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v3dv: Z/S clearing optimizations

Iago Toral requested to merge itoral/mesa:v3dv_ez_clear into master

This series implements two changes:

  • Avoids falling back to full tile buffer clears whenever we have a Z/S TLB clear to handle. This is not required because some of the hardware bugs that caused this were not properly described or didn't affect V3D 4.2.
  • Enables Early Z/S clearing when possible.

With this series I observe an average 3-5% performance improvement on the Quake ports. Early Z/S clearing also kicks in for the UE Shooter demo, however in that case I don't observe any benefits which is not surprising, since we know the bottleneck in that case are the QPUs.

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