anv/pipeline: Be smarter about depth/stencil state

It's a bit hard to measure because it almost gets lost in the noise,
but this seemed to help Dota 2 by a percent or two on my Broadwell
GT3e desktop.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This commit is contained in:
Jason Ekstrand 2016-12-08 17:39:14 -08:00
parent 215fed7318
commit 028e1137e6
1 changed files with 141 additions and 34 deletions

View File

@ -649,6 +649,137 @@ static const uint32_t vk_to_gen_stencil_op[] = {
[VK_STENCIL_OP_DECREMENT_AND_WRAP] = STENCILOP_DECR,
};
/* This function sanitizes the VkStencilOpState by looking at the compare ops
* and trying to determine whether or not a given stencil op can ever actually
* occur. Stencil ops which can never occur are set to VK_STENCIL_OP_KEEP.
* This function returns true if, after sanitation, any of the stencil ops are
* set to something other than VK_STENCIL_OP_KEEP.
*/
static bool
sanitize_stencil_face(VkStencilOpState *face,
VkCompareOp depthCompareOp)
{
/* If compareOp is ALWAYS then the stencil test will never fail and failOp
* will never happen. Set failOp to KEEP in this case.
*/
if (face->compareOp == VK_COMPARE_OP_ALWAYS)
face->failOp = VK_STENCIL_OP_KEEP;
/* If compareOp is NEVER or depthCompareOp is NEVER then one of the depth
* or stencil tests will fail and passOp will never happen.
*/
if (face->compareOp == VK_COMPARE_OP_NEVER ||
depthCompareOp == VK_COMPARE_OP_NEVER)
face->passOp = VK_STENCIL_OP_KEEP;
/* If compareOp is NEVER or depthCompareOp is ALWAYS then either the
* stencil test will fail or the depth test will pass. In either case,
* depthFailOp will never happen.
*/
if (face->compareOp == VK_COMPARE_OP_NEVER ||
depthCompareOp == VK_COMPARE_OP_ALWAYS)
face->depthFailOp = VK_STENCIL_OP_KEEP;
return face->failOp != VK_STENCIL_OP_KEEP ||
face->depthFailOp != VK_STENCIL_OP_KEEP ||
face->passOp != VK_STENCIL_OP_KEEP;
}
/* Intel hardware is fairly sensitive to whether or not depth/stencil writes
* are enabled. In the presence of discards, it's fairly easy to get into the
* non-promoted case which means a fairly big performance hit. From the Iron
* Lake PRM, Vol 2, pt. 1, section 8.4.3.2, "Early Depth Test Cases":
*
* "Non-promoted depth (N) is active whenever the depth test can be done
* early but it cannot determine whether or not to write source depth to
* the depth buffer, therefore the depth write must be performed post pixel
* shader. This includes cases where the pixel shader can kill pixels,
* including via sampler chroma key, as well as cases where the alpha test
* function is enabled, which kills pixels based on a programmable alpha
* test. In this case, even if the depth test fails, the pixel cannot be
* killed if a stencil write is indicated. Whether or not the stencil write
* happens depends on whether or not the pixel is killed later. In these
* cases if stencil test fails and stencil writes are off, the pixels can
* also be killed early. If stencil writes are enabled, the pixels must be
* treated as Computed depth (described above)."
*
* The same thing as mentioned in the stencil case can happen in the depth
* case as well if it thinks it writes depth but, thanks to the depth test
* being GL_EQUAL, the write doesn't actually matter. A little extra work
* up-front to try and disable depth and stencil writes can make a big
* difference.
*
* Unfortunately, the way depth and stencil testing is specified, there are
* many case where, regardless of depth/stencil writes being enabled, nothing
* actually gets written due to some other bit of state being set. This
* function attempts to "sanitize" the depth stencil state and disable writes
* and sometimes even testing whenever possible.
*/
static void
sanitize_ds_state(VkPipelineDepthStencilStateCreateInfo *state,
bool *stencilWriteEnable,
VkImageAspectFlags ds_aspects)
{
*stencilWriteEnable = state->stencilTestEnable;
/* If the depth test is disabled, we won't be writing anything. */
if (!state->depthTestEnable)
state->depthWriteEnable = false;
/* The Vulkan spec requires that if either depth or stencil is not present,
