[Mesa-dev] [PATCH 2/2] anv: Implement the Sky Lake stencil PMA optimization

Jason Ekstrand jason at jlekstrand.net
Thu Feb 2 16:51:39 UTC 2017


On Thu, Feb 2, 2017 at 3:49 AM, Lionel Landwerlin <
lionel.g.landwerlin at intel.com> wrote:

> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
> <lionel.g.landwerlin at intel.com>
>
> The documentation has the following sentence for both CACHE_MODE_0 & CACHE_MODE_1
> :
>
> "Before changing the value of this register, GFX pipeline must be idle
> i.e. full flush is required."
>
>
> That seems coherent with a command stream stall.
>

Yeah.  In the non-public docs they go into very specific detail about
exactly what PIPE_CONTROLs to do.  Sadly, the non-public docs are wrong.


>
>
> On 02/02/17 06:11, Jason Ekstrand wrote:
>
> This improves the performance of Dota 2 on my Sky Lake Skull Canyon
> machine by about 2-3%.
> ---
>  src/intel/vulkan/anv_private.h     |   1 +
>  src/intel/vulkan/gen8_cmd_buffer.c | 155 ++++++++++++++++++++++++++++++++++++-
>  src/intel/vulkan/genX_pipeline.c   |   6 +-
>  3 files changed, 156 insertions(+), 6 deletions(-)
>
> diff --git a/src/intel/vulkan/anv_private.h b/src/intel/vulkan/anv_private.h
> index 5fe4dd8..e7ad351 100644
> --- a/src/intel/vulkan/anv_private.h
> +++ b/src/intel/vulkan/anv_private.h
> @@ -1475,6 +1475,7 @@ struct anv_pipeline {
>     bool                                         writes_depth;
>     bool                                         depth_test_enable;
>     bool                                         writes_stencil;
> +   bool                                         stencil_test_enable;
>     bool                                         depth_clamp_enable;
>     bool                                         kill_pixel;
>
> diff --git a/src/intel/vulkan/gen8_cmd_buffer.c b/src/intel/vulkan/gen8_cmd_buffer.c
> index b877e27..553f0c3 100644
> --- a/src/intel/vulkan/gen8_cmd_buffer.c
> +++ b/src/intel/vulkan/gen8_cmd_buffer.c
> @@ -157,16 +157,39 @@ __emit_sf_state(struct anv_cmd_buffer *cmd_buffer)
>  void
>  genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer *cmd_buffer, bool enable)
>  {
> -#if GEN_GEN == 8
>     if (cmd_buffer->state.pma_fix_enabled == enable)
>        return;
>
> +   cmd_buffer->state.pma_fix_enabled = enable;
> +
> +   /* According to the Broadwell PIPE_CONTROL documentation, software should
> +    * emit a PIPE_CONTROL with the CS Stall and Depth Cache Flush bits set
> +    * prior to the LRI.  If stencil buffer writes are enabled, then a Render
> +    * Cache Flush is also necessary.
> +    *
> +    * The Sky Lake docs say to use a depth stall rather than a command
> +    * streamer stall.  However, the hardware seems to violently disagree.
> +    * A full command streamer stall seems to be needed in both cases.
> +    */
>     anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
>        pc.DepthCacheFlushEnable = true;
>        pc.CommandStreamerStallEnable = true;
>        pc.RenderTargetCacheFlushEnable = true;
>     }
>
> +#if GEN_GEN == 9
> +
> +   uint32_t cache_mode;
> +   anv_pack_struct(&cache_mode, GENX(CACHE_MODE_0),
> +                   .STCPMAOptimizationEnable = enable,
> +                   .STCPMAOptimizationEnableMask = true);
> +   anv_batch_emit(&cmd_buffer->batch, GENX(MI_LOAD_REGISTER_IMM), lri) {
> +      lri.RegisterOffset   = GENX(CACHE_MODE_0_num);
> +      lri.DataDWord        = cache_mode;
> +   }
> +
> +#elif GEN_GEN == 8
> +
>     uint32_t cache_mode;
>     anv_pack_struct(&cache_mode, GENX(CACHE_MODE_1),
>                     .NPPMAFixEnable = enable,
> @@ -178,18 +201,20 @@ genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer *cmd_buffer, bool enable)
>        lri.DataDWord        = cache_mode;
>     }
>
> +#endif /* GEN_GEN == 8 */
> +
>     /* After the LRI, a PIPE_CONTROL with both the Depth Stall and Depth Cache
>      * Flush bits is often necessary.  We do it regardless because it's easier.
>      * The render cache flush is also necessary if stencil writes are enabled.
> +    *
> +    * Again, the Sky Lake docs give a different set of flushes but the BDW
> +    * flushes seem to work just as well.
