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    <div class="moz-cite-prefix">Reviewed-by: Lionel Landwerlin
      <a class="moz-txt-link-rfc2396E" href="mailto:lionel.g.landwerlin@intel.com"><lionel.g.landwerlin@intel.com></a><br>
      <br>
      The documentation has the following sentence for both
      <meta http-equiv="content-type" content="text/html; charset=utf-8">
      <span style="color: rgb(35, 35, 35); font-size: 13.3333px;
        font-style: normal; font-variant-ligatures: normal;
        font-variant-caps: normal; font-weight: normal; letter-spacing:
        normal; text-align: start; text-indent: 0px; text-transform:
        none; white-space: normal; word-spacing: 0px; background-color:
        rgb(255, 255, 255); display: inline ! important; float: none;">CACHE_MODE_0
        & </span>
      <meta http-equiv="content-type" content="text/html; charset=utf-8">
      <span style="color: rgb(35, 35, 35); font-family: Arial,
        sans-serif; font-size: 13.3333px; font-style: normal;
        font-variant-ligatures: normal; font-variant-caps: normal;
        font-weight: normal; letter-spacing: normal; orphans: 2;
        text-align: start; text-indent: 0px; text-transform: none;
        white-space: normal; widows: 2; word-spacing: 0px;
        -webkit-text-stroke-width: 0px; background-color: rgb(255, 255,
        255); display: inline !important; float: none;">CACHE_MODE_1 :<br>
        <br>
      </span>
      <blockquote>"Before changing the value of this register, GFX
        pipeline must be idle i.e. full flush is required."<br>
      </blockquote>
      <br>
      That seems coherent with a command stream stall.<br
        class="Apple-interchange-newline">
      <br>
      On 02/02/17 06:11, Jason Ekstrand wrote:<br>
    </div>
    <blockquote
      cite="mid:1486015902-16630-2-git-send-email-jason.ekstrand@intel.com"
      type="cite">
      <pre wrap="">This improves the performance of Dota 2 on my Sky Lake Skull Canyon
machine by about 2-3%.
---
 src/intel/vulkan/anv_private.h     |   1 +
 src/intel/vulkan/gen8_cmd_buffer.c | 155 ++++++++++++++++++++++++++++++++++++-
 src/intel/vulkan/genX_pipeline.c   |   6 +-
 3 files changed, 156 insertions(+), 6 deletions(-)

diff --git a/src/intel/vulkan/anv_private.h b/src/intel/vulkan/anv_private.h
index 5fe4dd8..e7ad351 100644
--- a/src/intel/vulkan/anv_private.h
+++ b/src/intel/vulkan/anv_private.h
@@ -1475,6 +1475,7 @@ struct anv_pipeline {
    bool                                         writes_depth;
    bool                                         depth_test_enable;
    bool                                         writes_stencil;
+   bool                                         stencil_test_enable;
    bool                                         depth_clamp_enable;
    bool                                         kill_pixel;
 
diff --git a/src/intel/vulkan/gen8_cmd_buffer.c b/src/intel/vulkan/gen8_cmd_buffer.c
index b877e27..553f0c3 100644
--- a/src/intel/vulkan/gen8_cmd_buffer.c
+++ b/src/intel/vulkan/gen8_cmd_buffer.c
@@ -157,16 +157,39 @@ __emit_sf_state(struct anv_cmd_buffer *cmd_buffer)
 void
 genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer *cmd_buffer, bool enable)
 {
-#if GEN_GEN == 8
    if (cmd_buffer->state.pma_fix_enabled == enable)
       return;
 
+   cmd_buffer->state.pma_fix_enabled = enable;
+
+   /* According to the Broadwell PIPE_CONTROL documentation, software should
+    * emit a PIPE_CONTROL with the CS Stall and Depth Cache Flush bits set
+    * prior to the LRI.  If stencil buffer writes are enabled, then a Render
+    * Cache Flush is also necessary.
+    *
+    * The Sky Lake docs say to use a depth stall rather than a command
+    * streamer stall.  However, the hardware seems to violently disagree.
+    * A full command streamer stall seems to be needed in both cases.
+    */
    anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
       pc.DepthCacheFlushEnable = true;
       pc.CommandStreamerStallEnable = true;
       pc.RenderTargetCacheFlushEnable = true;
    }
 
