Why not just squash these two patches together? Either way this series
is, Acked-by: Edward O'Callaghan
On 10/13/2016 10:22 AM, Andy Furniss wrote:
> Marek Olšák wrote:
>> From: Marek Olšák
>>
>> 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
For a decent enough bug report like that, yes if its stalled poke and
ask why on IRC.
>
>>
>> Cc: 12.0
>> ---
>> 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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