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>
This commit is contained in:
Marek Olšák 2017-08-04 17:38:57 +02:00
parent 895de1d03d
commit 0fe0320dc0
1 changed files with 86 additions and 37 deletions

View File

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