Commit 0207ebcb authored by Bas Nieuwenhuizen's avatar Bas Nieuwenhuizen

radv: Do not use multiple draws for multisample copies.

Use sample rate shading instead, should give better locality.

Makes Nier with 8x msaa on a Raven go 5 fps -> 7 fps in the menu.
Reviewed-by: Samuel Pitoiset's avatarSamuel Pitoiset <samuel.pitoiset@gmail.com>
parent ca1d3fc5
......@@ -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;
......
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