[Mesa-dev] [PATCH 3/3] meta: Avoid shader recompilation for msaa color resolve blit

Jason Ekstrand jason at jlekstrand.net
Fri Aug 29 11:02:52 PDT 2014


Other than the comment I made yesterday, this series looks good to me.
--Jason Ekstrand


On Thu, Aug 28, 2014 at 7:31 PM, Jason Ekstrand <jason at jlekstrand.net>
wrote:

> Anuj,
> A cursory reading on my phone says these patches should be OK.  I'll give
> it a more thorough look tomorrow when I have the full source in front of me.
>
> One comment though: Is there a good reason this is 3 patches?  The first
> redactors stuff just so you can do a check in the second which you then
> remove in the third.  Why not just make one patch to do what the third one
> does?  In particular, the stuff you added to the blit state in the first
> patch is left in the blit state but is effectively unused once we get to
> the third.
>
> --Jason Ekstrand
> On Aug 28, 2014 4:48 PM, "Anuj Phogat" <anuj.phogat at gmail.com> wrote:
>
>> Currently, setup_glsl_msaa_blit_shader() doesn't store compiled
>> msaa shaders generated for specific sample counts. This causes
>> the recompilation BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE* and
>> BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE* shaders every
>> time there is a change in source buffer sample count. This can
>> hit the performance of an application which continuously changes
>> sample count of multisample buffer. Unnecessary compilations can
>> be avoided by storing the compiled shaders for all supported
>> sample counts.
>>
>> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
>>
>> ---
>> This patch continues with the current approach of storing the
>> compiled shaders in msaa_shaders array. But, as suggested by
>> Ken, a better approach in the future would be to implement a
>> shader cache for meta and maintain a program key for each
>> shader. Any changes to the program key will trigger the
>> recompilation of the shader. It'll be similar to
>> brw_blorp_blit_prog_key used for blit shaders in i965 BLORP
>> backend. I'll keep this task in my todo list but not planning
>> to pick it up anytime soon. Feel free to take it off my list.
>>
>> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
>> ---
>>  src/mesa/drivers/common/meta.h      | 40
>> +++++++++++++++++++++++++++++--------
>>  src/mesa/drivers/common/meta_blit.c | 37
>> +++++++++++++++++++++-------------
>>  2 files changed, 55 insertions(+), 22 deletions(-)
>>
>> diff --git a/src/mesa/drivers/common/meta.h
>> b/src/mesa/drivers/common/meta.h
>> index 75a869c..d2965b5 100644
>> --- a/src/mesa/drivers/common/meta.h
>> +++ b/src/mesa/drivers/common/meta.h
>> @@ -235,21 +235,45 @@ struct blit_shader_table {
>>  /**
>>   * Indices in the blit_state->msaa_shaders[] array
>>   *
>> - * Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums
>> are one
>> - * more than the non-_INT version and _UINT is one beyond that.
>> + * Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums
>> are five
>> + * more than the corresponding non-_INT versions and _UINT are five
>> beyond that.
>>   */
>>  enum blit_msaa_shader {
>> -   BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
>> -   BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
>> -   BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
>> +   BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
>> +   BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
>> +   BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
>> +   BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
>> +   BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
>> +   BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
>> +   BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
>> +   BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
>> +   BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
>> +   BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
>> +   BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
>> +   BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
>> +   BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
>> +   BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
>> +   BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
>>     BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY,
>>     BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_INT,
>>     BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT,
>>     BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE,
>>     BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY,
>> -   BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
>> -   BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
>> -   BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
>> +   BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
>> +   BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
>> +   BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
>> +   BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
>> +   BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
>> +   BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
>> +   BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
>> +   BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
>> +   BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
>> +   BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
>> +   BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
>> +   BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
>> +   BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
>> +   BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
>> +   BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
>>     BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY,
>>     BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_INT,
>>     BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_UINT,
>> diff --git a/src/mesa/drivers/common/meta_blit.c
>> b/src/mesa/drivers/common/meta_blit.c
>> index 1c2d8c1..63cb01a 100644
>> --- a/src/mesa/drivers/common/meta_blit.c
>> +++ b/src/mesa/drivers/common/meta_blit.c
>> @@ -72,6 +72,15 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>>     char *name;
>>     const char *texcoord_type = "vec2";
>>     const int samples = MAX2(src_rb->NumSamples, 1);
>> +   int shader_offset = 0;
>> +
>> +   /* We expect only power of 2 samples in source multisample buffer. */
>> +   assert((samples & (samples - 1)) == 0);
>> +   while (samples >> (shader_offset + 1)) {
>> +      shader_offset++;
>> +   }
>> +   /* Update the assert if we plan to support more than 16X MSAA. */
>> +   assert(shader_offset >= 0 && shader_offset <= 4);
>>
>>     if (src_rb) {
>>        src_datatype = _mesa_get_format_datatype(src_rb->Format);
>> @@ -109,13 +118,15 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>>        } else {
>>           if (dst_is_msaa)
>>              shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
>> -         else
>> -            shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
>> +         else {
>> +            shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
>> +                           shader_offset;
>> +         }
>>        }
>>
>>        if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
>> -         shader_index += (BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
>> -                          BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
>> +         shader_index +=
>> (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
>> +                          BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
>>           sampler_array_suffix = "Array";
>>           texcoord_type = "vec3";
>>        }
>> @@ -123,19 +134,19 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>>     default:
>>        _mesa_problem(ctx, "Unkown texture target %s\n",
>>                      _mesa_lookup_enum_by_nr(target));
>> -      shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
>> +      shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
>>     }
>>
>>     /* We rely on the enum being sorted this way. */
>> -   STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
>> -                 BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 1);
>> -   STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
>> -                 BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 2);
>> +   STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
>> +                 BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
>> +   STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
>> +                 BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
>>     if (src_datatype == GL_INT) {
>> -      shader_index++;
>> +      shader_index += 5;
>>        vec4_prefix = "i";
>>     } else if (src_datatype == GL_UNSIGNED_INT) {
>> -      shader_index += 2;
>> +      shader_index += 10;
>>        vec4_prefix = "u";
>>     } else {
>>        vec4_prefix = "";
>> @@ -147,9 +158,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>>        shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
>>        shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
>>
>> -   if (blit->msaa_shaders[shader_index] &&
>> -       (is_shader_msaa_depth_resolve_or_copy ||
>> -        blit->samples == samples)) {
>> +   if (blit->msaa_shaders[shader_index]) {
>>        _mesa_UseProgram(blit->msaa_shaders[shader_index]);
>>        return;
>>     }
>> --
>> 1.9.3
>>
>> _______________________________________________
>> mesa-dev mailing list
>> mesa-dev at lists.freedesktop.org
>> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
>>
>
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