[Mesa-dev] [PATCH v2 2/2] anv: Implement the Sky Lake stencil PMA optimization
Jason Ekstrand
jason at jlekstrand.net
Thu Feb 2 21:27:05 UTC 2017
This improves the performance of Dota 2 on my Sky Lake Skull Canyon
machine by about 2-3%.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
---
src/intel/vulkan/anv_private.h | 1 +
src/intel/vulkan/gen8_cmd_buffer.c | 157 ++++++++++++++++++++++++++++++++++++-
src/intel/vulkan/genX_pipeline.c | 6 +-
3 files changed, 158 insertions(+), 6 deletions(-)
diff --git a/src/intel/vulkan/anv_private.h b/src/intel/vulkan/anv_private.h
index 6efe4ea..9f88aef 100644
--- a/src/intel/vulkan/anv_private.h
+++ b/src/intel/vulkan/anv_private.h
@@ -1482,6 +1482,7 @@ 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 271ab3f..6e44bd6 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
@@ -283,6 +308,126 @@ 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 we know for certain that HiZ is enabled.
+ * If we don't know whether HiZ is enabled or not, we disable the PMA fix
+ * and there is no harm.
+ *
+ * (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) &&
+ * 3DSTATE_DEPTH_BUFFER::HIZ Enable
+ */
+ if (!cmd_buffer->state.hiz_enabled)
+ return false;
+
+ /* We can't possibly know if HiZ is enabled without the framebuffer */
+ assert(cmd_buffer->state.framebuffer);
+
+ /* HiZ is enabled so we had better have a depth buffer with HiZ */
+ const struct anv_image_view *ds_iview =
+ anv_cmd_buffer_get_depth_stencil_view(cmd_buffer);
+ assert(ds_iview && ds_iview->image->aux_usage == ISL_AUX_USAGE_HIZ);
+
+ /* 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)
{
@@ -392,6 +537,7 @@ 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)) {
@@ -417,6 +563,9 @@ 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 ||
--
2.5.0.400.gff86faf
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