vc4: Try compiling our FSes in multithreaded mode on new kernels.

Multithreaded fragment shaders let us hide texturing latency by a
hyperthreading-style switch to another fragment shader.  This gets us up
to 20% framerate improvements on glmark2 tests.
This commit is contained in:
Eric Anholt 2016-11-10 17:47:34 -08:00
parent 45c022f2b0
commit 7f27ad5597
5 changed files with 20 additions and 2 deletions

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@ -42,6 +42,9 @@
#ifndef DRM_VC4_PARAM_SUPPORTS_ETC1
#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
#endif
#ifndef DRM_VC4_PARAM_SUPPORTS_THREADED_FS
#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
#endif
#ifdef USE_VC4_SIMULATOR
#define using_vc4_simulator true

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@ -2158,7 +2158,7 @@ count_nir_instrs(nir_shader *nir)
static struct vc4_compile *
vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
struct vc4_key *key)
struct vc4_key *key, bool fs_threaded)
{
struct vc4_compile *c = qir_compile_init();
@ -2168,6 +2168,7 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
c->program_id = key->shader_state->program_id;
c->variant_id =
p_atomic_inc_return(&key->shader_state->compiled_variant_count);
c->fs_threaded = fs_threaded;
c->key = key;
switch (stage) {
@ -2496,12 +2497,16 @@ vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage,
{
struct hash_table *ht;
uint32_t key_size;
bool try_threading;
if (stage == QSTAGE_FRAG) {
ht = vc4->fs_cache;
key_size = sizeof(struct vc4_fs_key);
try_threading = vc4->screen->has_threaded_fs;
} else {
ht = vc4->vs_cache;
key_size = sizeof(struct vc4_vs_key);
try_threading = false;
}
struct vc4_compiled_shader *shader;
@ -2509,7 +2514,13 @@ vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage,
if (entry)
return entry->data;
struct vc4_compile *c = vc4_shader_ntq(vc4, stage, key);
struct vc4_compile *c = vc4_shader_ntq(vc4, stage, key, try_threading);
/* If the FS failed to compile threaded, fall back to single threaded. */
if (try_threading && c->failed) {
qir_compile_destroy(c);
c = vc4_shader_ntq(vc4, stage, key, false);
}
shader = rzalloc(NULL, struct vc4_compiled_shader);
shader->program_id = vc4->next_compiled_program_id++;

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@ -614,6 +614,8 @@ vc4_screen_create(int fd)
vc4_has_feature(screen, DRM_VC4_PARAM_SUPPORTS_BRANCHES);
screen->has_etc1 =
vc4_has_feature(screen, DRM_VC4_PARAM_SUPPORTS_ETC1);
screen->has_threaded_fs =
vc4_has_feature(screen, DRM_VC4_PARAM_SUPPORTS_THREADED_FS);
if (!vc4_get_chip_info(screen))
goto fail;

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@ -90,6 +90,7 @@ struct vc4_screen {
uint32_t bo_count;
bool has_control_flow;
bool has_etc1;
bool has_threaded_fs;
struct vc4_simulator_file *sim_file;
};

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@ -613,6 +613,7 @@ vc4_simulator_get_param_ioctl(int fd, struct drm_vc4_get_param *args)
switch (args->param) {
case DRM_VC4_PARAM_SUPPORTS_BRANCHES:
case DRM_VC4_PARAM_SUPPORTS_ETC1:
case DRM_VC4_PARAM_SUPPORTS_THREADED_FS:
args->value = true;
return 0;