aboutsummaryrefslogtreecommitdiffstats
path: root/src/intel/vulkan
diff options
context:
space:
mode:
authorJason Ekstrand <[email protected]>2017-12-01 16:10:48 -0800
committerJason Ekstrand <[email protected]>2017-12-08 15:43:26 -0800
commit4c7af87fb9275787d2235595fb9edf0c51d99510 (patch)
tree883712f13b69151491d7a3e73a92384e0af90378 /src/intel/vulkan
parentf1ce0b905ab159f3f1bdc947ff25ddbeeb1f6802 (diff)
anv: Enable UBO pushing
Push constants on Intel hardware are significantly more performant than pull constants. Since most Vulkan applications don't actively use push constants on Vulkan or at least don't use it heavily, we're pulling way more than we should be. By enabling pushing chunks of UBOs we can get rid of a lot of those pulls. On my SKL GT4e, this improves the performance of Dota 2 and Talos by around 2.5% and improves Aztec Ruins by around 2%. Reviewed-by: Jordan Justen <[email protected]>
Diffstat (limited to 'src/intel/vulkan')
-rw-r--r--src/intel/vulkan/anv_device.c1
-rw-r--r--src/intel/vulkan/anv_pipeline.c6
2 files changed, 7 insertions, 0 deletions
diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c
index 8eb5a9342ae..597444467c2 100644
--- a/src/intel/vulkan/anv_device.c
+++ b/src/intel/vulkan/anv_device.c
@@ -419,6 +419,7 @@ anv_physical_device_init(struct anv_physical_device *device,
device->compiler->shader_debug_log = compiler_debug_log;
device->compiler->shader_perf_log = compiler_perf_log;
device->compiler->supports_pull_constants = false;
+ device->compiler->constant_buffer_0_is_relative = true;
isl_device_init(&device->isl_dev, &device->info, swizzled);
diff --git a/src/intel/vulkan/anv_pipeline.c b/src/intel/vulkan/anv_pipeline.c
index cf2079db4e2..f2d4d113219 100644
--- a/src/intel/vulkan/anv_pipeline.c
+++ b/src/intel/vulkan/anv_pipeline.c
@@ -389,6 +389,9 @@ anv_pipeline_compile(struct anv_pipeline *pipeline,
struct brw_stage_prog_data *prog_data,
struct anv_pipeline_bind_map *map)
{
+ const struct brw_compiler *compiler =
+ pipeline->device->instance->physicalDevice.compiler;
+
nir_shader *nir = anv_shader_compile_to_nir(pipeline, mem_ctx,
module, entrypoint, stage,
spec_info);
@@ -438,6 +441,9 @@ anv_pipeline_compile(struct anv_pipeline *pipeline,
if (pipeline->layout)
anv_nir_apply_pipeline_layout(pipeline, nir, prog_data, map);
+ if (stage != MESA_SHADER_COMPUTE)
+ brw_nir_analyze_ubo_ranges(compiler, nir, prog_data->ubo_ranges);
+
assert(nir->num_uniforms == prog_data->nr_params * 4);
return nir;