[Mesa-dev] [PATCH 3/3] meta: Avoid shader recompilation for msaa color resolve blit
Anuj Phogat
anuj.phogat at gmail.com
Fri Aug 29 13:24:21 PDT 2014
On Fri, Aug 29, 2014 at 1:21 PM, Jason Ekstrand <jason at jlekstrand.net> wrote:
> Also, if you could make sure that we don't end up with unused stuff in the
> blit structure that would be good to.
Yes. I'll do that.
> --Jason
>
>
> On Fri, Aug 29, 2014 at 1:16 PM, Anuj Phogat <anuj.phogat at gmail.com> wrote:
>>
>> 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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