[Mesa-dev] [PATCH] radv: Do not use multiple draws for multisample copies.

Samuel Pitoiset samuel.pitoiset at gmail.com
Wed Sep 26 08:01:35 UTC 2018


Reviewed-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>

On 9/26/18 8:32 AM, Bas Nieuwenhuizen wrote:
> Use sample rate shading instead, should give better locality.
> ---
>   src/amd/vulkan/radv_meta_blit2d.c | 62 +++----------------------------
>   1 file changed, 5 insertions(+), 57 deletions(-)
> 
> diff --git a/src/amd/vulkan/radv_meta_blit2d.c b/src/amd/vulkan/radv_meta_blit2d.c
> index d2975532d4b..45eb4b309e4 100644
> --- a/src/amd/vulkan/radv_meta_blit2d.c
> +++ b/src/amd/vulkan/radv_meta_blit2d.c
> @@ -379,24 +379,7 @@ radv_meta_blit2d_normal_dst(struct radv_cmd_buffer *cmd_buffer,
>   
>   
>   
> -			if (log2_samples > 0) {
> -				for (uint32_t sample = 0; sample < src_img->image->info.samples; sample++) {
> -					uint32_t sample_mask = 1 << sample;
> -					radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer),
> -							      device->meta_state.blit2d[log2_samples].p_layouts[src_type],
> -							      VK_SHADER_STAGE_FRAGMENT_BIT, 20, 4,
> -							      &sample);
> -
> -					radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer),
> -							      device->meta_state.blit2d[log2_samples].p_layouts[src_type],
> -							      VK_SHADER_STAGE_FRAGMENT_BIT, 24, 4,
> -							      &sample_mask);
> -
> -					radv_CmdDraw(radv_cmd_buffer_to_handle(cmd_buffer), 3, 1, 0, 0);
> -				}
> -			}
> -			else
> -				radv_CmdDraw(radv_cmd_buffer_to_handle(cmd_buffer), 3, 1, 0, 0);
> +			radv_CmdDraw(radv_cmd_buffer_to_handle(cmd_buffer), 3, 1, 0, 0);
>   			radv_CmdEndRenderPass(radv_cmd_buffer_to_handle(cmd_buffer));
>   
>   fail_pipeline:
> @@ -520,10 +503,7 @@ build_nir_texel_fetch(struct nir_builder *b, struct radv_device *device,
>   		tex_pos_3d = nir_vec(b, chans, 3);
>   	}
>   	if (is_multisampled) {
> -		sample_idx = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_push_constant);
> -		nir_intrinsic_set_base(sample_idx, 20);
> -		nir_intrinsic_set_range(sample_idx, 4);
> -		sample_idx->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
> +		sample_idx = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_sample_id);
>   		sample_idx->num_components = 1;
>   		nir_ssa_dest_init(&sample_idx->instr, &sample_idx->dest, 1, 32, "sample_idx");
>   		nir_builder_instr_insert(b, &sample_idx->instr);
> @@ -605,27 +585,6 @@ static const VkPipelineVertexInputStateCreateInfo normal_vi_create_info = {
>   	.vertexAttributeDescriptionCount = 0,
>   };
>   
> -static void
> -build_nir_store_sample_mask(struct nir_builder *b)
> -{
> -	nir_intrinsic_instr *sample_mask = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_push_constant);
> -	nir_intrinsic_set_base(sample_mask, 24);
> -	nir_intrinsic_set_range(sample_mask, 4);
> -	sample_mask->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
> -	sample_mask->num_components = 1;
> -	nir_ssa_dest_init(&sample_mask->instr, &sample_mask->dest, 1, 32, "sample_mask");
> -	nir_builder_instr_insert(b, &sample_mask->instr);
> -
> -	const struct glsl_type *sample_mask_out_type = glsl_uint_type();
> -
> -	nir_variable *sample_mask_out =
> -		nir_variable_create(b->shader, nir_var_shader_out,
> -				    sample_mask_out_type, "sample_mask_out");
> -	sample_mask_out->data.location = FRAG_RESULT_SAMPLE_MASK;
> -
> -	nir_store_var(b, sample_mask_out, &sample_mask->dest.ssa, 0x1);
> -}
> -
>   static nir_shader *
>   build_nir_copy_fragment_shader(struct radv_device *device,
>                                  texel_fetch_build_func txf_func, const char* name, bool is_3d,
> @@ -646,10 +605,6 @@ build_nir_copy_fragment_shader(struct radv_device *device,
>   						      vec4, "f_color");
>   	color_out->data.location = FRAG_RESULT_DATA0;
>   
> -	if (is_multisampled) {
> -		build_nir_store_sample_mask(&b);
> -	}
> -
>   	nir_ssa_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
>   	nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3);
>   
> @@ -679,10 +634,6 @@ build_nir_copy_fragment_shader_depth(struct radv_device *device,
>   						      vec4, "f_color");
>   	color_out->data.location = FRAG_RESULT_DEPTH;
>   
> -	if (is_multisampled) {
> -		build_nir_store_sample_mask(&b);
> -	}
> -
>   	nir_ssa_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
>   	nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3);
>   
> @@ -712,10 +663,6 @@ build_nir_copy_fragment_shader_stencil(struct radv_device *device,
>   						      vec4, "f_color");
>   	color_out->data.location = FRAG_RESULT_STENCIL;
>   
> -	if (is_multisampled) {
> -		build_nir_store_sample_mask(&b);
> -	}
> -
>   	nir_ssa_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in));
>   	nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3);
>   
> @@ -894,7 +841,8 @@ blit2d_init_color_pipeline(struct radv_device *device,
>   		.pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) {
>   			.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
>   			.rasterizationSamples = 1 << log2_samples,
> -			.sampleShadingEnable = false,
> +			.sampleShadingEnable = log2_samples > 1,
> +			.minSampleShading = 1.0,
>   			.pSampleMask = (VkSampleMask[]) { UINT32_MAX },
>   		},
>   		.pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) {
> @@ -1312,7 +1260,7 @@ meta_blit2d_create_pipe_layout(struct radv_device *device,
>   	VkDescriptorType desc_type = (idx == BLIT2D_SRC_TYPE_BUFFER) ? VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER : VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
>   	const VkPushConstantRange push_constant_ranges[] = {
>   		{VK_SHADER_STAGE_VERTEX_BIT, 0, 16},
> -		{VK_SHADER_STAGE_FRAGMENT_BIT, 16, 12},
> +		{VK_SHADER_STAGE_FRAGMENT_BIT, 16, 4},
>   	};
>   	int num_push_constant_range = (idx != BLIT2D_SRC_TYPE_IMAGE || log2_samples > 0) ? 2 : 1;
>   
> 


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