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authorIlia Mirkin <[email protected]>2013-11-28 16:23:15 -0500
committerMaarten Lankhorst <[email protected]>2013-12-04 16:38:50 +0100
commit0e5bf8565106833e1a678ebdae81fdf1657391c9 (patch)
treeeb6f1180b115eea5509ae29f4ed9801014097b5f /src/gallium
parentce6dd69697ae62d9336bbd4f5808bc4d75cdcc04 (diff)
nv50: wait on the buf's fence before sticking it into pushbuf
This resolves some rendering issues in source games. See https://bugs.freedesktop.org/show_bug.cgi?id=64323 Signed-off-by: Ilia Mirkin <[email protected]> Cc: "9.2 10.0" <[email protected]>
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/nouveau/nouveau_buffer.c3
-rw-r--r--src/gallium/drivers/nouveau/nv50/nv50_vbo.c9
2 files changed, 12 insertions, 0 deletions
diff --git a/src/gallium/drivers/nouveau/nouveau_buffer.c b/src/gallium/drivers/nouveau/nouveau_buffer.c
index 3e0404983fe..95905a8776f 100644
--- a/src/gallium/drivers/nouveau/nouveau_buffer.c
+++ b/src/gallium/drivers/nouveau/nouveau_buffer.c
@@ -205,6 +205,9 @@ nouveau_transfer_write(struct nouveau_context *nv, struct nouveau_transfer *tx,
base, size / 4, (const uint32_t *)data);
else
nv->push_data(nv, buf->bo, buf->offset + base, buf->domain, size, data);
+
+ nouveau_fence_ref(nv->screen->fence.current, &buf->fence);
+ nouveau_fence_ref(nv->screen->fence.current, &buf->fence_wr);
}
diff --git a/src/gallium/drivers/nouveau/nv50/nv50_vbo.c b/src/gallium/drivers/nouveau/nv50/nv50_vbo.c
index c6162b5f415..947c67d6a75 100644
--- a/src/gallium/drivers/nouveau/nv50/nv50_vbo.c
+++ b/src/gallium/drivers/nouveau/nv50/nv50_vbo.c
@@ -597,6 +597,15 @@ nv50_draw_elements(struct nv50_context *nv50, boolean shorten,
assert(nouveau_resource_mapped_by_gpu(nv50->idxbuf.buffer));
+ /* This shouldn't have to be here. The going theory is that the buffer
+ * is being filled in by PGRAPH, and it's not done yet by the time it
+ * gets submitted to PFIFO, which in turn starts immediately prefetching
+ * the not-yet-written data. Ideally this wait would only happen on
+ * pushbuf submit, but it's probably not a big performance difference.
+ */
+ if (buf->fence_wr && !nouveau_fence_signalled(buf->fence_wr))
+ nouveau_fence_wait(buf->fence_wr);
+
while (instance_count--) {
BEGIN_NV04(push, NV50_3D(VERTEX_BEGIN_GL), 1);
PUSH_DATA (push, prim);