Marek Olšák wrote:
From: Marek Olšák <marek.ol...@amd.com>

This is a serious performance fix. Discovered by luck.

Hmm, maybe I should bump my bugs more aggressively :-)

https://bugs.freedesktop.org/show_bug.cgi?id=94354


Cc: 12.0 <mesa-sta...@lists.freedesktop.org>
---
  src/gallium/drivers/radeonsi/si_state_shaders.c | 11 ++++-------
  1 file changed, 4 insertions(+), 7 deletions(-)

diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c 
b/src/gallium/drivers/radeonsi/si_state_shaders.c
index c41c519..be5c659 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -801,34 +801,31 @@ static void si_shader_ps(struct si_shader *shader)
        si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS,
                       S_00B028_VGPRS((shader->config.num_vgprs - 1) / 4) |
                       S_00B028_SGPRS((shader->config.num_sgprs - 1) / 8) |
                       S_00B028_DX10_CLAMP(1) |
                       S_00B028_FLOAT_MODE(shader->config.float_mode));
        si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
                       S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
                       S_00B02C_USER_SGPR(SI_PS_NUM_USER_SGPR) |
                       S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave 
> 0));

-       /* Prefer RE_Z if the shader is complex enough. The requirement is 
either:
-        * - the shader uses at least 2 VMEM instructions, or
-        * - the code size is at least 50 2-dword instructions or 100 1-dword
-        *   instructions.
+       /* DON'T USE EARLY_Z_THEN_RE_Z !!!
+        *
+        * It decreases performance by 15% in DiRT: Showdown on Ultra settings.
+        * And it has pretty complex shaders.
         *
         * Shaders with side effects that must execute independently of the
         * depth test require LATE_Z.
         */
        if (info->writes_memory &&
            !info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
                shader->z_order = V_02880C_LATE_Z;
-       else if (info->num_memory_instructions >= 2 ||
-                shader->binary.code_size > 100*4)
-               shader->z_order = V_02880C_EARLY_Z_THEN_RE_Z;
        else
                shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z;
  }

  static void si_shader_init_pm4_state(struct si_screen *sscreen,
                                       struct si_shader *shader)
  {
        switch (shader->selector->type) {
        case PIPE_SHADER_VERTEX:
                if (shader->key.vs.as_ls)


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