radv: Use 128-sized vertex grouping for NGG shaders.
This matches what RadeonSI also does. It seems to improve performance especially with NGG culling shaders. Eg. in Doom Eternal this gives me +5ish fps. Signed-off-by: Timur Kristóf <timur.kristof@gmail.com> Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11810>
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@ -2021,7 +2021,7 @@ gfx10_get_ngg_info(const struct radv_pipeline_key *key, struct radv_pipeline *pi
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const unsigned min_esverts =
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pipeline->device->physical_device->rad_info.chip_class >= GFX10_3 ? 29 : 24;
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bool max_vert_out_per_gs_instance = false;
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unsigned max_esverts_base = 256;
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unsigned max_esverts_base = 128;
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unsigned max_gsprims_base = 128; /* default prim group size clamp */
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/* Hardware has the following non-natural restrictions on the value
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@ -2189,7 +2189,7 @@ gfx10_get_ngg_info(const struct radv_pipeline_key *key, struct radv_pipeline *pi
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ngg->prim_amp_factor = prim_amp_factor;
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ngg->max_vert_out_per_gs_instance = max_vert_out_per_gs_instance;
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ngg->ngg_emit_size = max_gsprims * gsprim_lds_size;
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ngg->enable_vertex_grouping = false;
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ngg->enable_vertex_grouping = true;
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/* Don't count unusable vertices. */
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ngg->esgs_ring_size = MIN2(max_esverts, max_gsprims * max_verts_per_prim) * esvert_lds_size * 4;
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