radeonsi: adjust and clean up Z_ORDER and EXEC_ON_x settings
authorMarek Olšák <marek.olsak@amd.com>
Wed, 12 Oct 2016 20:15:31 +0000 (22:15 +0200)
committerMarek Olšák <marek.olsak@amd.com>
Thu, 13 Oct 2016 17:00:51 +0000 (19:00 +0200)
The table was copied from the Vulkan driver. The comment lines are as long
as the table for cosmetic reasons.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
src/gallium/drivers/radeonsi/si_shader.h
src/gallium/drivers/radeonsi/si_state_shaders.c

index f2618acf1981e7bd89b09508c9281f64a9a023f5..b07210c90f53f636554da95edd5b47a2ca2fb62c 100644 (file)
@@ -439,7 +439,6 @@ struct si_shader {
        struct r600_resource            *scratch_bo;
        union si_shader_key             key;
        bool                            is_binary_shared;
-       unsigned                        z_order;
 
        /* The following data is all that's needed for binary shaders. */
        struct radeon_shader_binary     binary;
index be5c659e889eafe3117bbc9843fb3c37e7f0df32..d339b8463c327b2cbf00193ae73269274308ac37 100644 (file)
@@ -807,20 +807,6 @@ static void si_shader_ps(struct si_shader *shader)
                       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));
-
-       /* 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
-               shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z;
 }
 
 static void si_shader_init_pm4_state(struct si_screen *sscreen,
@@ -1371,12 +1357,38 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
                break;
        }
 
-       if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
-               sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1);
+       /* Z_ORDER, EXEC_ON_HIER_FAIL and EXEC_ON_NOOP should be set as following:
+        *
+        *   | early Z/S | writes_mem | allow_ReZ? |      Z_ORDER       | EXEC_ON_HIER_FAIL | EXEC_ON_NOOP
+        * --|-----------|------------|------------|--------------------|-------------------|-------------
+        * 1a|   false   |   false    |   true     | EarlyZ_Then_ReZ    |         0         |     0
+        * 1b|   false   |   false    |   false    | EarlyZ_Then_LateZ  |         0         |     0
+        * 2 |   false   |   true     |   n/a      |       LateZ        |         1         |     0
+        * 3 |   true    |   false    |   n/a      | EarlyZ_Then_LateZ  |         0         |     0
+        * 4 |   true    |   true     |   n/a      | EarlyZ_Then_LateZ  |         0         |     1
+        *
+        * In cases 3 and 4, HW will force Z_ORDER to EarlyZ regardless of what's set in the register.
+        * In case 2, NOOP_CULL is a don't care field. In case 2, 3 and 4, ReZ doesn't make sense.
+        *
+        * Don't use ReZ without profiling !!!
+        *
+        * ReZ decreases performance by 15% in DiRT: Showdown on Ultra settings, which has pretty complex
+        * shaders.
+        */
+       if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
+               /* Cases 3, 4. */
+               sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
+                                         S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z) |
+                                         S_02880C_EXEC_ON_NOOP(sel->info.writes_memory);
+       } else if (sel->info.writes_memory) {
+               /* Case 2. */
+               sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z) |
+                                         S_02880C_EXEC_ON_HIER_FAIL(1);
+       } else {
+               /* Case 1. */
+               sel->db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
+       }
 
-       if (sel->info.writes_memory)
-               sel->db_shader_control |= S_02880C_EXEC_ON_HIER_FAIL(1) |
-                                         S_02880C_EXEC_ON_NOOP(1);
        pipe_mutex_init(sel->mutex);
        util_queue_fence_init(&sel->ready);
 
@@ -2213,8 +2225,7 @@ bool si_update_shaders(struct si_context *sctx)
 
                db_shader_control =
                        sctx->ps_shader.cso->db_shader_control |
-                       S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS) |
-                       S_02880C_Z_ORDER(sctx->ps_shader.current->z_order);
+                       S_02880C_KILL_ENABLE(si_get_alpha_test_func(sctx) != PIPE_FUNC_ALWAYS);
 
                if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
                    sctx->sprite_coord_enable != rs->sprite_coord_enable ||