[Mesa-dev] [PATCH v3 5/7] radeonsi: Implement DCC fast clear.
Bas Nieuwenhuizen
bas at basnieuwenhuizen.nl
Fri Oct 23 04:57:22 PDT 2015
On Fri, Oct 23, 2015 at 1:52 PM, Marek Olšák <maraeo at gmail.com> wrote:
> On Fri, Oct 23, 2015 at 1:30 PM, Bas Nieuwenhuizen
> <bas at basnieuwenhuizen.nl> wrote:
>> On Fri, Oct 23, 2015 at 12:50 PM, Marek Olšák <maraeo at gmail.com> wrote:
>>> On Fri, Oct 23, 2015 at 12:17 PM, Bas Nieuwenhuizen
>>> <bas at basnieuwenhuizen.nl> wrote:
>>>> On Thu, Oct 22, 2015 at 12:12 PM, Marek Olšák <maraeo at gmail.com> wrote:
>>>>>> diff --git a/src/gallium/drivers/radeonsi/si_descriptors.c b/src/gallium/drivers/radeonsi/si_descriptors.c
>>>>>> index 5548cba3..a277fa5 100644
>>>>>> --- a/src/gallium/drivers/radeonsi/si_descriptors.c
>>>>>> +++ b/src/gallium/drivers/radeonsi/si_descriptors.c
>>>>>> @@ -234,7 +234,7 @@ static void si_set_sampler_views(struct pipe_context *ctx,
>>>>>> } else {
>>>>>> samplers->depth_texture_mask &= ~(1 << slot);
>>>>>> }
>>>>>> - if (rtex->cmask.size || rtex->fmask.size) {
>>>>>> + if (rtex->cmask.size || rtex->fmask.size || rtex->surface.dcc_enabled) {
>>>>>> samplers->compressed_colortex_mask |= 1 << slot;
>>>>>
>>>>> I'd like this flag to be set only when dirty_level_mask is non-zero.
>>>>> Setting this for all textures that have DCC is quite expensive in draw
>>>>> calls.
>>>>
>>>> I think this code is incorrect even without considering DCC. If we do
>>>> a fast clear on a surface which allocates a cmask and then use that
>>>> surface as a texture without calling set_sampler_views in between
>>>> (because it was bound before) we get a stale compressed_colortex_mask.
>>>>
>>>> Some testing shows that this can be triggered using OpenGL, although
>>>> the GL_ARB_texture_barrier extension may be needed to make the result
>>>> not undefined per the specification.
>>>
>>> In that case, we should decompress in texture_barrier and not in draw calls.
>>>
>>> Marek
>>
>>
>> texture_barrier does not need to be called though, the language
>> changes might be needed.
>>
>> Basically the test is
>>
>> fbo1, fbo2 framebuffers with 1 color buffer each:
>>
>> bind fbo2 as texture
>> clear fbo1 using shader
>> bind fbo1 as texture
>> clear fbo2 using shader
>> clear fbo1 using clear (which results in cmask being allocated for fbo1)
>> bind fbo2 as texture
>> copy fbo2 to fbo1 using copy shader (which wrongly does not decompress fbo1)
My apologies, these two lines should just be a copy fbo1 to fbo2,
which does need to eleminate the cmask fast clear.
- Bas
>> If the clear shader has an unused sampler2D, then we bind fbo1 as a
>> texture before the clear and do not rebind it afterwards.
>>
>> Note that the normal clear is the only one for which we have a
>> rendering feedback loop, and it should not fetch from any texture at
>> all. I don't think we need a texture barrier for that.
>>
>> I would think this would be most easily fixed by recomputing
>> compressed_colortex_mask after a fast clear.
>
> I'm afraid I don't understand the given example. Copying to fbo1
> doesn't need decompression, because fbo1 is a color buffer.
>
> I'm assuming there are no image stores.
>
> Marek
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