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authorEric Anholt <[email protected]>2018-08-01 16:56:38 -0700
committerEric Anholt <[email protected]>2018-08-06 13:03:23 -0700
commit3f9cb2eb05152f4f0269e97893a16f23261f095b (patch)
tree2bfdefba8077dd383143590f923e352763b52a41 /src
parentccbe33af5b086f4b488ac7ca8a8a45ebc9ac189c (diff)
v3d: Wait for TMU writes to complete before continuing after a spill.
The simulator complained that we had write responses outstanding at shader end. It seems that a TMU read does not guarantee that previous TMU writes by the thread have completed, which surprised me. Cc: "18.2" <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/broadcom/compiler/vir_register_allocate.c7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/broadcom/compiler/vir_register_allocate.c b/src/broadcom/compiler/vir_register_allocate.c
index 598c4085235..bc34f68e59a 100644
--- a/src/broadcom/compiler/vir_register_allocate.c
+++ b/src/broadcom/compiler/vir_register_allocate.c
@@ -102,7 +102,7 @@ v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
started_last_seg = true;
/* Track when we're in between a TMU setup and the
- * final LDTMU from that TMU setup. We can't
+ * final LDTMU or TMUWT from that TMU setup. We can't
* spill/fill any temps during that time, because that
* involves inserting a new TMU setup/LDTMU sequence.
*/
@@ -110,6 +110,10 @@ v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
is_last_ldtmu(inst, block))
in_tmu_operation = false;
+ if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU &&
+ inst->qpu.alu.add.op == V3D_QPU_A_TMUWT)
+ in_tmu_operation = false;
+
if (v3d_qpu_writes_tmu(&inst->qpu))
in_tmu_operation = true;
}
@@ -206,6 +210,7 @@ v3d_spill_reg(struct v3d_compile *c, int spill_temp)
inst->dst);
v3d_emit_spill_tmua(c, spill_offset);
vir_emit_thrsw(c);
+ vir_TMUWT(c);
c->spills++;
}