anv: Enable HiZ on multi-layer depth buffers.

Improves The Witcher 3 fps by 2-10% on ICL (depending on the configs and
system).

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4661>
This commit is contained in:
Rafael Antognolli
2020-04-16 11:47:37 -07:00
committed by Marge Bot
parent 709f26c47d
commit e3ab86c599
2 changed files with 11 additions and 11 deletions
-6
View File
@@ -388,12 +388,6 @@ add_aux_surface_if_supported(struct anv_device *device,
return VK_SUCCESS;
}
if (image->array_size > 1) {
anv_perf_warn(device, image,
"Implement multi-arrayLayer HiZ clears and resolves");
return VK_SUCCESS;
}
if (device->info.gen == 8 && image->samples > 1) {
anv_perf_warn(device, image, "Enable gen8 multisampled HiZ");
return VK_SUCCESS;
+11 -5
View File
@@ -525,6 +525,7 @@ need_input_attachment_state(const struct anv_render_pass_attachment *att)
static void
transition_depth_buffer(struct anv_cmd_buffer *cmd_buffer,
const struct anv_image *image,
uint32_t base_layer, uint32_t layer_count,
VkImageLayout initial_layout,
VkImageLayout final_layout)
{
@@ -560,11 +561,11 @@ transition_depth_buffer(struct anv_cmd_buffer *cmd_buffer,
if (final_needs_depth && !initial_depth_valid) {
assert(initial_hiz_valid);
anv_image_hiz_op(cmd_buffer, image, VK_IMAGE_ASPECT_DEPTH_BIT,
0, 0, 1, ISL_AUX_OP_FULL_RESOLVE);
0, base_layer, layer_count, ISL_AUX_OP_FULL_RESOLVE);
} else if (final_needs_hiz && !initial_hiz_valid) {
assert(initial_depth_valid);
anv_image_hiz_op(cmd_buffer, image, VK_IMAGE_ASPECT_DEPTH_BIT,
0, 0, 1, ISL_AUX_OP_AMBIGUATE);
0, base_layer, layer_count, ISL_AUX_OP_AMBIGUATE);
}
}
@@ -2348,6 +2349,7 @@ void genX(CmdPipelineBarrier)(
if (range->aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT) {
transition_depth_buffer(cmd_buffer, image,
base_layer, layer_count,
pImageMemoryBarriers[i].oldLayout,
pImageMemoryBarriers[i].newLayout);
}
@@ -5035,6 +5037,7 @@ cmd_buffer_begin_subpass(struct anv_cmd_buffer *cmd_buffer,
if (image->aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
transition_depth_buffer(cmd_buffer, image,
base_layer, layer_count,
att_state->current_layout, target_layout);
att_state->aux_usage =
anv_layout_to_aux_usage(&cmd_buffer->device->info, image,
@@ -5155,12 +5158,10 @@ cmd_buffer_begin_subpass(struct anv_cmd_buffer *cmd_buffer,
} else if (att_state->pending_clear_aspects & (VK_IMAGE_ASPECT_DEPTH_BIT |
VK_IMAGE_ASPECT_STENCIL_BIT)) {
if (att_state->fast_clear && !is_multiview) {
/* We currently only support HiZ for single-layer images */
/* We currently only support HiZ for single-LOD images */
if (att_state->pending_clear_aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
assert(iview->image->planes[0].aux_usage == ISL_AUX_USAGE_HIZ);
assert(iview->planes[0].isl.base_level == 0);
assert(iview->planes[0].isl.base_array_layer == 0);
assert(fb->layers == 1);
}
anv_image_hiz_clear(cmd_buffer, image,
@@ -5437,6 +5438,8 @@ cmd_buffer_end_subpass(struct anv_cmd_buffer *cmd_buffer)
* able to handle.
*/
transition_depth_buffer(cmd_buffer, src_iview->image,
src_iview->planes[0].isl.base_array_layer,
fb->layers,
src_state->current_layout,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
src_state->aux_usage =
@@ -5462,6 +5465,8 @@ cmd_buffer_end_subpass(struct anv_cmd_buffer *cmd_buffer)
dst_initial_layout = VK_IMAGE_LAYOUT_UNDEFINED;
transition_depth_buffer(cmd_buffer, dst_iview->image,
dst_iview->planes[0].isl.base_array_layer,
fb->layers,
dst_initial_layout,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
dst_state->aux_usage =
@@ -5649,6 +5654,7 @@ cmd_buffer_end_subpass(struct anv_cmd_buffer *cmd_buffer)
if (image->aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
transition_depth_buffer(cmd_buffer, image,
base_layer, layer_count,
att_state->current_layout, target_layout);
}