[Mesa-dev] [PATCH 1/2] radeonsi: disable ReZ

Edward O'Callaghan funfunctor at folklore1984.net
Thu Oct 13 01:10:29 UTC 2016


Why not just squash these two patches together? Either way this series
is, Acked-by: Edward O'Callaghan <funfunctor at folklore1984.net>

On 10/13/2016 10:22 AM, Andy Furniss wrote:
> Marek Olšák wrote:
>> From: Marek Olšák <marek.olsak at amd.com>
>>
>> This is a serious performance fix. Discovered by luck.
> 
> Hmm, maybe I should bump my bugs more aggressively :-)
> 
> https://bugs.freedesktop.org/show_bug.cgi?id=94354

For a decent enough bug report like that, yes if its stalled poke and
ask why on IRC.

> 
>>
>> Cc: 12.0 <mesa-stable at lists.freedesktop.org>
>> ---
>>   src/gallium/drivers/radeonsi/si_state_shaders.c | 11 ++++-------
>>   1 file changed, 4 insertions(+), 7 deletions(-)
>>
>> diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c
>> b/src/gallium/drivers/radeonsi/si_state_shaders.c
>> index c41c519..be5c659 100644
>> --- a/src/gallium/drivers/radeonsi/si_state_shaders.c
>> +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
>> @@ -801,34 +801,31 @@ static void si_shader_ps(struct si_shader *shader)
>>       si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS,
>>                  S_00B028_VGPRS((shader->config.num_vgprs - 1) / 4) |
>>                  S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8) |
>>                  S_00B028_DX10_CLAMP(1) |
>>                  S_00B028_FLOAT_MODE(shader->config.float_mode));
>>       si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
>>                  S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
>>                  S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
>>                 
>> S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
>>
>> -    /* Prefer RE_Z if the shader is complex enough. The requirement
>> is either:
>> -     * - the shader uses at least 2 VMEM instructions, or
>> -     * - the code size is at least 50 2-dword instructions or 100
>> 1-dword
>> -     *   instructions.
>> +    /* DON'T USE EARLY_Z_THEN_RE_Z !!!
>> +     *
>> +     * It decreases performance by 15% in DiRT: Showdown on Ultra
>> settings.
>> +     * And it has pretty complex shaders.
>>        *
>>        * Shaders with side effects that must execute independently of the
>>        * depth test require LATE_Z.
>>        */
>>       if (info->writes_memory &&
>>           !info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
>>           shader->z_order = V_02880C_LATE_Z;
>> -    else if (info->num_memory_instructions >= 2 ||
>> -             shader->binary.code_size > 100*4)
>> -        shader->z_order = V_02880C_EARLY_Z_THEN_RE_Z;
>>       else
>>           shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z;
>>   }
>>
>>   static void si_shader_init_pm4_state(struct si_screen *sscreen,
>>                                        struct si_shader *shader)
>>   {
>>       switch (shader->selector->type) {
>>       case PIPE_SHADER_VERTEX:
>>           if (shader->key.vs.as_ls)
>>
> 
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> mesa-dev at lists.freedesktop.org
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