>      */
>     anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
>        pc.DepthStallEnable = true;
>        pc.DepthCacheFlushEnable = true;
>        pc.RenderTargetCacheFlushEnable = true;
>     }
> -
> -   cmd_buffer->state.pma_fix_enabled = enable;
> -#endif /* GEN_GEN == 8 */
>  }
>
>  static inline bool
> @@ -289,6 +314,124 @@ want_depth_pma_fix(struct anv_cmd_buffer *cmd_buffer)
>            wm_prog_data->computed_depth_mode != PSCDEPTH_OFF;
>  }
>
> +static inline bool
> +want_stencil_pma_fix(struct anv_cmd_buffer *cmd_buffer)
> +{
> +   assert(GEN_GEN == 9);
> +
> +   /* From the Sky Lake PRM Vol. 2c CACHE_MODE_1::STC PMA Optimization Enable:
> +    *
> +    *    Clearing this bit will force the STC cache to wait for pending
> +    *    retirement of pixels at the HZ-read stage and do the STC-test for
> +    *    Non-promoted, R-computed and Computed depth modes instead of
> +    *    postponing the STC-test to RCPFE.
> +    *
> +    *    STC_TEST_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
> +    *                  3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable
> +    *
> +    *    STC_WRITE_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
> +    *                   (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable &&
> +    *                    3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE)
> +    *
> +    *    COMP_STC_EN = STC_TEST_EN &&
> +    *                  3DSTATE_PS_EXTRA::PixelShaderComputesStencil
> +    *
> +    *    SW parses the pipeline states to generate the following logical
> +    *    signal indicating if PMA FIX can be enabled.
> +    *
> +    *    STC_PMA_OPT =
> +    *       3DSTATE_WM::ForceThreadDispatch != 1 &&
> +    *       !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0) &&
> +    *       3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL &&
> +    *       3DSTATE_DEPTH_BUFFER::HIZ Enable &&
> +    *       !(3DSTATE_WM::EDSC_Mode == 2) &&
> +    *       3DSTATE_PS_EXTRA::PixelShaderValid &&
> +    *       !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
> +    *         3DSTATE_WM_HZ_OP::DepthBufferResolve ||
> +    *         3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable ||
> +    *         3DSTATE_WM_HZ_OP::StencilBufferClear) &&
> +    *       (COMP_STC_EN || STC_WRITE_EN) &&
> +    *       ((3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
> +    *         3DSTATE_WM::ForceKillPix == ON ||
> +    *         3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
> +    *         3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
> +    *         3DSTATE_PS_BLEND::AlphaTestEnable ||
> +    *         3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) ||
> +    *        (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF))
> +    */
> +
> +   /* These are always true:
> +    *    3DSTATE_WM::ForceThreadDispatch != 1 &&
> +    *    !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0)
> +    */
> +
> +   /* We only enable the PMA fix if HiZ is enabled.  However, if HiZ is
> +    * *not* enabled and we don't set this bit there is no harm.  Therefore,
> +    * we can just treat the NULL framebuffer case as has_hiz == false and
> +    * everything will work just fine.
> +    */
> +   if (cmd_buffer->state.framebuffer == NULL)
> +      return false;
> +
> +   /* (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) &&
> +    * 3DSTATE_DEPTH_BUFFER::HIZ Enable
> +    */
> +   const struct anv_image_view *ds_iview =
> +      anv_cmd_buffer_get_depth_stencil_view(cmd_buffer);
> +   if (!ds_iview || ds_iview->image->aux_usage != ISL_AUX_USAGE_HIZ)
> +      return false;
> +
> +   /* 3DSTATE_PS_EXTRA::PixelShaderValid */
> +   struct anv_pipeline *pipeline = cmd_buffer->state.pipeline;
> +   if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT))
> +      return false;
> +
> +   /* !(3DSTATE_WM::EDSC_Mode == 2) */
> +   const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
> +   if (wm_prog_data->early_fragment_tests)
> +      return false;
> +
> +   /* We never use anv_pipeline for HiZ ops so this is trivially true:
