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authorMarek Olšák <[email protected]>2016-10-12 22:15:31 +0200
committerMarek Olšák <[email protected]>2016-10-13 19:00:51 +0200
commit7dddf0b7ab9a222a79b647082ebfb8787c8559ac (patch)
tree03df9bda73a4ebf998d25c386ad1feceea7e161e /src/gallium/drivers/radeonsi
parente12c1cab5d571c215f65bd9f3fc1629c090ed948 (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]>
Diffstat (limited to 'src/gallium/drivers/radeonsi')
-rw-r--r--src/gallium/drivers/radeonsi/si_shader.h1
-rw-r--r--src/gallium/drivers/radeonsi/si_state_shaders.c53
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 ||