[Mesa-dev] [PATCH 3/3] meta: Avoid shader recompilation for msaa color resolve blit
Anuj Phogat
anuj.phogat at gmail.com
Fri Aug 29 13:16:23 PDT 2014
On Fri, Aug 29, 2014 at 11:02 AM, Jason Ekstrand <jason at jlekstrand.net> wrote:
> Other than the comment I made yesterday, this series looks good to me.
Thanks. I'll add your r-b.
> --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.
Right. I'll squash the patches into one.
>>
>> --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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