> +   *    !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
> +    *      3DSTATE_WM_HZ_OP::DepthBufferResolve ||
> +    *      3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable ||
> +    *      3DSTATE_WM_HZ_OP::StencilBufferClear)
> +    */
> +
> +   /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
> +    * 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable
> +    */
> +   const bool stc_test_en =
> +      (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
> +      pipeline->stencil_test_enable;
> +
> +   /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
> +    * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable &&
> +    *  3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE)
> +    */
> +   const bool stc_write_en =
> +      (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
> +      pipeline->writes_stencil;
> +
> +   /* STC_TEST_EN && 3DSTATE_PS_EXTRA::PixelShaderComputesStencil */
> +   const bool comp_stc_en = stc_test_en && wm_prog_data->computed_stencil;
> +
> +   /* COMP_STC_EN || STC_WRITE_EN */
> +   if (!(comp_stc_en || stc_write_en))
> +      return false;
> +
> +   /* (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
> +    *  3DSTATE_WM::ForceKillPix == ON ||
> +    *  3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
> +    *  3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
> +    *  3DSTATE_PS_BLEND::AlphaTestEnable ||
> +    *  3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) ||
> +    * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF)
> +    */
> +   return pipeline->kill_pixel ||
> +          wm_prog_data->computed_depth_mode != PSCDEPTH_OFF;
> +}
> +
>  void
>  genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
>  {
> @@ -398,6 +541,7 @@ genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
>     }
>
>     if (cmd_buffer->state.dirty & (ANV_CMD_DIRTY_PIPELINE |
> +                                  ANV_CMD_DIRTY_RENDER_TARGETS |
>                                    ANV_CMD_DIRTY_DYNAMIC_STENCIL_COMPARE_MASK |
>                                    ANV_CMD_DIRTY_DYNAMIC_STENCIL_WRITE_MASK |
>                                    ANV_CMD_DIRTY_DYNAMIC_STENCIL_REFERENCE)) {
> @@ -423,6 +567,9 @@ genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
>
>        anv_batch_emit_merge(&cmd_buffer->batch, dwords,
>                             pipeline->gen9.wm_depth_stencil);
> +
> +      genX(cmd_buffer_enable_pma_fix)(cmd_buffer,
> +                                      want_stencil_pma_fix(cmd_buffer));
>     }
>  #endif
>
> diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
> index 3f701f3..3087037 100644
> --- a/src/intel/vulkan/genX_pipeline.c
> +++ b/src/intel/vulkan/genX_pipeline.c
> @@ -742,6 +742,7 @@ emit_ds_state(struct anv_pipeline *pipeline,
>         * to make sure it's initialized to something useful.
>         */
>        pipeline->writes_stencil = false;
> +      pipeline->stencil_test_enable = false;
>        pipeline->writes_depth = false;
>        pipeline->depth_test_enable = false;
>        memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw));
> @@ -757,6 +758,7 @@ emit_ds_state(struct anv_pipeline *pipeline,
>
>     VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo;
>     sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects);
> +   pipeline->stencil_test_enable = info.stencilTestEnable;
>     pipeline->writes_depth = info.depthWriteEnable;
>     pipeline->depth_test_enable = info.depthTestEnable;
>
> @@ -1514,8 +1516,8 @@ compute_kill_pixel(struct anv_pipeline *pipeline,
>     const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
>
>     /* This computes the KillPixel portion of the computation for whether or
> -    * not we want to enable the PMA fix on gen8.  It's given by this chunk of
> -    * the giant formula:
> +    * not we want to enable the PMA fix on gen8 or gen9.  It's given by this
> +    * chunk of the giant formula:
>      *
>      *    (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
>      *     3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
>
>
>
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