[Mesa-dev] [PATCH 07/11] radeonsi: prefetch VBO descriptors after the first VGT shader
Marek Olšák
maraeo at gmail.com
Sun Aug 6 22:20:22 UTC 2017
From: Marek Olšák <marek.olsak at amd.com>
---
src/gallium/drivers/radeonsi/si_cp_dma.c | 80 +++++++++++++++++++++++++-------
1 file changed, 63 insertions(+), 17 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_cp_dma.c b/src/gallium/drivers/radeonsi/si_cp_dma.c
index 21202b3..91a6aff 100644
--- a/src/gallium/drivers/radeonsi/si_cp_dma.c
+++ b/src/gallium/drivers/radeonsi/si_cp_dma.c
@@ -441,41 +441,87 @@ void cik_prefetch_TC_L2_async(struct si_context *sctx, struct pipe_resource *buf
static void cik_prefetch_shader_async(struct si_context *sctx,
struct si_pm4_state *state)
{
struct pipe_resource *bo = &state->bo[0]->b.b;
assert(state->nbo == 1);
cik_prefetch_TC_L2_async(sctx, bo, 0, bo->width0);
}
+static void cik_prefetch_VBO_descriptors(struct si_context *sctx)
+{
+ cik_prefetch_TC_L2_async(sctx, &sctx->vertex_buffers.buffer->b.b,
+ sctx->vertex_buffers.buffer_offset,
+ sctx->vertex_elements->desc_list_byte_size);
+}
+
void cik_emit_prefetch_L2(struct si_context *sctx)
{
/* Prefetch shaders and VBO descriptors to TC L2. */
- if (sctx->prefetch_L2_mask & SI_PREFETCH_LS)
- cik_prefetch_shader_async(sctx, sctx->queued.named.ls);
- if (sctx->prefetch_L2_mask & SI_PREFETCH_HS)
- cik_prefetch_shader_async(sctx, sctx->queued.named.hs);
- if (sctx->prefetch_L2_mask & SI_PREFETCH_ES)
- cik_prefetch_shader_async(sctx, sctx->queued.named.es);
- if (sctx->prefetch_L2_mask & SI_PREFETCH_GS)
- cik_prefetch_shader_async(sctx, sctx->queued.named.gs);
- if (sctx->prefetch_L2_mask & SI_PREFETCH_VS)
- cik_prefetch_shader_async(sctx, sctx->queued.named.vs);
-
- /* Vertex buffer descriptors are uploaded uncached, so prefetch
- * them right after the VS binary. */
- if (sctx->prefetch_L2_mask & SI_PREFETCH_VBO_DESCRIPTORS) {
- cik_prefetch_TC_L2_async(sctx, &sctx->vertex_buffers.buffer->b.b,
- sctx->vertex_buffers.buffer_offset,
- sctx->vertex_elements->desc_list_byte_size);
+ if (sctx->b.chip_class >= GFX9) {
+ /* Choose the right spot for the VBO prefetch. */
+ if (sctx->tes_shader.cso) {
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_HS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.hs);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VBO_DESCRIPTORS)
+ cik_prefetch_VBO_descriptors(sctx);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_GS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.gs);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.vs);
+ } else if (sctx->gs_shader.cso) {
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_GS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.gs);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VBO_DESCRIPTORS)
+ cik_prefetch_VBO_descriptors(sctx);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.vs);
+ } else {
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.vs);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VBO_DESCRIPTORS)
+ cik_prefetch_VBO_descriptors(sctx);
+ }
+ } else {
+ /* SI-CI-VI */
+ /* Choose the right spot for the VBO prefetch. */
+ if (sctx->tes_shader.cso) {
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_LS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.ls);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VBO_DESCRIPTORS)
+ cik_prefetch_VBO_descriptors(sctx);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_HS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.hs);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_ES)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.es);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_GS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.gs);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.vs);
+ } else if (sctx->gs_shader.cso) {
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_ES)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.es);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VBO_DESCRIPTORS)
+ cik_prefetch_VBO_descriptors(sctx);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_GS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.gs);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.vs);
+ } else {
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VS)
+ cik_prefetch_shader_async(sctx, sctx->queued.named.vs);
+ if (sctx->prefetch_L2_mask & SI_PREFETCH_VBO_DESCRIPTORS)
+ cik_prefetch_VBO_descriptors(sctx);
+ }
}
+
if (sctx->prefetch_L2_mask & SI_PREFETCH_PS)
cik_prefetch_shader_async(sctx, sctx->queued.named.ps);
sctx->prefetch_L2_mask = 0;
}
void si_init_cp_dma_functions(struct si_context *sctx)
{
sctx->b.clear_buffer = si_clear_buffer;
}
--
2.7.4
More information about the mesa-dev
mailing list