diff options
author | Jason Ekstrand <[email protected]> | 2017-02-01 16:41:04 -0800 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2017-02-14 14:18:55 -0800 |
commit | f434a60a538bb3b8813f3bdcaa55e34a67279dee (patch) | |
tree | 147c29221b23be581bdf7a2a0e80ce0c1af2598a /src | |
parent | d665c51eea4e85cb5a9e72f9a5cf1242795eda8a (diff) |
anv: Implement the Skylake stencil PMA optimization
Unfortunately, this doesn't substantially improve the performance of any
known apps. With Dota 2 on my Sky Lake gt4, it seems help by somewhere
between 0% and 1% but there's enough noise that it's hard to get a clear
picture.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/intel/vulkan/anv_private.h | 1 | ||||
-rw-r--r-- | src/intel/vulkan/gen8_cmd_buffer.c | 157 | ||||
-rw-r--r-- | src/intel/vulkan/genX_pipeline.c | 6 |
3 files changed, 158 insertions, 6 deletions
diff --git a/src/intel/vulkan/anv_private.h b/src/intel/vulkan/anv_private.h index 449aa0f4ab6..b5c5b23f0fc 100644 --- a/src/intel/vulkan/anv_private.h +++ b/src/intel/vulkan/anv_private.h @@ -1488,6 +1488,7 @@ struct anv_pipeline { bool writes_depth; bool depth_test_enable; bool writes_stencil; + bool stencil_test_enable; bool depth_clamp_enable; bool kill_pixel; diff --git a/src/intel/vulkan/gen8_cmd_buffer.c b/src/intel/vulkan/gen8_cmd_buffer.c index 0628f3a0dd1..59fd537219b 100644 --- a/src/intel/vulkan/gen8_cmd_buffer.c +++ b/src/intel/vulkan/gen8_cmd_buffer.c @@ -157,16 +157,39 @@ __emit_sf_state(struct anv_cmd_buffer *cmd_buffer) void genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer *cmd_buffer, bool enable) { -#if GEN_GEN == 8 if (cmd_buffer->state.pma_fix_enabled == enable) return; + cmd_buffer->state.pma_fix_enabled = enable; + + /* According to the Broadwell PIPE_CONTROL documentation, software should + * emit a PIPE_CONTROL with the CS Stall and Depth Cache Flush bits set + * prior to the LRI. If stencil buffer writes are enabled, then a Render + * Cache Flush is also necessary. + * + * The Skylake docs say to use a depth stall rather than a command + * streamer stall. However, the hardware seems to violently disagree. + * A full command streamer stall seems to be needed in both cases. + */ anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) { pc.DepthCacheFlushEnable = true; pc.CommandStreamerStallEnable = true; pc.RenderTargetCacheFlushEnable = true; } +#if GEN_GEN == 9 + + uint32_t cache_mode; + anv_pack_struct(&cache_mode, GENX(CACHE_MODE_0), + .STCPMAOptimizationEnable = enable, + .STCPMAOptimizationEnableMask = true); + anv_batch_emit(&cmd_buffer->batch, GENX(MI_LOAD_REGISTER_IMM), lri) { + lri.RegisterOffset = GENX(CACHE_MODE_0_num); + lri.DataDWord = cache_mode; + } + +#elif GEN_GEN == 8 + uint32_t cache_mode; anv_pack_struct(&cache_mode, GENX(CACHE_MODE_1), .NPPMAFixEnable = enable, @@ -178,18 +201,20 @@ genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer *cmd_buffer, bool enable) lri.DataDWord = cache_mode; } +#endif /* GEN_GEN == 8 */ + /* After the LRI, a PIPE_CONTROL with both the Depth Stall and Depth Cache * Flush bits is often necessary. We do it regardless because it's easier. * The render cache flush is also necessary if stencil writes are enabled. + * + * Again, the Skylake docs give a different set of flushes but the BDW + * flushes seem to work just as well. */ anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) { pc.DepthStallEnable = true; pc.DepthCacheFlushEnable = true; pc.RenderTargetCacheFlushEnable = true; } - - cmd_buffer->state.pma_fix_enabled = enable; -#endif /* GEN_GEN == 8 */ } static inline bool @@ -281,6 +306,126 @@ want_depth_pma_fix(struct anv_cmd_buffer *cmd_buffer) wm_prog_data->computed_depth_mode != PSCDEPTH_OFF; } +static inline bool +want_stencil_pma_fix(struct anv_cmd_buffer *cmd_buffer) +{ + assert(GEN_GEN == 9); + + /* From the Skylake PRM Vol. 2c CACHE_MODE_1::STC PMA Optimization Enable: + * + * Clearing this bit will force the STC cache to wait for pending + * retirement of pixels at the HZ-read stage and do the STC-test for + * Non-promoted, R-computed and Computed depth modes instead of + * postponing the STC-test to RCPFE. + * + * STC_TEST_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && + * 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable + * + * STC_WRITE_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && + * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable && + * 3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE) + * + * COMP_STC_EN = STC_TEST_EN && + * 3DSTATE_PS_EXTRA::PixelShaderComputesStencil + * + * SW parses the pipeline states to generate the following logical + * signal indicating if PMA FIX can be enabled. + * + * STC_PMA_OPT = + * 3DSTATE_WM::ForceThreadDispatch != 1 && + * !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0) && + * 3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL && + * 3DSTATE_DEPTH_BUFFER::HIZ Enable && + * !(3DSTATE_WM::EDSC_Mode == 2) && + * 3DSTATE_PS_EXTRA::PixelShaderValid && + * !