anv/pipeline: Disable FS dispatch for pointless fragment shaders
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
@@ -831,9 +831,25 @@ anv_pipeline_compile_fs(const struct brw_compiler *compiler,
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fs_stage->key.wm.input_slots_valid =
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prev_stage->prog_data.vue.vue_map.slots_valid;
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return brw_compile_fs(compiler, NULL, mem_ctx, &fs_stage->key.wm,
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&fs_stage->prog_data.wm, fs_stage->nir,
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NULL, -1, -1, -1, true, false, NULL, NULL);
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const unsigned *code =
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brw_compile_fs(compiler, NULL, mem_ctx, &fs_stage->key.wm,
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&fs_stage->prog_data.wm, fs_stage->nir,
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NULL, -1, -1, -1, true, false, NULL, NULL);
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if (fs_stage->key.wm.nr_color_regions == 0 &&
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!fs_stage->prog_data.wm.has_side_effects &&
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!fs_stage->prog_data.wm.uses_kill &&
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fs_stage->prog_data.wm.computed_depth_mode == BRW_PSCDEPTH_OFF &&
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!fs_stage->prog_data.wm.computed_stencil) {
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/* This fragment shader has no outputs and no side effects. Go ahead
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* and return the code pointer so we don't accidentally think the
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* compile failed but zero out prog_data which will set program_size to
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* zero and disable the stage.
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*/
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memset(&fs_stage->prog_data, 0, sizeof(fs_stage->prog_data));
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}
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return code;
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}
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static VkResult
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@@ -915,7 +931,7 @@ anv_pipeline_compile_graphics(struct anv_pipeline *pipeline,
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if (found == __builtin_popcount(pipeline->active_stages)) {
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/* We found all our shaders in the cache. We're done. */
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return VK_SUCCESS;
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goto done;
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} else if (found > 0) {
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/* We found some but not all of our shaders. This shouldn't happen
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* most of the time but it can if we have a partially populated
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@@ -1057,6 +1073,19 @@ anv_pipeline_compile_graphics(struct anv_pipeline *pipeline,
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ralloc_free(pipeline_ctx);
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done:
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if (pipeline->shaders[MESA_SHADER_FRAGMENT] &&
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pipeline->shaders[MESA_SHADER_FRAGMENT]->prog_data->program_size == 0) {
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/* This can happen if we decided to implicitly disable the fragment
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* shader. See anv_pipeline_compile_fs().
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*/
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anv_shader_bin_unref(pipeline->device,
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pipeline->shaders[MESA_SHADER_FRAGMENT]);
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pipeline->shaders[MESA_SHADER_FRAGMENT] = NULL;
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pipeline->active_stages &= ~VK_SHADER_STAGE_FRAGMENT_BIT;
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}
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return VK_SUCCESS;
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fail:
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