| Commit message (Collapse) | Author | Age | Files | Lines |
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This has only been tested on RX480.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When a buffer becomes resident, check if it has been invalidated,
if so update the descriptor and the dirty flag.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When texture buffers are invalidated the addr in the resident
descriptor has to be updated but we can't create a new descriptor
because the resident handle has to be the same.
Instead, use the WRITE_DATA packet which allows to update memory
directly but graphics/compute have to be idle in case the GPU is
reading the descriptor.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When the current bound shaders don't use any bindless textures
or images, it's useless to decompress the resident resources.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This adds some new helper functions to know if the current draw
call (or dispatch compute) is using bindless samplers/images,
based on TGSI analysis.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Similar to the existing decompression code path except that it
loops over the list of resident textures/images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Analogous to bound textures/images. We should also update the
resident descriptors and disable COMPRESSION_EN for avoiding
useless DCC fetches, but I postpone this optimization for a
separate series.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This won't help much except for applications that use a ton
of resident handles. Though, this will reduce the winsys
overhead a little bit.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Resident buffers have to be added to every new command stream.
Though, this could be slightly improved when current shaders
don't use any bindless textures/images but usually applications
tend to use bindless for almost every draw call, and the winsys
thread might help when buffers are added early.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This implements the Gallium interface. Decompression of resident
textures/images will follow in the next patches.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For each texture/image handles, we need to allocate a new
buffer for the bindless descriptor. But when the number of
buffers added to the current CS becomes high, the overhead
in the winsys (and in the kernel) is important.
To reduce this bottleneck, the idea is to suballocate the
bindless descriptors using a slab similar to the one used
in the winsys.
Currently, a buffer can hold 1024 bindless descriptors but
this limit is arbitrary and could be changed in the future
for some reasons. Once a slab is allocated the "base" buffer
is added to a per-context list.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To share some common code between bound and bindless images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To share some common code between bound and bindless textures.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This will be used in order to initialize resident descriptors
for bindless textures/images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Whether bindless texture operations are supported by the
underlying driver.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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there isn't much to gain here
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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It makes si_vertex_elements a little smaller.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Each element has over 700 bytes.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The previous patch helps with this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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the next patch will benefit from this
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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LLVMAddEarlyCSEMemSSAPass() is defined in LLVM 4.0.
Fixes: 257b538 ("radeonsi: do EarlyCSEMemSSA LLVM pass)
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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(v2)
The workaround causes a massive performance decrease on 1-SE parts.
(Cape Verde, Hainan, Oland)
The performance regression is already part of 17.0 and 17.1.
v2: check tess_uses_prim_id
Cc: 17.0 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This and the previous clip_regs commit decrease IB sizes and the number of
si_update_shaders invocations as follows:
IB size si_update_shaders calls
Borderlands 2 -10% -27%
Deus Ex: MD -5% -11%
Talos Principle -8% -30%
v2: always dirty cb_render_state in set_framebuffer_state
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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When a stencil buffer is part of the framebuffer state, it is
decompressed but because it's bindless, all draw calls set
stencil_dirty_level_mask to 1.
v2: Marek - set the flags outside the loop
- also clear and set framebuffer.do_update_surf_dirtiness there
- do it in the DB->CB copy path too
v3: Marek - save and restore the do_update_surf_dirtiness flag
Signed-off-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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so that LLVM IR looks like CSE has been run on it. It's also recommended
by the instruction combining pass.
This also fixes:
- GL45-CTS.arrays_of_arrays_gl.InteractionFunctionCalls2 (crash)
- piglit/spec/arb_shader_ballot/execution/fs-readFirstInvocation-uint-loop (fail)
The code size decrease is positive, the register usage isn't. There is
a decrease in VGPR spilling for Tomb Raider, but increase in DiRT Showdown
and GRID Autosport.
EarlyCSEMemSSA has a -0.01% change in code size compared EarlyCSE.
SGPRS: 1935420 -> 1938076 (0.14 %)
VGPRS: 1645504 -> 1645988 (0.03 %)
Spilled SGPRs: 2493 -> 2651 (6.34 %)
Spilled VGPRs: 107 -> 115 (7.48 %)
Private memory VGPRs: 1332 -> 1332 (0.00 %)
Scratch size: 1512 -> 1516 (0.26 %) dwords per thread
Code Size: 61981592 -> 61890012 (-0.15 %) bytes
Max Waves: 371847 -> 371798 (-0.01 %)
Reviewed-by: Nicolai Hähnle <[email protected]>
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We can use a union in si_shader_key::mono.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Heaven LDS usage for LS+HS is below. The masks are "outputs_written"
for LS and HS. Note that 32K is the maximum size.
Before:
heaven_x64: ls=1f1 tcs=1f1, lds=32K
heaven_x64: ls=31 tcs=31, lds=24K
heaven_x64: ls=71 tcs=71, lds=28K
After:
heaven_x64: ls=3f tcs=3f, lds=24K
heaven_x64: ls=7 tcs=7, lds=13K
heaven_x64: ls=f tcs=f, lds=17K
All other apps have a similar decrease in LDS usage, because
the "outputs_written" masks are similar. Also, most apps don't write
POSITION in these shader stages, so there is room for improvement.
(tight per-component input/output packing might help even more)
It's unknown whether this improves performance.
Tested-by: Edmondo Tommasina <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Most things are in place. Ideally we won't see decompress blits for stencil
anymore.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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