panfrost: Disable tib read/write when colourmask = 0x0
There might still be Z/S updates so we can't drop the whole shader but we can shortcircuit the colour pipeline. Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5124>
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@ -99,10 +99,12 @@ struct panfrost_blend_final {
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/* Set for a shader, clear for an equation */
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bool is_shader;
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/* Set if the destination needs to be loaded from the tilebuffer,
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* basically (for an equation) or if a shader is present */
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/* Clear if the destination needs to be loaded from the tilebuffer */
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bool no_blending;
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/* Set if the colour mask is 0x0 (nothing is written) */
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bool no_colour;
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union {
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struct panfrost_blend_shader_final shader;
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struct panfrost_blend_equation_final equation;
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@ -255,6 +255,8 @@ panfrost_get_blend_for_context(struct panfrost_context *ctx, unsigned rti, struc
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(rt->equation.alpha_mode == 0x122) &&
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(rt->equation.color_mask == 0xf);
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final.no_colour = (rt->equation.color_mask == 0x0);
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return final;
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}
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}
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@ -725,16 +725,18 @@ panfrost_frag_meta_blend_update(struct panfrost_context *ctx,
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} else {
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struct midgard_blend_rt *mrts = rts;
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mrts[i].flags = 0x200;
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if (!blend[i].no_colour) {
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mrts[i].flags = 0x200;
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bool is_srgb = (ctx->pipe_framebuffer.nr_cbufs > i) &&
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(ctx->pipe_framebuffer.cbufs[i]) &&
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util_format_is_srgb(ctx->pipe_framebuffer.cbufs[i]->format);
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bool is_srgb = (ctx->pipe_framebuffer.nr_cbufs > i) &&
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(ctx->pipe_framebuffer.cbufs[i]) &&
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util_format_is_srgb(ctx->pipe_framebuffer.cbufs[i]->format);
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SET_BIT(mrts[i].flags, MALI_BLEND_MRT_SHADER, blend[i].is_shader);
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SET_BIT(mrts[i].flags, MALI_BLEND_LOAD_TIB, !blend[i].no_blending);
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SET_BIT(mrts[i].flags, MALI_BLEND_SRGB, is_srgb);
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SET_BIT(mrts[i].flags, MALI_BLEND_NO_DITHER, !ctx->blend->base.dither);
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SET_BIT(mrts[i].flags, MALI_BLEND_MRT_SHADER, blend[i].is_shader);
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SET_BIT(mrts[i].flags, MALI_BLEND_LOAD_TIB, !blend[i].no_blending);
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SET_BIT(mrts[i].flags, MALI_BLEND_SRGB, is_srgb);
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SET_BIT(mrts[i].flags, MALI_BLEND_NO_DITHER, !ctx->blend->base.dither);
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}
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if (blend[i].is_shader) {
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mrts[i].blend.shader = blend[i].shader.gpu | blend[i].shader.first_tag;
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