[Mesa-dev] [PATCH v2 2/2] anv: Implement the Sky Lake stencil PMA optimization

Jason Ekstrand jason at jlekstrand.net
Fri Feb 3 16:37:20 UTC 2017


On Thu, Feb 2, 2017 at 11:18 PM, Ben Widawsky <ben at bwidawsk.net> wrote:

> On 17-02-02 13:27:05, Jason Ekstrand wrote:
>
>> 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 ||
>>
>
>
> s/Sky Lake/Skylake/g
>

I can never figure out which it's supposed to be.  The PRM says "Skylake"
but I thought ARC said "Sky Lake" but, now that I look, it says "Skylake"
too.  I know I saw some official thing that said "Sky Lake".  Oh well.
I'll change it.


> Honestly, I'm a bit surprised you got 2-3%, that's awesome.


Yeah, I was very pleased.  Dota 2 must use *a lot* of stencil.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.freedesktop.org/archives/mesa-dev/attachments/20170203/867a56d6/attachment-0001.html>


More information about the mesa-dev mailing list