From dcda8bd36aa8eb0003c301b4564cd01f7870fe34 Mon Sep 17 00:00:00 2001 From: Niklas Haas Date: Sun, 24 Sep 2017 15:21:37 +0200 Subject: vo_gpu: aggressively prefer async compute On AMD devices, we only get one graphics pipe but several compute pipes which can (in theory) run independently. As such, we should prefer compute shaders over fragment shaders in scenarios where we expect them to be better for parallelism. This is amusingly trivial to do, and actually improves performance even in a single-queue scenario. --- video/out/gpu/ra.h | 1 + video/out/gpu/video.c | 5 +++++ 2 files changed, 6 insertions(+) (limited to 'video/out/gpu') diff --git a/video/out/gpu/ra.h b/video/out/gpu/ra.h index ffb010960a..08ccdaee70 100644 --- a/video/out/gpu/ra.h +++ b/video/out/gpu/ra.h @@ -53,6 +53,7 @@ enum { RA_CAP_GLOBAL_UNIFORM = 1 << 8, // supports using "naked" uniforms (not UBO) RA_CAP_GATHER = 1 << 9, // supports textureGather in GLSL RA_CAP_FRAGCOORD = 1 << 10, // supports reading from gl_FragCoord + RA_CAP_PARALLEL_COMPUTE = 1 << 11, // supports parallel compute shaders }; enum ra_ctype { diff --git a/video/out/gpu/video.c b/video/out/gpu/video.c index 3f0959931d..1b50166dc4 100644 --- a/video/out/gpu/video.c +++ b/video/out/gpu/video.c @@ -1237,6 +1237,11 @@ static void finish_pass_tex(struct gl_video *p, struct ra_tex **dst_tex, return; } + // If RA_CAP_PARALLEL_COMPUTE is set, try to prefer compute shaders + // over fragment shaders wherever possible. + if (!p->pass_compute.active && (p->ra->caps & RA_CAP_PARALLEL_COMPUTE)) + pass_is_compute(p, 16, 16); + if (p->pass_compute.active) { gl_sc_uniform_image2D_wo(p->sc, "out_image", *dst_tex); if (!p->pass_compute.directly_writes) -- cgit v1.2.3