diff options
author | Jason Ekstrand <[email protected]> | 2017-12-01 16:10:48 -0800 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2017-12-08 15:43:26 -0800 |
commit | 4c7af87fb9275787d2235595fb9edf0c51d99510 (patch) | |
tree | 883712f13b69151491d7a3e73a92384e0af90378 /src/intel/vulkan | |
parent | f1ce0b905ab159f3f1bdc947ff25ddbeeb1f6802 (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.c | 1 | ||||
-rw-r--r-- | src/intel/vulkan/anv_pipeline.c | 6 |
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; |