Why not just squash these two patches together? Either way this series is, Acked-by: Edward O'Callaghan <[email protected]>
On 10/13/2016 10:22 AM, Andy Furniss wrote: > Marek Olšák wrote: >> From: Marek Olšák <[email protected]> >> >> 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 <[email protected]> >> --- >> 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) >> > > _______________________________________________ > mesa-dev mailing list > [email protected] > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
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