* the pipeline is to act as if the test silently passes.
*/
if (!(ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) {
state->depthWriteEnable = false;
state->depthCompareOp = VK_COMPARE_OP_ALWAYS;
}
if (!(ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) {
*stencilWriteEnable = false;
state->front.compareOp = VK_COMPARE_OP_ALWAYS;
state->back.compareOp = VK_COMPARE_OP_ALWAYS;
}
/* If the stencil test is enabled and always fails, then we will never get
* to the depth test so we can just disable the depth test entirely.
*/
if (state->stencilTestEnable &&
state->front.compareOp == VK_COMPARE_OP_NEVER &&
state->back.compareOp == VK_COMPARE_OP_NEVER) {
state->depthTestEnable = false;
state->depthWriteEnable = false;
}
/* If depthCompareOp is EQUAL then the value we would be writing to the
* depth buffer is the same as the value that's already there so there's no
* point in writing it.
*/
if (state->depthCompareOp == VK_COMPARE_OP_EQUAL)
state->depthWriteEnable = false;
/* If the stencil ops are such that we don't actually ever modify the
* stencil buffer, we should disable writes.
*/
if (!sanitize_stencil_face(&state->front, state->depthCompareOp) &&
!sanitize_stencil_face(&state->back, state->depthCompareOp))
*stencilWriteEnable = false;
/* If the depth test always passes and we never write out depth, that's the
* same as if the depth test is disabled entirely.
*/
if (state->depthCompareOp == VK_COMPARE_OP_ALWAYS &&
!state->depthWriteEnable)
state->depthTestEnable = false;
/* If the stencil test always passes and we never write out stencil, that's
* the same as if the stencil test is disabled entirely.
*/
if (state->front.compareOp == VK_COMPARE_OP_ALWAYS &&
state->back.compareOp == VK_COMPARE_OP_ALWAYS &&
!*stencilWriteEnable)
state->stencilTestEnable = false;
}
static void
emit_ds_state(struct anv_pipeline *pipeline,
const VkPipelineDepthStencilStateCreateInfo *pCreateInfo,
@ -674,12 +805,20 @@ emit_ds_state(struct anv_pipeline *pipeline,
return;
}
VkImageAspectFlags ds_aspects = 0;
if (subpass->depth_stencil_attachment != VK_ATTACHMENT_UNUSED) {
VkFormat depth_stencil_format =
pass->attachments[subpass->depth_stencil_attachment].format;
ds_aspects = vk_format_aspects(depth_stencil_format);
}
VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo;
sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects);
pipeline->writes_depth = info.depthWriteEnable;
pipeline->depth_test_enable = info.depthTestEnable;
/* VkBool32 depthBoundsTestEnable; // optional (depth_bounds_test) */
pipeline->writes_stencil = info.stencilTestEnable;
#if GEN_GEN <= 7
struct GENX(DEPTH_STENCIL_STATE) depth_stencil = {
#else
@ -701,38 +840,6 @@ emit_ds_state(struct anv_pipeline *pipeline,
.BackfaceStencilTestFunction = vk_to_gen_compare_op[info.back.compareOp],
};
VkImageAspectFlags aspects = 0;
if (subpass->depth_stencil_attachment != VK_ATTACHMENT_UNUSED) {
VkFormat depth_stencil_format =
pass->attachments[subpass->depth_stencil_attachment].format;
aspects = vk_format_aspects(depth_stencil_format);
}
/* The Vulkan spec requires that if either depth or stencil is not present,
* the pipeline is to act as if the test silently passes.
*/
if (!(aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) {
depth_stencil.DepthBufferWriteEnable = false;
depth_stencil.DepthTestFunction = PREFILTEROPALWAYS;
}
if (!(aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) {
pipeline->writes_stencil = false;
depth_stencil.StencilTestFunction = PREFILTEROPALWAYS;
depth_stencil.BackfaceStencilTestFunction = PREFILTEROPALWAYS;
}
/* From the Broadwell PRM:
*
* "If Depth_Test_Enable = 1 AND Depth_Test_func = EQUAL, the
* Depth_Write_Enable must be set to 0."
*/
if (info.depthTestEnable && info.depthCompareOp == VK_COMPARE_OP_EQUAL)
depth_stencil.DepthBufferWriteEnable = false;
pipeline->writes_depth = depth_stencil.DepthBufferWriteEnable;
pipeline->depth_test_enable = depth_stencil.DepthTestEnable;
#if GEN_GEN <= 7
GENX(DEPTH_STENCIL_STATE_pack)(NULL, depth_stencil_dw, &depth_stencil);
#else