[Mesa-dev] [PATCH v2 5/7] anv/pipeline: Be smarter about depth/stencil state

Nanley Chery nanleychery at gmail.com
Fri Feb 10 22:55:42 UTC 2017


On Fri, Feb 10, 2017 at 11:02:19AM -0800, Jason Ekstrand wrote:
> It's a bit hard to measure because it almost gets lost in the noise,
> but this seemed to help Dota 2 by a percent or two on my Broadwell
> GT3e desktop.
> 
> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
> ---
>  src/intel/vulkan/genX_pipeline.c | 171 +++++++++++++++++++++++++++++++--------
>  1 file changed, 137 insertions(+), 34 deletions(-)
> 
> diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
> index 71b9e30..d2af8b9 100644
> --- a/src/intel/vulkan/genX_pipeline.c
> +++ b/src/intel/vulkan/genX_pipeline.c
> @@ -638,6 +638,133 @@ static const uint32_t vk_to_gen_stencil_op[] = {
>     [VK_STENCIL_OP_DECREMENT_AND_WRAP]           = STENCILOP_DECR,
>  };
>  
> +static bool
> +may_write_stencil_face(const VkStencilOpState *face,
> +                       VkCompareOp depthCompareOp)
> +{

This function triggers some false negatives. One example is

face->compareOp == VK_COMPARE_OP_GREATER &&
face->depthFailOp == VK_STENCIL_OP_KEEP &&
face->passOp == VK_STENCIL_OP_KEEP &&
face->failOp == VK_STENCIL_OP_INVERT &&
depthCompareOp == don't care;

This function returns false even though a stencil write occurs if the
stencil test results in a fail.

The possible input combinations that affect writing to stencil can be
divided up into 10 sets.

s  = stencil compare op
d  = depth compare op
df = depth fail op
sf = stencil fail op
sp = stencil pass op

                    s.Always             |          !s.Always          
              d.Never  |      !d.Never   |   s.Never    |                 
                       | d.Always |      |              |
!keep                  |          |      |              |              
                       |          |      |              |              
           ------------|----------|------|--------------|--------------
                       |          |      |              |              
keep         df.Keep   | sp.Keep  |      |   sf.Keep    |              
                       |          |      |              |              
                       |          |      |              |              
         
We know that stencil won't be written if the function inputs land us in
3 of these sets (denoted by the *.Keep's above). I think this function
would be easier to understand if it determined if we fell in one of the
3 instead of the 7. How about something like this:

static bool
wont_write_stencil_face(const VkStencilOpState *face,
                        VkCompareOp depthCompareOp)
{
   if (face->compareOp == VK_COMPARE_OP_NEVER &&
       face->failOp == VK_STENCIL_OP_KEEP)
       return true;

   if (face->compareOp == VK_COMPARE_OP_ALWAYS) {
   	if (depthCompareOp == VK_COMPARE_OP_NEVER &&
	    face->depthFailOp == VK_STENCIL_OP_KEEP)
	    return true;
   	if (depthCompareOp == VK_COMPARE_OP_ALWAYS &&
	    face->passOp == VK_STENCIL_OP_KEEP)
	    return true;
   }
   return false;
}

-Nanley

> +   /* If compareOp is ALWAYS then the stencil test will never fail and we can
> +    * ignore failOp.  If it's not ALWAYS and failOp is not KEEP, we may write
> +    * stencil.
> +    */
> +   if (face->compareOp != VK_COMPARE_OP_ALWAYS &&
> +       face->failOp != VK_STENCIL_OP_KEEP)
> +      return true;
> +
> +
> +   /* If the compareOp is NEVER then the stencil test will never pass and the
> +    * passOp and depthFailOp don't matter.  If compareOp isn't NEVER, then we
> +    * need to take them into account.
> +    */
> +   if (face->compareOp != VK_COMPARE_OP_NEVER) {
> +      /* If depthOp is NEVER then passOp doesn't matter. */
> +      if (depthCompareOp != VK_COMPARE_OP_NEVER &&
> +          face->passOp != VK_STENCIL_OP_KEEP)
> +         return true;
> +
> +      /* If depthOp is ALWAYS then depthFailOp doesn't matter. */
> +      if (depthCompareOp != VK_COMPARE_OP_ALWAYS &&
> +          face->depthFailOp != VK_STENCIL_OP_KEEP)
> +         return true;
> +   }
> +
> +   return false;
> +}
> +
> +/* Intel hardware is fairly sensitive to whether or not depth/stencil writes
> + * are enabled.  In the presence of discards, it's fairly easy to get into the
> + * non-promoted case which means a fairly big performance hit.  From the Iron
> + * Lake PRM, Vol 2, pt. 1, section 8.4.3.2, "Early Depth Test Cases":
> + *
> + *    "Non-promoted depth (N) is active whenever the depth test can be done
> + *    early but it cannot determine whether or not to write source depth to
> + *    the depth buffer, therefore the depth write must be performed post pixel
> + *    shader. This includes cases where the pixel shader can kill pixels,
> + *    including via sampler chroma key, as well as cases where the alpha test
> + *    function is enabled, which kills pixels based on a programmable alpha
> + *    test. In this case, even if the depth test fails, the pixel cannot be
> + *    killed if a stencil write is indicated. Whether or not the stencil write
> + *    happens depends on whether or not the pixel is killed later. In these
> + *    cases if stencil test fails and stencil writes are off, the pixels can
> + *    also be killed early. If stencil writes are enabled, the pixels must be
> + *    treated as Computed depth (described above)."
> + *
> + * The same thing as mentioned in the stencil case can happen in the depth
> + * case as well if it thinks it writes depth but, thanks to the depth test
> + * being GL_EQUAL, the write doesn't actually matter.  A little extra work
> + * up-front to try and disable depth and stencil writes can make a big
> + * difference.
> + *
> + * Unfortunately, the way depth and stencil testing is specified, there are
> + * many case where, regardless of depth/stencil writes being enabled, nothing
> + * actually gets written due to some other bit of state being set.  This
> + * function attempts to "sanitize" the depth stencil state and disable writes
> + * and sometimes even testing whenever possible.
> + */
> +static void
> +sanitize_ds_state(VkPipelineDepthStencilStateCreateInfo *state,
> +                  bool *stencilWriteEnable,
> +                  VkImageAspectFlags ds_aspects)
> +{
> +   *stencilWriteEnable = state->stencilTestEnable;
> +
> +   /* If the depth test is disabled, we won't be writing anything. */
> +   if (!state->depthTestEnable)
> +      state->depthWriteEnable = false;
> +
> +   /* The Vulkan spec requires that if either depth or stencil is not present,
> +    * the pipeline is to act as if the test silently passes.
> +    */
> +   if (!(ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) {
> +      state->depthWriteEnable = false;
> +      state->depthCompareOp = VK_COMPARE_OP_ALWAYS;
> +   }
> +
> +   if (!(ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) {
> +      *stencilWriteEnable = false;
> +      state->front.compareOp = VK_COMPARE_OP_ALWAYS;
> +      state->back.compareOp = VK_COMPARE_OP_ALWAYS;
> +   }
> +
> +   /* If the stencil test is enabled and always fails, then we will never get
> +    * to the depth test so we can just disable the depth test entirely.
> +    */
> +   if (state->stencilTestEnable &&
