radeonsi: use optimal packet order when doing a pipeline sync
Process most new SET packets in parallel with previous draw calls, then flush caches and wait, start the draw, and do L2 prefetches last. This decreases the [CP busy / SPI busy] ratio (verified with GRBM perf counters). In other words, the time window when shaders are idle (between (the wait and the draw) is much shorter now. Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@ -1162,14 +1162,49 @@ void si_ce_post_draw_synchronization(struct si_context *sctx)
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}
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}
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static void si_emit_all_states(struct si_context *sctx, const struct pipe_draw_info *info,
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unsigned skip_atom_mask)
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{
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/* Emit state atoms. */
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unsigned mask = sctx->dirty_atoms & ~skip_atom_mask;
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while (mask) {
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struct r600_atom *atom = sctx->atoms.array[u_bit_scan(&mask)];
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atom->emit(&sctx->b, atom);
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}
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sctx->dirty_atoms &= skip_atom_mask;
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/* Emit states. */
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mask = sctx->dirty_states;
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while (mask) {
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unsigned i = u_bit_scan(&mask);
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struct si_pm4_state *state = sctx->queued.array[i];
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if (!state || sctx->emitted.array[i] == state)
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continue;
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si_pm4_emit(sctx, state);
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sctx->emitted.array[i] = state;
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}
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sctx->dirty_states = 0;
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/* Emit draw states. */
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unsigned num_patches = 0;
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si_emit_rasterizer_prim_state(sctx);
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if (sctx->tes_shader.cso)
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si_emit_derived_tess_state(sctx, info, &num_patches);
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si_emit_vs_state(sctx, info);
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si_emit_draw_registers(sctx, info, num_patches);
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}
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void si_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
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{
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struct si_context *sctx = (struct si_context *)ctx;
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struct si_state_rasterizer *rs = sctx->queued.named.rasterizer;
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struct pipe_resource *indexbuf = info->index.resource;
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unsigned mask, dirty_tex_counter;
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unsigned dirty_tex_counter;
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enum pipe_prim_type rast_prim;
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unsigned num_patches = 0;
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unsigned index_size = info->index_size;
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unsigned index_offset = info->indirect ? info->start * index_size : 0;
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@ -1251,9 +1286,6 @@ void si_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
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if (sctx->do_update_shaders && !si_update_shaders(sctx))
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return;
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if (!si_upload_graphics_shader_descriptors(sctx))
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return;
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if (index_size) {
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/* Translate or upload, if needed. */
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/* 8-bit indices are supported on VI. */
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@ -1342,44 +1374,61 @@ void si_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
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si_is_atom_dirty(sctx, &sctx->b.scissors.atom))
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sctx->b.flags |= SI_CONTEXT_PS_PARTIAL_FLUSH;
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/* Flush caches before the first state atom, which does L2 prefetches. */
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if (sctx->b.flags)
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/* Use optimal packet order based on whether we need to sync the pipeline. */
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if (unlikely(sctx->b.flags & (SI_CONTEXT_FLUSH_AND_INV_CB |
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SI_CONTEXT_FLUSH_AND_INV_DB |
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SI_CONTEXT_PS_PARTIAL_FLUSH |
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SI_CONTEXT_CS_PARTIAL_FLUSH))) {
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/* If we have to wait for idle, set all states first, so that all
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* SET packets are processed in parallel with previous draw calls.
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* Then upload descriptors, set shader pointers, and draw, and
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* prefetch at the end. This ensures that the time the CUs
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* are idle is very short. (there are only SET_SH packets between
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* the wait and the draw)
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*/
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struct r600_atom *shader_pointers = &sctx->shader_pointers.atom;
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/* Emit all states except shader pointers. */
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si_emit_all_states(sctx, info, 1 << shader_pointers->id);
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si_emit_cache_flush(sctx);
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if (sctx->b.chip_class >= CIK && sctx->prefetch_L2_mask)
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cik_emit_prefetch_L2(sctx);
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/* <-- CUs are idle here. */
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if (!si_upload_graphics_shader_descriptors(sctx))
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return;
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/* Emit state atoms. */
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mask = sctx->dirty_atoms;
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while (mask) {
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struct r600_atom *atom = sctx->atoms.array[u_bit_scan(&mask)];
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/* Set shader pointers after descriptors are uploaded. */
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if (si_is_atom_dirty(sctx, shader_pointers)) {
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shader_pointers->emit(&sctx->b, NULL);
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sctx->dirty_atoms = 0;
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}
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atom->emit(&sctx->b, atom);
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si_ce_pre_draw_synchronization(sctx);
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si_emit_draw_packets(sctx, info, indexbuf, index_size, index_offset);
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/* <-- CUs are busy here. */
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/* Start prefetches after the draw has been started. Both will run
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* in parallel, but starting the draw first is more important.
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*/
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if (sctx->b.chip_class >= CIK && sctx->prefetch_L2_mask)
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cik_emit_prefetch_L2(sctx);
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} else {
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/* If we don't wait for idle, start prefetches first, then set
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* states, and draw at the end.
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*/
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if (sctx->b.flags)
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si_emit_cache_flush(sctx);
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if (sctx->b.chip_class >= CIK && sctx->prefetch_L2_mask)
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cik_emit_prefetch_L2(sctx);
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if (!si_upload_graphics_shader_descriptors(sctx))
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return;
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si_emit_all_states(sctx, info, 0);
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si_ce_pre_draw_synchronization(sctx);
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si_emit_draw_packets(sctx, info, indexbuf, index_size, index_offset);
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}
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sctx->dirty_atoms = 0;
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/* Emit states. */
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mask = sctx->dirty_states;
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while (mask) {
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unsigned i = u_bit_scan(&mask);
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struct si_pm4_state *state = sctx->queued.array[i];
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if (!state || sctx->emitted.array[i] == state)
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continue;
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si_pm4_emit(sctx, state);
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sctx->emitted.array[i] = state;
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}
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sctx->dirty_states = 0;
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si_emit_rasterizer_prim_state(sctx);
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if (sctx->tes_shader.cso)
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si_emit_derived_tess_state(sctx, info, &num_patches);
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si_emit_vs_state(sctx, info);
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si_emit_draw_registers(sctx, info, num_patches);
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si_ce_pre_draw_synchronization(sctx);
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si_emit_draw_packets(sctx, info, indexbuf, index_size, index_offset);
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si_ce_post_draw_synchronization(sctx);
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if (sctx->trace_buf)
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