radv: bind the pre-compiled PS epilog to the cmdbuf state

For PS epilogs we have two paths, the first one is to pre-compile PS
epilogs at pipeline creation time, while the second one is to compile
PS epilogs on-demand when some dynamic states are used.

Binding the pre-compiled PS epilog to the cmdbuf state allows us to
remove one more pipeline dependency when recording cmdbufs (for shader
objects).

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24254>
This commit is contained in:
Samuel Pitoiset 2023-07-20 14:40:28 +02:00 committed by Marge Bot
parent 55f05309ca
commit 53d35c641d
2 changed files with 9 additions and 8 deletions

View file

@ -1582,8 +1582,7 @@ radv_emit_shader_prefetch(struct radv_cmd_buffer *cmd_buffer, struct radv_shader
}
ALWAYS_INLINE static void
radv_emit_prefetch_L2(struct radv_cmd_buffer *cmd_buffer, struct radv_graphics_pipeline *pipeline,
bool first_stage_only)
radv_emit_prefetch_L2(struct radv_cmd_buffer *cmd_buffer, bool first_stage_only)
{
struct radv_cmd_state *state = &cmd_buffer->state;
uint32_t mask = state->prefetch_L2_mask;
@ -1615,8 +1614,8 @@ radv_emit_prefetch_L2(struct radv_cmd_buffer *cmd_buffer, struct radv_graphics_p
if (mask & RADV_PREFETCH_PS) {
radv_emit_shader_prefetch(cmd_buffer, cmd_buffer->state.shaders[MESA_SHADER_FRAGMENT]);
if (pipeline->ps_epilog) {
struct radv_shader_part *ps_epilog = pipeline->ps_epilog;
if (cmd_buffer->state.ps_epilog) {
struct radv_shader_part *ps_epilog = cmd_buffer->state.ps_epilog;
si_cp_dma_prefetch(cmd_buffer, ps_epilog->va, ps_epilog->code_size);
}
@ -6494,6 +6493,7 @@ radv_CmdBindPipeline(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipeline
}
cmd_buffer->state.gs_copy_shader = graphics_pipeline->base.gs_copy_shader;
cmd_buffer->state.ps_epilog = graphics_pipeline->ps_epilog;
cmd_buffer->state.last_vgt_shader = graphics_pipeline->base.shaders[graphics_pipeline->last_vgt_api_stage];
cmd_buffer->state.graphics_pipeline = graphics_pipeline;
@ -8771,8 +8771,8 @@ radv_emit_all_graphics_states(struct radv_cmd_buffer *cmd_buffer, const struct r
if (cmd_buffer->state.shaders[MESA_SHADER_FRAGMENT] &&
cmd_buffer->state.shaders[MESA_SHADER_FRAGMENT]->info.ps.has_epilog) {
if (cmd_buffer->state.graphics_pipeline->ps_epilog) {
ps_epilog = cmd_buffer->state.graphics_pipeline->ps_epilog;
if (cmd_buffer->state.ps_epilog) {
ps_epilog = cmd_buffer->state.ps_epilog;
} else if ((cmd_buffer->state.emitted_graphics_pipeline != cmd_buffer->state.graphics_pipeline ||
(cmd_buffer->state.dirty &
(RADV_CMD_DIRTY_DYNAMIC_COLOR_WRITE_MASK | RADV_CMD_DIRTY_DYNAMIC_COLOR_BLEND_ENABLE |
@ -8928,7 +8928,7 @@ radv_before_draw(struct radv_cmd_buffer *cmd_buffer, const struct radv_draw_info
/* Only prefetch the vertex shader and VBO descriptors
* in order to start the draw as soon as possible.
*/
radv_emit_prefetch_L2(cmd_buffer, cmd_buffer->state.graphics_pipeline, true);
radv_emit_prefetch_L2(cmd_buffer, true);
}
radv_upload_graphics_shader_descriptors(cmd_buffer);
@ -9032,7 +9032,7 @@ radv_after_draw(struct radv_cmd_buffer *cmd_buffer)
* important.
*/
if (has_prefetch && cmd_buffer->state.prefetch_L2_mask) {
radv_emit_prefetch_L2(cmd_buffer, cmd_buffer->state.graphics_pipeline, false);
radv_emit_prefetch_L2(cmd_buffer, false);
}
/* Workaround for a VGT hang when streamout is enabled.

View file

@ -1617,6 +1617,7 @@ struct radv_cmd_state {
VkShaderStageFlags active_stages;
struct radv_shader *shaders[MESA_VULKAN_SHADER_STAGES];
struct radv_shader *gs_copy_shader;
struct radv_shader_part *ps_epilog;
struct radv_shader *last_vgt_shader;
struct radv_shader *rt_prolog;