> +       state->front.compareOp == VK_COMPARE_OP_NEVER &&
> +       state->back.compareOp == VK_COMPARE_OP_NEVER) {
> +      state->depthTestEnable = false;
> +      state->depthWriteEnable = false;
> +   }
> +
> +   /* If depthCompareOp is EQUAL then the value we would be writing to the
> +    * depth buffer is the same as the value that's already there so there's no
> +    * point in writing it.
> +    */
> +   if (state->depthCompareOp == VK_COMPARE_OP_EQUAL)
> +      state->depthWriteEnable = false;
> +
> +   /* If the stencil ops are such that we don't actually ever modify the
> +    * stencil buffer, we should disable writes.
> +    */
> +   if (!may_write_stencil_face(&state->front, state->depthCompareOp) &&
> +       !may_write_stencil_face(&state->back, state->depthCompareOp))
> +      *stencilWriteEnable = false;
> +
> +   /* If the depth test always passes and we never write out depth, that's the
> +    * same as if the depth test is disabled entirely.
> +    */
> +   if (state->depthCompareOp == VK_COMPARE_OP_ALWAYS &&
> +       !state->depthWriteEnable)
> +      state->depthTestEnable = false;
> +
> +   /* If the stencil test always passes and we never write out stencil, that's
> +    * the same as if the stencil test is disabled entirely.
> +    */
> +   if (state->front.compareOp == VK_COMPARE_OP_ALWAYS &&
> +       state->back.compareOp == VK_COMPARE_OP_ALWAYS &&
> +       !*stencilWriteEnable)
> +      state->stencilTestEnable = false;
> +}
> +
>  static void
>  emit_ds_state(struct anv_pipeline *pipeline,
>                const VkPipelineDepthStencilStateCreateInfo *pCreateInfo,
> @@ -663,12 +790,20 @@ emit_ds_state(struct anv_pipeline *pipeline,
>        return;
>     }
>  
> +   VkImageAspectFlags ds_aspects = 0;
> +   if (subpass->depth_stencil_attachment != VK_ATTACHMENT_UNUSED) {
> +      VkFormat depth_stencil_format =
> +         pass->attachments[subpass->depth_stencil_attachment].format;
> +      ds_aspects = vk_format_aspects(depth_stencil_format);
> +   }
> +
>     VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo;
> +   sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects);
> +   pipeline->writes_depth = info.depthWriteEnable;
> +   pipeline->depth_test_enable = info.depthTestEnable;
>  
>     /* VkBool32 depthBoundsTestEnable; // optional (depth_bounds_test) */
>  
> -   pipeline->writes_stencil = info.stencilTestEnable;
> -
>  #if GEN_GEN <= 7
>     struct GENX(DEPTH_STENCIL_STATE) depth_stencil = {
>  #else
> @@ -690,38 +825,6 @@ emit_ds_state(struct anv_pipeline *pipeline,
>        .BackfaceStencilTestFunction = vk_to_gen_compare_op[info.back.compareOp],
>     };
>  
> -   VkImageAspectFlags aspects = 0;
> -   if (subpass->depth_stencil_attachment != VK_ATTACHMENT_UNUSED) {
> -      VkFormat depth_stencil_format =
> -         pass->attachments[subpass->depth_stencil_attachment].format;
> -      aspects = vk_format_aspects(depth_stencil_format);
> -   }
> -
> -   /* The Vulkan spec requires that if either depth or stencil is not present,
> -    * the pipeline is to act as if the test silently passes.
> -    */
> -   if (!(aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) {
> -      depth_stencil.DepthBufferWriteEnable = false;
> -      depth_stencil.DepthTestFunction = PREFILTEROPALWAYS;
> -   }
> -
> -   if (!(aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) {
> -      pipeline->writes_stencil = false;
> -      depth_stencil.StencilTestFunction = PREFILTEROPALWAYS;
> -      depth_stencil.BackfaceStencilTestFunction = PREFILTEROPALWAYS;
> -   }
> -
> -   /* From the Broadwell PRM:
> -    *
> -    *    "If Depth_Test_Enable = 1 AND Depth_Test_func = EQUAL, the
> -    *    Depth_Write_Enable must be set to 0."
> -    */
> -   if (info.depthTestEnable && info.depthCompareOp == VK_COMPARE_OP_EQUAL)
> -      depth_stencil.DepthBufferWriteEnable = false;
> -
> -   pipeline->writes_depth = depth_stencil.DepthBufferWriteEnable;
> -   pipeline->depth_test_enable = depth_stencil.DepthTestEnable;
> -
>  #if GEN_GEN <= 7
>     GENX(DEPTH_STENCIL_STATE_pack)(NULL, depth_stencil_dw, &depth_stencil);
>  #else
> -- 
> 2.5.0.400.gff86faf
> 
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