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authorPaul Berry <[email protected]>2012-07-19 07:58:30 -0700
committerPaul Berry <[email protected]>2012-07-26 10:49:38 -0700
commit148c8e639da7ee10fc9e002e3c6d60e17d218b21 (patch)
tree3a778ee2904dfc41617a44c66ff55974945c7480 /src/mesa/main/texcompress_rgtc_tmp.h
parent8f37ea414fca66d03f6f4460d6b7730411abb2a2 (diff)
i965: Use sendc for all render target writes on Gen6+.
The sendc instruction causes the fragment shader thread to wait for any dependent threads (i.e. threads rendering to overlapping pixels) to complete before sending the message. We need to use sendc on the first render target write in order to guarantee that fragment shader outputs are written to the render target in the correct order. Previously, we only used the "sendc" instruction when writing to binding table index 0. This did the right thing for fragment shaders, because our fragment shader back-ends always issue their first render target write to binding table index 0. However, it did the wrong thing for blorp, which performs its render target writes to binding table index 1. A more robust solution is to use sendc for all render target writes. This should not produce any performance penalty, since after the first sendc, all of the dependent threads will have completed. For more information about sendc, see the Ivy Bridge PRM, Vol4 Part3 p218 (sendc - Conditional Send Message), and p54 (TDR Registers). Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
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