/src/amd/vulkan/radv_cmd_buffer.c index 4c50dde395e..d511659d02d 100644 --- a/src/amd/vulkan/radv_cmd_buffer.c +++ b/src/amd/vulkan/radv_cmd_buffer.c @@ -1001,8 +1001,6 @@ radv_emit_graphics_pipeline(struct radv_cmd_buffer *cmd_buffer) radv_emit_fragment_shader(cmd_buffer, pipeline); radv_emit_vgt_vertex_reuse(cmd_buffer, pipeline); - radv_emit_shaders_prefetch(cmd_buffer, pipeline); - cmd_buffer->scratch_size_needed = MAX2(cmd_buffer->scratch_size_needed, pipeline->max_waves * pipeline->scratch_bytes_per_wave); @@ -1772,6 +1770,19 @@ radv_cmd_buffer_update_vertex_descriptors(struct radv_cmd_buffer *cmd_buffer) return true; } +static bool +radv_upload_graphics_shader_descriptors(struct radv_cmd_buffer *cmd_buffer) +{ + if (!radv_cmd_buffer_update_vertex_descriptors(cmd_buffer)) + return false; + + radv_flush_descriptors(cmd_buffer, VK_SHADER_STAGE_ALL_GRAPHICS); + radv_flush_constants(cmd_buffer, cmd_buffer->state.pipeline, + VK_SHADER_STAGE_ALL_GRAPHICS); + + return true; +} + static void radv_emit_draw_registers(struct radv_cmd_buffer *cmd_buffer, bool indexed_draw, bool instanced_draw, bool indirect_draw, @@ -3114,16 +3125,9 @@ radv_emit_draw_packets(struct radv_cmd_buffer *cmd_buffer, } static void -radv_draw(struct radv_cmd_buffer *cmd_buffer, - const struct radv_draw_info *info) +radv_emit_all_graphics_states(struct radv_cmd_buffer *cmd_buffer, + const struct radv_draw_info *info) { - MAYBE_UNUSED unsigned cdw_max = - radeon_check_space(cmd_buffer->device->ws, - cmd_buffer->cs, 4096); - - if (!radv_cmd_buffer_update_vertex_descriptors(cmd_buffer)) - return; - if (cmd_buffer->state.dirty & RADV_CMD_DIRTY_PIPELINE) radv_emit_graphics_pipeline(cmd_buffer); @@ -3142,19 +3146,77 @@ radv_draw(struct radv_cmd_buffer *cmd_buffer, cmd_buffer->state.dirty |= RADV_CMD_DIRTY_INDEX_BUFFER; } + radv_cmd_buffer_flush_dynamic_state(cmd_buffer); + radv_emit_draw_registers(cmd_buffer, info->indexed, info->instance_count > 1, info->indirect, info->indirect ? 0 : info->count); - radv_cmd_buffer_flush_dynamic_state(cmd_buffer); + cmd_buffer->state.dirty = 0; +} - radv_flush_descriptors(cmd_buffer, VK_SHADER_STAGE_ALL_GRAPHICS); - radv_flush_constants(cmd_buffer, cmd_buffer->state.pipeline, - VK_SHADER_STAGE_ALL_GRAPHICS); +static void +radv_draw(struct radv_cmd_buffer *cmd_buffer, + const struct radv_draw_info *info) +{ + bool pipeline_is_dirty = + (cmd_buffer->state.dirty & RADV_CMD_DIRTY_PIPELINE) && + cmd_buffer->state.pipeline && + cmd_buffer->state.pipeline != cmd_buffer->state.emitted_pipeline; - si_emit_cache_flush(cmd_buffer); + MAYBE_UNUSED unsigned cdw_max = + radeon_check_space(cmd_buffer->device->ws, + cmd_buffer->cs, 4096); - radv_emit_draw_packets(cmd_buffer, info); + /* Use optimal packet order based on whether we need to sync the + * pipeline. + */ + if (cmd_buffer->state.flush_bits & (RADV_CMD_FLAG_FLUSH_AND_INV_CB | + RADV_CMD_FLAG_FLUSH_AND_INV_DB | + RADV_CMD_FLAG_PS_PARTIAL_FLUSH | + RADV_CMD_FLAG_CS_PARTIAL_FLUSH)) { + /* If we have to wait for idle, set all states first, so that + * all SET packets are processed in parallel with previous draw + * calls. Then upload descriptors, set shader pointers, and + * draw, and prefetch at the end. This ensures that the time + * the CUs are idle is very short. (there are only SET_SH + * packets between the wait and the draw) + */ + radv_emit_all_graphics_states(cmd_buffer, info); + si_emit_cache_flush(cmd_buffer); + /* <-- CUs are idle here --> */ + + if (!radv_upload_graphics_shader_descriptors(cmd_buffer)) + return; + + radv_emit_draw_packets(cmd_buffer, info); + /* <-- CUs are busy here --> */ + + /* Start prefetches after the draw has been started. Both will + * run in parallel, but starting the draw first is more + * important. + */ + if (pipeline_is_dirty) { + radv_emit_shaders_prefetch(cmd_buffer, + cmd_buffer->state.pipeline); + } + } else { + /* If we don't wait for idle, start prefetches first, then set + * states, and draw at the end. + */ + si_emit_cache_flush(cmd_buffer); + + if (pipeline_is_dirty) { + radv_emit_shaders_prefetch(cmd_buffer, + cmd_buffer->state.pipeline); + } + + if (!radv_upload_graphics_shader_descriptors(cmd_buffer)) + return; + + radv_emit_all_graphics_states(cmd_buffer, info); + radv_emit_draw_packets(cmd_buffer, info); + } assert(cmd_buffer->cs->cdw <= cdw_max); radv_cmd_buffer_after_draw(cmd_buffer); |