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authorNicolai Hähnle <[email protected]>2017-02-22 19:59:06 +0100
committerMarek Olšák <[email protected]>2017-03-01 18:59:36 +0100
commit40c77bbf83a369f21c5a95f14417348aae2dbe42 (patch)
tree75068aeea9718b5eed3192ecbf4a4a308aeab34f
parent911391bd70fe30ad970c5e56632b2d7ccc29d955 (diff)
st/mesa: inform the driver of framebuffer changes before compute dispatches
Even though compute shaders cannot access the framebuffer, there is a synchronization issue when a compute dispatch accesses a texture that was previously bound and drawn to as a framebuffer. Section 9.3 (Feedback Loops Between Textures and the Framebuffer) of the OpenGL 4.5 spec rather implicitly clarifies that undefined behavior results if the texture is still attached to the currently bound framebuffer. However, the feedback loop is broken when the application changes the framebuffer binding before a compute dispatch, and the state tracker needs to let the driver known about this. Fixes GL45-CTS.compute_shader.pipeline-post-fs on SI family Radeons. Cc: [email protected] Signed-off-by: Marek Olšák <[email protected]>
-rw-r--r--src/mesa/state_tracker/st_atom.c10
1 files changed, 9 insertions, 1 deletions
diff --git a/src/mesa/state_tracker/st_atom.c b/src/mesa/state_tracker/st_atom.c
index 4bef3423b07..abbbd4d45a3 100644
--- a/src/mesa/state_tracker/st_atom.c
+++ b/src/mesa/state_tracker/st_atom.c
@@ -198,7 +198,15 @@ void st_validate_state( struct st_context *st, enum st_pipeline pipeline )
}
st->compute_shader_may_be_dirty = false;
- pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK;
+
+ /*
+ * We add the ST_NEW_FB_STATE bit here as well, because glBindFramebuffer
+ * acts as a barrier that breaks feedback loops between the framebuffer
+ * and textures bound to the framebuffer, even when those textures are
+ * accessed by compute shaders; so we must inform the driver of new
+ * framebuffer state.
+ */
+ pipeline_mask = ST_PIPELINE_COMPUTE_STATE_MASK | ST_NEW_FB_STATE;
break;
}