anv/cmd_buffer: Don't temporarily enable CCS_E within a render pass

Compressing a render target and decompressing it in the same
single-subpass render pass may waste bandwidth. While this may be
beneficial in some circumstances, it does not help in all. Reclaims
about 1.95% FPS for Dota 2 on some configurations.

v2 (Jason Ekstrand):
- Provide a more thorough comment
- Enable CCS_D for input attachments
v3 (Jason Ekstrand):
- Provide performance numbers

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Nanley Chery
2017-01-19 10:21:38 -08:00
parent 3f064e9a40
commit 93b819154f

View File

@@ -266,12 +266,23 @@ color_attachment_compute_aux_usage(struct anv_device *device,
att_state->fast_clear = false;
}
if (isl_format_supports_ccs_e(&device->info, iview->isl.format)) {
/**
* TODO: Consider using a heuristic to determine if temporarily enabling
* CCS_E for this image view would be beneficial.
*
* While fast-clear resolves and partial resolves are fairly cheap in the
* case where you render to most of the pixels, full resolves are not
* because they potentially involve reading and writing the entire
* framebuffer. If we can't texture with CCS_E, we should leave it off and
* limit ourselves to fast clears.
*/
if (iview->image->aux_usage == ISL_AUX_USAGE_CCS_E) {
att_state->aux_usage = ISL_AUX_USAGE_CCS_E;
att_state->input_aux_usage = ISL_AUX_USAGE_CCS_E;
} else if (att_state->fast_clear) {
att_state->aux_usage = ISL_AUX_USAGE_CCS_D;
if (GEN_GEN >= 9) {
if (GEN_GEN >= 9 &&
!isl_format_supports_ccs_e(&device->info, iview->isl.format)) {
/* From the Sky Lake PRM, RENDER_SURFACE_STATE::AuxiliarySurfaceMode:
*
* "If Number of Multisamples is MULTISAMPLECOUNT_1, AUX_CCS_D