[Mesa-dev] [RFC PATCH] radeonsi: flush DB caches when a Z/stencil buffer is attached

Juan A. Suarez Romero jasuarez at igalia.com
Tue Sep 26 16:57:15 UTC 2017


On Tue, 2017-07-25 at 17:56 +0200, Samuel Pitoiset wrote:
> 
> On 07/25/2017 05:51 PM, Nicolai Hähnle wrote:
> > On 25.07.2017 15:29, Samuel Pitoiset wrote:
> > > This is a workaround which fixes a rendering issue with Dawn
> > > Of War III in full bindless mode because a depth texture most
> > > likely doesn't invoke the decompression pass when it should.
> > 
> > So do I understand correctly that the previous depth target is used 
> > bindless, and for whatever reason the si_decompress_depth doesn't 
> > properly trigger for bindless? Why doesn't it trigger?
> 
> Exactly, but I still don't know why it is not triggered correctly.

Hey, Samuel!

Are you investigating the issue Nicolai raised?

Asking because this patch didn't get any R-b, so I'm wondering if this
work in progress.

Thanks

	J.A.

> 
> > 
> > Cheers,
> > Nicolai
> > 
> > > 
> > > Performance drops by 1% which doesn't really matter.
> > > 
> > > Fixes: 2263610827 ("radeonsi: flush DB caches only when transitioning 
> > > from DB to texturing")
> > > Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
> > > Cc: "17.2" <mesa-stable at lists.freedesktop.org>
> > > ---
> > >   src/gallium/drivers/radeonsi/si_state.c | 10 ++++++++++
> > >   1 file changed, 10 insertions(+)
> > > 
> > > diff --git a/src/gallium/drivers/radeonsi/si_state.c 
> > > b/src/gallium/drivers/radeonsi/si_state.c
> > > index 7e3d1a02e0..675b61ad7f 100644
> > > --- a/src/gallium/drivers/radeonsi/si_state.c
> > > +++ b/src/gallium/drivers/radeonsi/si_state.c
> > > @@ -2546,6 +2546,16 @@ static void si_set_framebuffer_state(struct 
> > > pipe_context *ctx,
> > >       }
> > >       sctx->b.flags |= SI_CONTEXT_CS_PARTIAL_FLUSH;
> > > +    /* Flush DB caches when a Z/stencil buffer is attached to the
> > > +     * framebuffer. This is a workaround which fixes a rendering 
> > > issue with
> > > +     * Dawn Of War III in full bindless mode because a depth texture 
> > > most
> > > +     * likely doesn't invoke the decompression pass when it should.
> > > +     *
> > > +     * TODO: Figure out a better fix.
> > > +     */
> > > +    if (sctx->framebuffer.state.zsbuf)
> > > +        sctx->b.flags |= SI_CONTEXT_FLUSH_AND_INV_DB;
> > > +
> > >       /* u_blitter doesn't invoke depth decompression when it does 
> > > multiple
> > >        * blits in a row, but the only case when it matters for DB is when
> > >        * doing generate_mipmap. So here we flush DB manually between
> > > 
> > 
> > 
> 
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