Updating header using blorp code path involves setting up the render surface state. Header (CPU) update code path involves compute_w_to_host_r barrier which involves heavy flushing. Switching to completely shader based header update avoid all that overhead. Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39971>
49 lines
1.4 KiB
Text
49 lines
1.4 KiB
Text
/* Copyright © 2024 Valve Corporation
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* Copyright © 2024 Intel Corporation
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* SPDX-License-Identifier: MIT
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*/
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#version 460
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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#include "anv_build_interface.h"
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layout(push_constant) uniform CONSTS
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{
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header_args args;
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};
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void
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main(void)
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{
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uint64_t compacted_size = args.bvh_size;
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if (args.is_compacted == uint8_t(1)) {
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compacted_size =
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args.bvh_offset + DEREF(args.src).dst_node_offset * ANV_RT_BLOCK_SIZE;
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}
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uint64_t serialization_size = compacted_size +
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SIZEOF(vk_accel_struct_serialization_header) + SIZEOF(uint64_t) *
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args.instance_count;
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DEREF(args.dst).compacted_size = compacted_size;
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DEREF(args.dst).size = compacted_size;
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DEREF(args.dst).serialization_size = serialization_size;
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DEREF(args.dst).self_ptr = uint64_t(args.dst);
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DEREF(args.dst).instance_count = args.instance_count;
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DEREF(args.dst).instance_leaves_offset = args.instance_leaves_offset;
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/* 128 is local_size_x in copy.comp shader, 8 is the amount of data
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* copied by each iteration of that shader's loop
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*/
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DEREF(args.dst).copy_dispatch_size[0] =
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uint32_t(DIV_ROUND_UP(compacted_size, 8 * 128));
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DEREF(args.dst).copy_dispatch_size[1] = 1;
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DEREF(args.dst).copy_dispatch_size[2] = 1;
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#if GFX_VERx10 >= 300
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DEREF(args.dst).enable_64b_rt = 1;
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#else
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DEREF(args.dst).enable_64b_rt = 0;
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#endif
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}
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