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authorIago Toral Quiroga <[email protected]>2019-06-19 09:48:12 +0200
committerIago Toral Quiroga <[email protected]>2019-06-21 08:06:13 +0200
commiteb44dcc219fe1b224a548341c51337e810942455 (patch)
tree1b682c5f0626f5083afd17c46b8af79874ebc55f /src/gallium/drivers/v3d
parent42572f2f7df91f65ac31145380cd9d170ba4b783 (diff)
v3d: flush jobs reading from transform feedback output buffers
If we are about to write to a transform feedback buffer, we should make sure that we flush any prior work that intended to read from any of these buffers. Fixes piglit test: spec/ext_transform_feedback/immediate-reuse Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/gallium/drivers/v3d')
-rw-r--r--src/gallium/drivers/v3d/v3dx_draw.c26
1 files changed, 24 insertions, 2 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c
index 629f35a8d7f..98f630766ca 100644
--- a/src/gallium/drivers/v3d/v3dx_draw.c
+++ b/src/gallium/drivers/v3d/v3dx_draw.c
@@ -180,6 +180,26 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
}
static void
+v3d_predraw_check_outputs(struct pipe_context *pctx)
+{
+ struct v3d_context *v3d = v3d_context(pctx);
+
+ /* Flush jobs reading from TF buffers that we are about to write. */
+ if (v3d_transform_feedback_enabled(v3d)) {
+ struct v3d_streamout_stateobj *so = &v3d->streamout;
+
+ for (int i = 0; i < so->num_targets; i++) {
+ if (!so->targets[i])
+ continue;
+
+ const struct pipe_stream_output_target *target =
+ so->targets[i];
+ v3d_flush_jobs_reading_resource(v3d, target->buffer);
+ }
+ }
+}
+
+static void
v3d_emit_gl_shader_state(struct v3d_context *v3d,
const struct pipe_draw_info *info)
{
@@ -509,8 +529,8 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
return;
}
- /* Before setting up the draw, flush anything writing to the textures
- * that we read from.
+ /* Before setting up the draw, flush anything writing to the resources
+ * that we read from or reading from resources we write to.
*/
for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
v3d_predraw_check_stage_inputs(pctx, s);
@@ -518,6 +538,8 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
if (info->indirect)
v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer);
+ v3d_predraw_check_outputs(pctx);
+
struct v3d_job *job = v3d_get_job_for_fbo(v3d);
/* If vertex texturing depends on the output of rendering, we need to