+#if GEN_GEN == 9
+
+   uint32_t cache_mode;
+   anv_pack_struct(&cache_mode, GENX(CACHE_MODE_0),
+                   .STCPMAOptimizationEnable = enable,
+                   .STCPMAOptimizationEnableMask = true);
+   anv_batch_emit(&cmd_buffer->batch, GENX(MI_LOAD_REGISTER_IMM), lri) {
+      lri.RegisterOffset   = GENX(CACHE_MODE_0_num);
+      lri.DataDWord        = cache_mode;
+   }
+
+#elif GEN_GEN == 8
+
    uint32_t cache_mode;
    anv_pack_struct(&cache_mode, GENX(CACHE_MODE_1),
                    .NPPMAFixEnable = enable,
@@ -178,18 +201,20 @@ genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer *cmd_buffer, bool enable)
       lri.DataDWord        = cache_mode;
    }
 
+#endif /* GEN_GEN == 8 */
+
    /* After the LRI, a PIPE_CONTROL with both the Depth Stall and Depth Cache
     * Flush bits is often necessary.  We do it regardless because it's easier.
     * The render cache flush is also necessary if stencil writes are enabled.
+    *
+    * Again, the Sky Lake docs give a different set of flushes but the BDW
+    * flushes seem to work just as well.
     */
    anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
       pc.DepthStallEnable = true;
       pc.DepthCacheFlushEnable = true;
       pc.RenderTargetCacheFlushEnable = true;
    }
-
-   cmd_buffer->state.pma_fix_enabled = enable;
-#endif /* GEN_GEN == 8 */
 }
 
 static inline bool
@@ -289,6 +314,124 @@ want_depth_pma_fix(struct anv_cmd_buffer *cmd_buffer)
           wm_prog_data->computed_depth_mode != PSCDEPTH_OFF;
 }
 
+static inline bool
+want_stencil_pma_fix(struct anv_cmd_buffer *cmd_buffer)
+{
+   assert(GEN_GEN == 9);
+
+   /* From the Sky Lake PRM Vol. 2c CACHE_MODE_1::STC PMA Optimization Enable:
+    *
+    *    Clearing this bit will force the STC cache to wait for pending
+    *    retirement of pixels at the HZ-read stage and do the STC-test for
+    *    Non-promoted, R-computed and Computed depth modes instead of
+    *    postponing the STC-test to RCPFE.
+    *
+    *    STC_TEST_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
+    *                  3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable
+    *
+    *    STC_WRITE_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
+    *                   (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable &&
+    *                    3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE)
+    *
+    *    COMP_STC_EN = STC_TEST_EN &&
+    *                  3DSTATE_PS_EXTRA::PixelShaderComputesStencil
+    *
+    *    SW parses the pipeline states to generate the following logical
+    *    signal indicating if PMA FIX can be enabled.
+    *
+    *    STC_PMA_OPT =
+    *       3DSTATE_WM::ForceThreadDispatch != 1 &&
+    *       !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0) &&
+    *       3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL &&
+    *       3DSTATE_DEPTH_BUFFER::HIZ Enable &&
+    *       !(3DSTATE_WM::EDSC_Mode == 2) &&
+    *       3DSTATE_PS_EXTRA::PixelShaderValid &&
+    *       !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
+    *         3DSTATE_WM_HZ_OP::DepthBufferResolve ||
+    *         3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable ||
+    *         3DSTATE_WM_HZ_OP::StencilBufferClear) &&
+    *       (COMP_STC_EN || STC_WRITE_EN) &&
+    *       ((3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
+    *         3DSTATE_WM::ForceKillPix == ON ||
+    *         3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
+    *         3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
+    *         3DSTATE_PS_BLEND::AlphaTestEnable ||
+    *         3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) ||
+    *        (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF))
+    */
+
+   /* These are always true:
+    *    3DSTATE_WM::ForceThreadDispatch != 1 &&
+    *    !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0)
+    */
+
+   /* We only enable the PMA fix if HiZ is enabled.  However, if HiZ is
+    * *not* enabled and we don't set this bit there is no harm.  Therefore,
+    * we can just treat the NULL framebuffer case as has_hiz == false and
+    * everything will work just fine.
+    */
+   if (cmd_buffer->state.framebuffer == NULL)
+      return false;
+
+   /* (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) &&
+    * 3DSTATE_DEPTH_BUFFER::HIZ Enable
+    */
+   const struct anv_image_view *ds_iview =
+      anv_cmd_buffer_get_depth_stencil_view(cmd_buffer);
+   if (!ds_iview || ds_iview->image->aux_usage != ISL_AUX_USAGE_HIZ)
+      return false;
+
+   /* 3DSTATE_PS_EXTRA::PixelShaderValid */
+   struct anv_pipeline *pipeline = cmd_buffer->state.pipeline;
+   if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT))
+      return false;
+
+   /* !(3DSTATE_WM::EDSC_Mode == 2) */
+   const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
+   if (wm_prog_data->early_fragment_tests)
+      return false;
+
+   /* We never use anv_pipeline for HiZ ops so this is trivially true:
+   *    !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
+    *      3DSTATE_WM_HZ_OP::DepthBufferResolve ||
+    *      3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable ||
+    *      3DSTATE_WM_HZ_OP::StencilBufferClear)
+    */
+
+   /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
+    * 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable
+    */
+   const bool stc_test_en =
+      (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
+      pipeline->stencil_test_enable;
+
+   /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
+    * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable &&
+    *  3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE)
+    */
+   const bool stc_write_en =
+      (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
+      pipeline->writes_stencil;
+
+   /* STC_TEST_EN && 3DSTATE_PS_EXTRA::PixelShaderComputesStencil */
+   const bool comp_stc_en = stc_test_en && wm_prog_data->computed_stencil;
+
+   /* COMP_STC_EN || STC_WRITE_EN */
+   if (!(comp_stc_en || stc_write_en))
+      return false;
+
+   /* (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
+    *  3DSTATE_WM::ForceKillPix == ON ||
+    *  3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
+    *  3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
+    *  3DSTATE_PS_BLEND::AlphaTestEnable ||
+    *  3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) ||
+    * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF)
+    */
+   return pipeline->kill_pixel ||
+          wm_prog_data->computed_depth_mode != PSCDEPTH_OFF;
+}
+
 void
 genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
 {
@@ -398,6 +541,7 @@ genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
    }
 
