[Mesa-dev] [PATCH] i965: Don't disable CCS for RT dependencies when dispatching compute.
Kenneth Graunke
kenneth at whitecape.org
Tue Oct 24 05:21:43 UTC 2017
Compute shaders don't have access to the framebuffer, so there's no
point in worrying whether a texture is bound as a render target.
This saves a bunch of resolves in GFXBench4 Manhattan 3.1, but doesn't
seem to impact performance at all, at least on Apollolake.
---
src/mesa/drivers/dri/i965/brw_compute.c | 2 +-
src/mesa/drivers/dri/i965/brw_context.h | 2 +-
src/mesa/drivers/dri/i965/brw_draw.c | 6 +++---
3 files changed, 5 insertions(+), 5 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_compute.c b/src/mesa/drivers/dri/i965/brw_compute.c
index c1b2df590b7..9be7523bab3 100644
--- a/src/mesa/drivers/dri/i965/brw_compute.c
+++ b/src/mesa/drivers/dri/i965/brw_compute.c
@@ -177,7 +177,7 @@ brw_dispatch_compute_common(struct gl_context *ctx)
brw_validate_textures(brw);
- brw_predraw_resolve_inputs(brw);
+ brw_predraw_resolve_inputs(brw, false);
/* Flush the batch if the batch/state buffers are nearly full. We can
* grow them if needed, but this is not free, so we'd like to avoid it.
diff --git a/src/mesa/drivers/dri/i965/brw_context.h b/src/mesa/drivers/dri/i965/brw_context.h
index 26e71e62b54..0102f154248 100644
--- a/src/mesa/drivers/dri/i965/brw_context.h
+++ b/src/mesa/drivers/dri/i965/brw_context.h
@@ -1234,7 +1234,7 @@ void intel_update_renderbuffers(__DRIcontext *context,
__DRIdrawable *drawable);
void intel_prepare_render(struct brw_context *brw);
-void brw_predraw_resolve_inputs(struct brw_context *brw);
+void brw_predraw_resolve_inputs(struct brw_context *brw, bool rendering);
void intel_resolve_for_dri2_flush(struct brw_context *brw,
__DRIdrawable *drawable);
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c
index b74ab8bde23..80d4891f6f6 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -381,7 +381,7 @@ intel_disable_rb_aux_buffer(struct brw_context *brw,
* enabled depth texture, and flush the render cache for any dirty textures.
*/
void
-brw_predraw_resolve_inputs(struct brw_context *brw)
+brw_predraw_resolve_inputs(struct brw_context *brw, bool rendering)
{
struct gl_context *ctx = &brw->ctx;
struct intel_texture_object *tex_obj;
@@ -416,7 +416,7 @@ brw_predraw_resolve_inputs(struct brw_context *brw)
num_layers = INTEL_REMAINING_LAYERS;
}
- const bool disable_aux =
+ const bool disable_aux = rendering &&
intel_disable_rb_aux_buffer(brw, tex_obj->mt, min_level, num_levels,
"for sampling");
@@ -678,7 +678,7 @@ brw_prepare_drawing(struct gl_context *ctx,
* and finalizing textures but before setting up any hardware state for
* this draw call.
*/
- brw_predraw_resolve_inputs(brw);
+ brw_predraw_resolve_inputs(brw, true);
brw_predraw_resolve_framebuffer(brw);
/* Bind all inputs, derive varying and size information:
--
2.14.2
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