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authorKenneth Graunke <[email protected]>2016-11-16 18:29:22 -0800
committerKenneth Graunke <[email protected]>2016-11-18 14:48:52 -0800
commitff0253a5ede3acb70852c224f1cf50357781ae81 (patch)
tree5caf8517956d87e3baceed1b58df05bb2f9e3c42 /src/mesa/drivers
parentadb3a83c09c20babfa9f7f5b36bc61bbc36c9cb1 (diff)
i965: Disable depth writes when depth test is GL_EQUAL.
There's no point in performing depth writes when the depth test comparison function is set to GL_EQUAL - it would just write out the same value that's already there (if it is written at all). While this is harmless from a functional perspective, it hurts performance. Obviously, writing to memory is not free, but there's another more subtle impact as well: it can prevent early depth optimizations. Depth writes aren't supposed to happen for pixels that are killed by fragment shader discard statements or the alpha test. So, with depth writes enabled and either of those, the pixel shader must be invoked to determine whether or not to perform the write. This is fairly stupid in the EQUAL case - we're running a shader to decide whether to replace the existing depth value with itself. By disabling these pointless writes, we allow early depth even with discards and alpha testing, allowing the hardware to skip the pixel shader altogether if the depth test fails. Improves performance of Unigine Valley: - Skylake GT2: +17.8% - Broadwell GT3e: +11.5% - Cherrytrail: +19.4% Huge thanks to Mark Janes for building frameretrace [1], the performance analysis tool that helped us find this issue, and to Robert Bragg for providing us performance metrics on Linux. Mark also spent the time to analyze Valley performance on Windows vs. Linux and discovered a discrepancy in early depth test metrics. Once he had isolated a draw call and drawn attention to the problem, fixing it was pretty simple. [1] https://github.com/janesma/apitrace/wiki/frameretrace-branch Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/i965/brw_cc.c2
-rw-r--r--src/mesa/drivers/dri/i965/brw_context.h20
-rw-r--r--src/mesa/drivers/dri/i965/brw_draw.c2
-rw-r--r--src/mesa/drivers/dri/i965/brw_wm.c2
-rw-r--r--src/mesa/drivers/dri/i965/gen6_depthstencil.c2
-rw-r--r--src/mesa/drivers/dri/i965/gen7_misc_state.c2
-rw-r--r--src/mesa/drivers/dri/i965/gen8_depth_state.c4
-rw-r--r--src/mesa/drivers/dri/i965/gen8_wm_depth_stencil.c2
8 files changed, 28 insertions, 8 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_cc.c b/src/mesa/drivers/dri/i965/brw_cc.c
index b11d7c85ca9..c3b00e1b605 100644
--- a/src/mesa/drivers/dri/i965/brw_cc.c
+++ b/src/mesa/drivers/dri/i965/brw_cc.c
@@ -225,7 +225,7 @@ static void upload_cc_unit(struct brw_context *brw)
cc->cc2.depth_test = 1;
cc->cc2.depth_test_function =
intel_translate_compare_func(ctx->Depth.Func);
- cc->cc2.depth_write_enable = ctx->Depth.Mask;
+ cc->cc2.depth_write_enable = brw_depth_writes_enabled(brw);
}
if (brw->stats_wm || unlikely(INTEL_DEBUG & DEBUG_STATS))
diff --git a/src/mesa/drivers/dri/i965/brw_context.h b/src/mesa/drivers/dri/i965/brw_context.h
index be59e3b0d16..550eefedcc2 100644
--- a/src/mesa/drivers/dri/i965/brw_context.h
+++ b/src/mesa/drivers/dri/i965/brw_context.h
@@ -1713,6 +1713,26 @@ bool brw_lower_texture_gradients(struct brw_context *brw,
extern const char * const conditional_modifier[16];
extern const char *const pred_ctrl_align16[16];
+static inline bool
+brw_depth_writes_enabled(const struct brw_context *brw)
+{
+ const struct gl_context *ctx = &brw->ctx;
+
+ /* We consider depth writes disabled if the depth function is GL_EQUAL,
+ * because it would just overwrite the existing depth value with itself.
+ *
+ * These bonus depth writes not only use bandwidth, but they also can
+ * prevent early depth processing. For example, if the pixel shader
+ * discards, the hardware must invoke the to determine whether or not
+ * to do the depth write. If writes are disabled, we may still be able
+ * to do the depth test before the shader, and skip the shader execution.
+ *
+ * The Broadwell 3DSTATE_WM_DEPTH_STENCIL documentation also contains
+ * a programming note saying to disable depth writes for EQUAL.
+ */
+ return ctx->Depth.Test && ctx->Depth.Mask && ctx->Depth.Func != GL_EQUAL;
+}
+
void
brw_emit_depthbuffer(struct brw_context *brw);
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c
index b09302006b2..7904ef5c818 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -372,7 +372,7 @@ brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
front_irb->need_downsample = true;
if (back_irb)
back_irb->need_downsample = true;
- if (depth_irb && ctx->Depth.Mask) {
+ if (depth_irb && brw_depth_writes_enabled(brw)) {
intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
brw_render_cache_set_add_bo(brw, depth_irb->mt->bo);
}
diff --git a/src/mesa/drivers/dri/i965/brw_wm.c b/src/mesa/drivers/dri/i965/brw_wm.c
index e6f68c46f8b..dab2e330583 100644
--- a/src/mesa/drivers/dri/i965/brw_wm.c
+++ b/src/mesa/drivers/dri/i965/brw_wm.c
@@ -460,7 +460,7 @@ brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
if (ctx->Depth.Test)
lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
- if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
+ if (brw_depth_writes_enabled(brw))
lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
/* _NEW_STENCIL | _NEW_BUFFERS */
diff --git a/src/mesa/drivers/dri/i965/gen6_depthstencil.c b/src/mesa/drivers/dri/i965/gen6_depthstencil.c
index a3de8448336..79d4d5da162 100644
--- a/src/mesa/drivers/dri/i965/gen6_depthstencil.c
+++ b/src/mesa/drivers/dri/i965/gen6_depthstencil.c
@@ -83,7 +83,7 @@ gen6_upload_depth_stencil_state(struct brw_context *brw)
if (ctx->Depth.Test && depth_irb) {
ds->ds2.depth_test_enable = ctx->Depth.Test;
ds->ds2.depth_test_func = intel_translate_compare_func(ctx->Depth.Func);
- ds->ds2.depth_write_enable = ctx->Depth.Mask;
+ ds->ds2.depth_write_enable = brw_depth_writes_enabled(brw);
}
/* Point the GPU at the new indirect state. */
diff --git a/src/mesa/drivers/dri/i965/gen7_misc_state.c b/src/mesa/drivers/dri/i965/gen7_misc_state.c
index 7bd5cd5c053..af9be66ff8e 100644
--- a/src/mesa/drivers/dri/i965/gen7_misc_state.c
+++ b/src/mesa/drivers/dri/i965/gen7_misc_state.c
@@ -109,7 +109,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
(depthbuffer_format << 18) |
((hiz ? 1 : 0) << 22) |
((stencil_mt != NULL && ctx->Stencil._WriteEnabled) << 27) |
- ((ctx->Depth.Mask != 0) << 28) |
+ (brw_depth_writes_enabled(brw) << 28) |
(surftype << 29));
/* 3DSTATE_DEPTH_BUFFER dw2 */
diff --git a/src/mesa/drivers/dri/i965/gen8_depth_state.c b/src/mesa/drivers/dri/i965/gen8_depth_state.c
index 3604aeef1df..14689f400fb 100644
--- a/src/mesa/drivers/dri/i965/gen8_depth_state.c
+++ b/src/mesa/drivers/dri/i965/gen8_depth_state.c
@@ -218,7 +218,7 @@ gen8_emit_depth_stencil_hiz(struct brw_context *brw,
}
emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype,
- ctx->Depth.Mask != 0,
+ brw_depth_writes_enabled(brw),
stencil_mt, ctx->Stencil._WriteEnabled,
hiz, width, height, depth, lod, min_array_element);
}
@@ -280,7 +280,7 @@ pma_fix_enable(const struct brw_context *brw)
* 3DSTATE_WM_DEPTH_STENCIL::DepthWriteEnable &&
* 3DSTATE_DEPTH_BUFFER::DEPTH_WRITE_ENABLE.
*/
- const bool depth_writes_enabled = ctx->Depth.Mask;
+ const bool depth_writes_enabled = brw_depth_writes_enabled(brw);
/* _NEW_STENCIL:
* !DEPTH_STENCIL_STATE::Stencil Buffer Write Enable ||
diff --git a/src/mesa/drivers/dri/i965/gen8_wm_depth_stencil.c b/src/mesa/drivers/dri/i965/gen8_wm_depth_stencil.c
index e49103c7cb5..9a6c9e060bb 100644
--- a/src/mesa/drivers/dri/i965/gen8_wm_depth_stencil.c
+++ b/src/mesa/drivers/dri/i965/gen8_wm_depth_stencil.c
@@ -90,7 +90,7 @@ gen8_upload_wm_depth_stencil(struct brw_context *brw)
GEN8_WM_DS_DEPTH_TEST_ENABLE |
FUNC(ctx->Depth.Func) << GEN8_WM_DS_DEPTH_FUNC_SHIFT;
- if (ctx->Depth.Mask)
+ if (brw_depth_writes_enabled(brw))
dw1 |= GEN8_WM_DS_DEPTH_BUFFER_WRITE_ENABLE;
}