anv: Enable UBO pushing

Push constants on Intel hardware are significantly more performant than
pull constants.  Since most Vulkan applications don't actively use push
constants on Vulkan or at least don't use it heavily, we're pulling way
more than we should be.  By enabling pushing chunks of UBOs we can get
rid of a lot of those pulls.

On my SKL GT4e, this improves the performance of Dota 2 and Talos by
around 2.5% and improves Aztec Ruins by around 2%.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Jason Ekstrand
2017-12-01 16:10:48 -08:00
parent f1ce0b905a
commit 4c7af87fb9
2 changed files with 7 additions and 0 deletions

View File

@@ -389,6 +389,9 @@ anv_pipeline_compile(struct anv_pipeline *pipeline,
struct brw_stage_prog_data *prog_data,
struct anv_pipeline_bind_map *map)
{
const struct brw_compiler *compiler =
pipeline->device->instance->physicalDevice.compiler;
nir_shader *nir = anv_shader_compile_to_nir(pipeline, mem_ctx,
module, entrypoint, stage,
spec_info);
@@ -438,6 +441,9 @@ anv_pipeline_compile(struct anv_pipeline *pipeline,
if (pipeline->layout)
anv_nir_apply_pipeline_layout(pipeline, nir, prog_data, map);
if (stage != MESA_SHADER_COMPUTE)
brw_nir_analyze_ubo_ranges(compiler, nir, prog_data->ubo_ranges);
assert(nir->num_uniforms == prog_data->nr_params * 4);
return nir;