[Mesa-dev] [PATCH] anv/pipeline: Disable FS dispatch for pointless fragment shaders
Kenneth Graunke
kenneth at whitecape.org
Fri Aug 3 04:03:02 UTC 2018
On Thursday, August 2, 2018 10:31:19 AM PDT Jason Ekstrand wrote:
> ---
> src/intel/vulkan/anv_pipeline.c | 37 +++++++++++++++++++++++++++++----
> 1 file changed, 33 insertions(+), 4 deletions(-)
>
> diff --git a/src/intel/vulkan/anv_pipeline.c b/src/intel/vulkan/anv_pipeline.c
> index 85f38da60ff..86e0211a29d 100644
> --- a/src/intel/vulkan/anv_pipeline.c
> +++ b/src/intel/vulkan/anv_pipeline.c
> @@ -831,9 +831,25 @@ anv_pipeline_compile_fs(const struct brw_compiler *compiler,
> fs_stage->key.wm.input_slots_valid =
> prev_stage->prog_data.vue.vue_map.slots_valid;
>
> - return brw_compile_fs(compiler, NULL, mem_ctx, &fs_stage->key.wm,
> - &fs_stage->prog_data.wm, fs_stage->nir,
> - NULL, -1, -1, -1, true, false, NULL, NULL);
> + const unsigned *code =
> + brw_compile_fs(compiler, NULL, mem_ctx, &fs_stage->key.wm,
> + &fs_stage->prog_data.wm, fs_stage->nir,
> + NULL, -1, -1, -1, true, false, NULL, NULL);
> +
> + if (fs_stage->key.wm.nr_color_regions == 0 &&
> + !fs_stage->prog_data.wm.has_side_effects &&
> + !fs_stage->prog_data.wm.uses_kill &&
> + fs_stage->prog_data.wm.computed_depth_mode == BRW_PSCDEPTH_OFF &&
> + !fs_stage->prog_data.wm.computed_stencil) {
> + /* This fragment shader has not outputs and no side effects. Go ahead
no outputs
Looks good to me...
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
> + * and return the code pointer so we don't accidentally think the
> + * compile failed but zero out prog_data which will set program_size to
> + * zero and disable the stage.
> + */
> + memset(&fs_stage->prog_data, 0, sizeof(fs_stage->prog_data));
> + }
> +
> + return code;
> }
>
> static VkResult
> @@ -915,7 +931,7 @@ anv_pipeline_compile_graphics(struct anv_pipeline *pipeline,
>
> if (found == __builtin_popcount(pipeline->active_stages)) {
> /* We found all our shaders in the cache. We're done. */
> - return VK_SUCCESS;
> + goto done;
> } else if (found > 0) {
> /* We found some but not all of our shaders. This shouldn't happen
> * most of the time but it can if we have a partially populated
> @@ -1057,6 +1073,19 @@ anv_pipeline_compile_graphics(struct anv_pipeline *pipeline,
>
> ralloc_free(pipeline_ctx);
>
> +done:
> +
> + if (pipeline->shaders[MESA_SHADER_FRAGMENT] &&
> + pipeline->shaders[MESA_SHADER_FRAGMENT]->prog_data->program_size == 0) {
> + /* This can happen if we decided to implicitly disable the fragment
> + * shader. See anv_pipeline_compile_fs().
> + */
> + anv_shader_bin_unref(pipeline->device,
> + pipeline->shaders[MESA_SHADER_FRAGMENT]);
> + pipeline->shaders[MESA_SHADER_FRAGMENT] = NULL;
> + pipeline->active_stages &= ~VK_SHADER_STAGE_FRAGMENT_BIT;
> + }
> +
> return VK_SUCCESS;
>
> fail:
>
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