Use sample rate shading instead, should give better locality. --- src/amd/vulkan/radv_meta_blit2d.c | 62 +++---------------------------- 1 file changed, 5 insertions(+), 57 deletions(-)
diff --git a/src/amd/vulkan/radv_meta_blit2d.c b/src/amd/vulkan/radv_meta_blit2d.c index d2975532d4b..45eb4b309e4 100644 --- a/src/amd/vulkan/radv_meta_blit2d.c +++ b/src/amd/vulkan/radv_meta_blit2d.c @@ -379,24 +379,7 @@ radv_meta_blit2d_normal_dst(struct radv_cmd_buffer *cmd_buffer, - if (log2_samples > 0) { - for (uint32_t sample = 0; sample < src_img->image->info.samples; sample++) { - uint32_t sample_mask = 1 << sample; - radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer), - device->meta_state.blit2d[log2_samples].p_layouts[src_type], - VK_SHADER_STAGE_FRAGMENT_BIT, 20, 4, - &sample); - - radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer), - device->meta_state.blit2d[log2_samples].p_layouts[src_type], - VK_SHADER_STAGE_FRAGMENT_BIT, 24, 4, - &sample_mask); - - radv_CmdDraw(radv_cmd_buffer_to_handle(cmd_buffer), 3, 1, 0, 0); - } - } - else - radv_CmdDraw(radv_cmd_buffer_to_handle(cmd_buffer), 3, 1, 0, 0); + radv_CmdDraw(radv_cmd_buffer_to_handle(cmd_buffer), 3, 1, 0, 0); radv_CmdEndRenderPass(radv_cmd_buffer_to_handle(cmd_buffer)); fail_pipeline: @@ -520,10 +503,7 @@ build_nir_texel_fetch(struct nir_builder *b, struct radv_device *device, tex_pos_3d = nir_vec(b, chans, 3); } if (is_multisampled) { - sample_idx = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_push_constant); - nir_intrinsic_set_base(sample_idx, 20); - nir_intrinsic_set_range(sample_idx, 4); - sample_idx->src[0] = nir_src_for_ssa(nir_imm_int(b, 0)); + sample_idx = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_sample_id); sample_idx->num_components = 1; nir_ssa_dest_init(&sample_idx->instr, &sample_idx->dest, 1, 32, "sample_idx"); nir_builder_instr_insert(b, &sample_idx->instr); @@ -605,27 +585,6 @@ static const VkPipelineVertexInputStateCreateInfo normal_vi_create_info = { .vertexAttributeDescriptionCount = 0, }; -static void -build_nir_store_sample_mask(struct nir_builder *b) -{ - nir_intrinsic_instr *sample_mask = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_push_constant); - nir_intrinsic_set_base(sample_mask, 24); - nir_intrinsic_set_range(sample_mask, 4); - sample_mask->src[0] = nir_src_for_ssa(nir_imm_int(b, 0)); - sample_mask->num_components = 1; - nir_ssa_dest_init(&sample_mask->instr, &sample_mask->dest, 1, 32, "sample_mask"); - nir_builder_instr_insert(b, &sample_mask->instr); - - const struct glsl_type *sample_mask_out_type = glsl_uint_type(); - - nir_variable *sample_mask_out = - nir_variable_create(b->shader, nir_var_shader_out, - sample_mask_out_type, "sample_mask_out"); - sample_mask_out->data.location = FRAG_RESULT_SAMPLE_MASK; - - nir_store_var(b, sample_mask_out, &sample_mask->dest.ssa, 0x1); -} - static nir_shader * build_nir_copy_fragment_shader(struct radv_device *device, texel_fetch_build_func txf_func, const char* name, bool is_3d, @@ -646,10 +605,6 @@ build_nir_copy_fragment_shader(struct radv_device *device, vec4, "f_color"); color_out->data.location = FRAG_RESULT_DATA0; - if (is_multisampled) { - build_nir_store_sample_mask(&b); - } - nir_ssa_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in)); nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); @@ -679,10 +634,6 @@ build_nir_copy_fragment_shader_depth(struct radv_device *device, vec4, "f_color"); color_out->data.location = FRAG_RESULT_DEPTH; - if (is_multisampled) { - build_nir_store_sample_mask(&b); - } - nir_ssa_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in)); nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); @@ -712,10 +663,6 @@ build_nir_copy_fragment_shader_stencil(struct radv_device *device, vec4, "f_color"); color_out->data.location = FRAG_RESULT_STENCIL; - if (is_multisampled) { - build_nir_store_sample_mask(&b); - } - nir_ssa_def *pos_int = nir_f2i32(&b, nir_load_var(&b, tex_pos_in)); nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); @@ -894,7 +841,8 @@ blit2d_init_color_pipeline(struct radv_device *device, .pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, .rasterizationSamples = 1 << log2_samples, - .sampleShadingEnable = false, + .sampleShadingEnable = log2_samples > 1, + .minSampleShading = 1.0, .pSampleMask = (VkSampleMask[]) { UINT32_MAX }, }, .pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) { @@ -1312,7 +1260,7 @@ meta_blit2d_create_pipe_layout(struct radv_device *device, VkDescriptorType desc_type = (idx == BLIT2D_SRC_TYPE_BUFFER) ? VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER : VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; const VkPushConstantRange push_constant_ranges[] = { {VK_SHADER_STAGE_VERTEX_BIT, 0, 16}, - {VK_SHADER_STAGE_FRAGMENT_BIT, 16, 12}, + {VK_SHADER_STAGE_FRAGMENT_BIT, 16, 4}, }; int num_push_constant_range = (idx != BLIT2D_SRC_TYPE_IMAGE || log2_samples > 0) ? 2 : 1; -- 2.19.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev