[Mesa-dev] [PATCH v2 5/7] anv/pipeline: Be smarter about depth/stencil state
Nanley Chery
nanleychery at gmail.com
Sat Feb 11 00:47:57 UTC 2017
On Fri, Feb 10, 2017 at 03:21:38PM -0800, Jason Ekstrand wrote:
> On Fri, Feb 10, 2017 at 2:55 PM, Nanley Chery <nanleychery at gmail.com> wrote:
>
> > 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;
> > }
> >
>
> This covers a lot fewer cases. For instance, if all of the stencil ops are
> VK_STENCIL_OP_KEEP but compareOp == VK_COMPARE_OP_GREATER, your function
> will claim that it writes stencil even though it clearly doesn't.
>
You're right, there are more than 3/10 cases in which we know we won't
be writing to the stencil face. Here's another attempt at an
easier-to-understand function:
static bool
may_write_stencil_face(const VkStencilOpState *face,
VkCompareOp depthCompareOp)
{
const bool spo_not_keep = face->passOp != VK_STENCIL_OP_KEEP;
const bool sfo_not_keep = face->failOp != VK_STENCIL_OP_KEEP;
const bool dfo_not_keep = face->depthFailOp != VK_STENCIL_OP_KEEP;
const bool dt_may_fail = depthCompareOp != VK_COMPARE_OP_ALWAYS;
const bool st_may_fail = face->compareOp != VK_COMPARE_OP_ALWAYS;
if (st_may_fail) {
/* If the stencil test may fail, but the fail op is not keep, we might be
* writing to the stencil face.
*/
if (sfo_not_keep)
return true;
} else {
/* If the stencil test will pass, but the pass op is not keep, we might
* be writing to the stencil face.
*/
if (spo_not_keep)
return true;
/* If the stencil test will pass, and the depth test may fail, but the
* depth fail op is not keep, we might be writing to the stencil face.
*/
if (dt_may_fail && dfo_not_keep)
return true;
}
return false;
}
-Nanley
>
> > 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
> > >
> > > _______________________________________________
> > > mesa-dev mailing list
> > > mesa-dev at lists.freedesktop.org
> > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
> >
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