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-rw-r--r--src/gallium/drivers/radeonsi/si_state_shaders.c11
1 files changed, 4 insertions, 7 deletions
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index c41c5196466..be5c659e889 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -808,10 +808,10 @@ static void si_shader_ps(struct si_shader *shader)
S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
- /* Prefer RE_Z if the shader is complex enough. The requirement is either:
- * - the shader uses at least 2 VMEM instructions, or
- * - the code size is at least 50 2-dword instructions or 100 1-dword
- * instructions.
+ /* DON'T USE EARLY_Z_THEN_RE_Z !!!
+ *
+ * It decreases performance by 15% in DiRT: Showdown on Ultra settings.
+ * And it has pretty complex shaders.
*
* Shaders with side effects that must execute independently of the
* depth test require LATE_Z.
@@ -819,9 +819,6 @@ static void si_shader_ps(struct si_shader *shader)
if (info->writes_memory &&
!info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
shader->z_order = V_02880C_LATE_Z;
- else if (info->num_memory_instructions >= 2 ||
- shader->binary.code_size > 100*4)
- shader->z_order = V_02880C_EARLY_Z_THEN_RE_Z;
else
shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z;
}