(3DSTATE_WM_HZ_OP::DepthBufferClear || + * 3DSTATE_WM_HZ_OP::DepthBufferResolve || + * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable || + * 3DSTATE_WM_HZ_OP::StencilBufferClear) && + * (COMP_STC_EN || STC_WRITE_EN) && + * ((3DSTATE_PS_EXTRA::PixelShaderKillsPixels || + * 3DSTATE_WM::ForceKillPix == ON || + * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || + * 3DSTATE_PS_BLEND::AlphaToCoverageEnable || + * 3DSTATE_PS_BLEND::AlphaTestEnable || + * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) || + * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF)) + */ + + /* These are always true: + * 3DSTATE_WM::ForceThreadDispatch != 1 && + * !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0) + */ + + /* We only enable the PMA fix if we know for certain that HiZ is enabled. + * If we don't know whether HiZ is enabled or not, we disable the PMA fix + * and there is no harm. + * + * (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) && + * 3DSTATE_DEPTH_BUFFER::HIZ Enable + */ + if (!cmd_buffer->state.hiz_enabled) + return false; + + /* We can't possibly know if HiZ is enabled without the framebuffer */ + assert(cmd_buffer->state.framebuffer); + + /* HiZ is enabled so we had better have a depth buffer with HiZ */ + const struct anv_image_view *ds_iview = + anv_cmd_buffer_get_depth_stencil_view(cmd_buffer); + assert(ds_iview && ds_iview->image->aux_usage == ISL_AUX_USAGE_HIZ); + + /* 3DSTATE_PS_EXTRA::PixelShaderValid */ + struct anv_pipeline *pipeline = cmd_buffer->state.pipeline; + if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) + return false; + + /* !(3DSTATE_WM::EDSC_Mode == 2) */ + const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); + if (wm_prog_data->early_fragment_tests) + return false; + + /* We never use anv_pipeline for HiZ ops so this is trivially true: + * !(3DSTATE_WM_HZ_OP::DepthBufferClear || + * 3DSTATE_WM_HZ_OP::DepthBufferResolve || + * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable || + * 3DSTATE_WM_HZ_OP::StencilBufferClear) + */ + + /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && + * 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable + */ + const bool stc_test_en = + (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) && + pipeline->stencil_test_enable; + + /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && + * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable && + * 3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE) + */ + const bool stc_write_en = + (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) && + pipeline->writes_stencil; + + /* STC_TEST_EN && 3DSTATE_PS_EXTRA::PixelShaderComputesStencil */ + const bool comp_stc_en = stc_test_en && wm_prog_data->computed_stencil; + + /* COMP_STC_EN || STC_WRITE_EN */ + if (!(comp_stc_en || stc_write_en)) + return false; + + /* (3DSTATE_PS_EXTRA::PixelShaderKillsPixels || + * 3DSTATE_WM::ForceKillPix == ON || + * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || + * 3DSTATE_PS_BLEND::AlphaToCoverageEnable || + * 3DSTATE_PS_BLEND::AlphaTestEnable || + * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) || + * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF) + */ + return pipeline->kill_pixel || + wm_prog_data->computed_depth_mode != PSCDEPTH_OFF; +} + void genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer) { @@ -390,6 +535,7 @@ genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer) } if (cmd_buffer->state.dirty & (ANV_CMD_DIRTY_PIPELINE | + ANV_CMD_DIRTY_RENDER_TARGETS | ANV_CMD_DIRTY_DYNAMIC_STENCIL_COMPARE_MASK | ANV_CMD_DIRTY_DYNAMIC_STENCIL_WRITE_MASK | ANV_CMD_DIRTY_DYNAMIC_STENCIL_REFERENCE)) { @@ -415,6 +561,9 @@ genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer) anv_batch_emit_merge(&cmd_buffer->batch, dwords, pipeline->gen9.wm_depth_stencil); + + genX(cmd_buffer_enable_pma_fix)(cmd_buffer, + want_stencil_pma_fix(cmd_buffer)); } #endif diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c index 790fbbe364f..a9396da48ac 100644 --- a/src/intel/vulkan/genX_pipeline.c +++ b/src/intel/vulkan/genX_pipeline.c @@ -799,6 +799,7 @@ emit_ds_state(struct anv_pipeline *pipeline, * to make sure it's initialized to something useful. */ pipeline->writes_stencil = false; + pipeline->stencil_test_enable = false; pipeline->writes_depth = false; pipeline->depth_test_enable = false; memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw)); @@ -814,6 +815,7 @@ emit_ds_state(struct anv_pipeline *pipeline, VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo; sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects); + pipeline->stencil_test_enable = info.stencilTestEnable; pipeline->writes_depth = info.depthWriteEnable; pipeline->depth_test_enable = info.depthTestEnable; @@ -1574,8 +1576,8 @@ compute_kill_pixel(struct anv_pipeline *pipeline, const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); /* This computes the KillPixel portion of the computation for whether or - * not we want to enable the PMA fix on gen8. It's given by this chunk of - * the giant formula: + * not we want to enable the PMA fix on gen8 or gen9. It's given by this + * chunk of the giant formula: * * (3DSTATE_PS_EXTRA::PixelShaderKillsPixels || * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || |