anv/pipeline: Disable FS dispatch for pointless fragment shaders

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand
2018-07-11 00:03:27 -07:00
parent d5175d21c7
commit 1d900e55fd

View File

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