diff options
author | Marek Olšák <[email protected]> | 2017-01-19 13:58:50 +0100 |
---|---|---|
committer | Marek Olšák <[email protected]> | 2017-01-23 23:43:38 +0100 |
commit | 59c5da40ed2c6c56e29b562c2ee2c8705f28738b (patch) | |
tree | b9c4724a266619dfa2ef52ea6a77e776a27c1162 /src/gallium | |
parent | 7b32ae4df5bc19c378598d6a950a6019fa64ece6 (diff) |
radeonsi: preload PS inputs only if KILL is used
so that most shaders can get lower VGPR usage thanks to lazy input loading.
I think this is a more accurate constraint that prevents the black transitions
in Witcher 2.
Affected shaders (7758):
Max Waves: 57437 -> 58231 (1.38 %)
Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/gallium')
-rw-r--r-- | src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c b/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c index 8d19a4eea68..4f355e58490 100644 --- a/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c +++ b/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c @@ -637,11 +637,15 @@ store_value_to_array(struct lp_build_tgsi_context *bld_base, /* If this is true, preload FS inputs at the beginning of shaders. Otherwise, * reload them at each use. This must be true if the shader is using - * derivatives, because all inputs should be loaded in the WQM mode. + * derivatives and KILL, because KILL can leave the WQM and then a lazy + * input load isn't in the WQM anymore. */ static bool si_preload_fs_inputs(struct si_shader_context *ctx) { - return ctx->shader->selector->info.uses_derivatives; + struct si_shader_selector *sel = ctx->shader->selector; + + return sel->info.uses_derivatives && + sel->info.uses_kill; } static LLVMValueRef |