    if (cmd_buffer->state.dirty & (ANV_CMD_DIRTY_PIPELINE |
+                                  ANV_CMD_DIRTY_RENDER_TARGETS |
                                   ANV_CMD_DIRTY_DYNAMIC_STENCIL_COMPARE_MASK |
                                   ANV_CMD_DIRTY_DYNAMIC_STENCIL_WRITE_MASK |
                                   ANV_CMD_DIRTY_DYNAMIC_STENCIL_REFERENCE)) {
@@ -423,6 +567,9 @@ genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
 
       anv_batch_emit_merge(&cmd_buffer->batch, dwords,
                            pipeline->gen9.wm_depth_stencil);
+
+      genX(cmd_buffer_enable_pma_fix)(cmd_buffer,
+                                      want_stencil_pma_fix(cmd_buffer));
    }
 #endif
 
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
index 3f701f3..3087037 100644
--- a/src/intel/vulkan/genX_pipeline.c
+++ b/src/intel/vulkan/genX_pipeline.c
@@ -742,6 +742,7 @@ emit_ds_state(struct anv_pipeline *pipeline,
        * to make sure it's initialized to something useful.
        */
       pipeline->writes_stencil = false;
+      pipeline->stencil_test_enable = false;
       pipeline->writes_depth = false;
       pipeline->depth_test_enable = false;
       memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw));
@@ -757,6 +758,7 @@ emit_ds_state(struct anv_pipeline *pipeline,
 
    VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo;
    sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects);
+   pipeline->stencil_test_enable = info.stencilTestEnable;
    pipeline->writes_depth = info.depthWriteEnable;
    pipeline->depth_test_enable = info.depthTestEnable;
 
@@ -1514,8 +1516,8 @@ compute_kill_pixel(struct anv_pipeline *pipeline,
    const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
 
    /* This computes the KillPixel portion of the computation for whether or
-    * not we want to enable the PMA fix on gen8.  It's given by this chunk of
-    * the giant formula:
+    * not we want to enable the PMA fix on gen8 or gen9.  It's given by this
+    * chunk of the giant formula:
     *
     *    (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
     *     3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
</pre>
    </blockquote>
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