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authorKenneth Graunke <[email protected]>2019-04-22 19:11:44 -0700
committerKenneth Graunke <[email protected]>2019-04-23 00:24:08 -0700
commit4d1223607278ca771bd9ba82ca52cd78893dc79d (patch)
treeb040e6ff7dccd96d8ee794001304199eab70d3e2
parentb1ba7ffdbd54fdb5da18d086c7b7a830e06a1cff (diff)
iris: Mark constants dirty on transfer unmap even if no flushes occur
I have various conditions in place to try and avoid unnecessary PIPE_CONTROL flushes, especially to batches which may have never used the buffer being mapped. But if we do a CPU map to a bound constant buffer, we still need to mark push constants dirty, even if there's nothing happening in batches that would warrant a flush. Fixes obvious misrendering in the "XCOM 2: War of the Chosen" menus (lots of rainbow colored triangles). Fixes lots of blinking elements in "Shadow of Mordor". Fixes missing crowd rendering in "DiRT Rally".
-rw-r--r--src/gallium/drivers/iris/iris_resource.c10
1 files changed, 8 insertions, 2 deletions
diff --git a/src/gallium/drivers/iris/iris_resource.c b/src/gallium/drivers/iris/iris_resource.c
index 5a12ee0ea35..0011439949e 100644
--- a/src/gallium/drivers/iris/iris_resource.c
+++ b/src/gallium/drivers/iris/iris_resource.c
@@ -1397,6 +1397,11 @@ iris_transfer_flush_region(struct pipe_context *ctx,
iris_flush_and_dirty_for_history(ice, &ice->batches[i], res);
}
}
+
+ /* Make sure we flag constants dirty even if there's no need to emit
+ * any PIPE_CONTROLs to a batch.
+ */
+ iris_flush_and_dirty_for_history(ice, NULL, res);
}
static void
@@ -1435,7 +1440,7 @@ iris_flush_and_dirty_for_history(struct iris_context *ice,
/* We've likely used the rendering engine (i.e. BLORP) to write to this
* surface. Flush the render cache so the data actually lands.
*/
- if (batch->name != IRIS_BATCH_COMPUTE)
+ if (batch && batch->name != IRIS_BATCH_COMPUTE)
flush |= PIPE_CONTROL_RENDER_TARGET_FLUSH;
uint64_t dirty = 0ull;
@@ -1461,7 +1466,8 @@ iris_flush_and_dirty_for_history(struct iris_context *ice,
if (res->bind_history & (PIPE_BIND_SHADER_BUFFER | PIPE_BIND_SHADER_IMAGE))
flush |= PIPE_CONTROL_DATA_CACHE_FLUSH;
- iris_emit_pipe_control_flush(batch, flush);
+ if (batch)
+ iris_emit_pipe_control_flush(batch, flush);
ice->state.dirty |= dirty;
}