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authorMarek Olšák <[email protected]>2017-01-24 03:41:05 +0100
committerMarek Olšák <[email protected]>2017-01-30 13:27:14 +0100
commit4a4ff66dbebe836492a6b6321742c21ca9bcd70a (patch)
tree1e3a1391b490ee9cb7e46239a3e3e4534bd55b5e /src/gallium
parent879c73fac8a8bfc8495e2e9876c4aa9b78006d4b (diff)
radeonsi: also prefetch compute shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/radeonsi/si_compute.c12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/gallium/drivers/radeonsi/si_compute.c b/src/gallium/drivers/radeonsi/si_compute.c
index fe29fb154d5..d05c488f38c 100644
--- a/src/gallium/drivers/radeonsi/si_compute.c
+++ b/src/gallium/drivers/radeonsi/si_compute.c
@@ -372,6 +372,18 @@ static bool si_switch_compute_shader(struct si_context *sctx,
RADEON_PRIO_SCRATCH_BUFFER);
}
+ /* Prefetch the compute shader to TC L2.
+ *
+ * We should also prefetch graphics shaders if a compute dispatch was
+ * the last command, and the compute shader if a draw call was the last
+ * command. However, that would add more complexity and we're likely
+ * to get a shader state change in that case anyway.
+ */
+ if (sctx->b.chip_class >= CIK) {
+ cik_prefetch_TC_L2_async(sctx, &program->shader.bo->b.b,
+ 0, program->shader.bo->b.b.width0);
+ }
+
shader_va = shader->bo->gpu_address + offset;
if (program->use_code_object_v2) {
/* Shader code is placed after the amd_kernel_code_t