From: Marek Olšák Date: Sun, 5 Jun 2016 13:45:30 +0000 (+0200) Subject: gallium/radeon: don't disable DCC because of SDMA X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=c65361763cca709a28534aa354b6dffe1cbadf99;p=mesa.git gallium/radeon: don't disable DCC because of SDMA We want to keep DCC enabled to save bandwidth. It was a bad idea to disable it here. Reviewed-by: Nicolai Hähnle Reviewed-by: Bas Nieuwenhuizen --- diff --git a/src/gallium/drivers/radeon/r600_texture.c b/src/gallium/drivers/radeon/r600_texture.c index b27641722d6..27b464fa509 100644 --- a/src/gallium/drivers/radeon/r600_texture.c +++ b/src/gallium/drivers/radeon/r600_texture.c @@ -32,8 +32,6 @@ #include #include -static bool r600_texture_discard_dcc(struct r600_common_screen *rscreen, - struct r600_texture *rtex); static void r600_texture_discard_cmask(struct r600_common_screen *rscreen, struct r600_texture *rtex); static unsigned r600_choose_tiling(struct r600_common_screen *rscreen, @@ -69,27 +67,12 @@ bool r600_prepare_for_dma_blit(struct r600_common_context *rctx, /* DCC as: * src: Use the 3D path. DCC decompression is expensive. - * dst: If overwriting the whole texture, discard DCC and use SDMA. - * Otherwise, use the 3D path. + * dst: Use the 3D path to compress the pixels with DCC. */ - if (rsrc->dcc_offset && rsrc->surface.level[src_level].dcc_enabled) + if ((rsrc->dcc_offset && rsrc->surface.level[src_level].dcc_enabled) || + (rdst->dcc_offset && rdst->surface.level[dst_level].dcc_enabled)) return false; - if (rdst->dcc_offset && rdst->surface.level[dst_level].dcc_enabled) { - /* We can't discard DCC if the texture has been exported. - * We can only discard DCC for the entire texture. - */ - if (rdst->resource.is_shared || - rdst->resource.b.b.last_level > 0 || - !util_texrange_covers_whole_level(&rdst->resource.b.b, dst_level, - dstx, dsty, dstz, src_box->width, - src_box->height, src_box->depth)) - return false; - - if (!r600_texture_discard_dcc(rctx->screen, rdst)) - return false; - } - /* CMASK as: * src: Both texture and SDMA paths need decompression. Use SDMA. * dst: If overwriting the whole texture, discard CMASK and use