diff options
-rw-r--r-- | src/gallium/drivers/nouveau/nvc0/nvc0_context.c | 25 |
1 files changed, 16 insertions, 9 deletions
diff --git a/src/gallium/drivers/nouveau/nvc0/nvc0_context.c b/src/gallium/drivers/nouveau/nvc0/nvc0_context.c index 98e787acc27..1137e6ccab0 100644 --- a/src/gallium/drivers/nouveau/nvc0/nvc0_context.c +++ b/src/gallium/drivers/nouveau/nvc0/nvc0_context.c @@ -90,17 +90,24 @@ nvc0_memory_barrier(struct pipe_context *pipe, unsigned flags) nvc0->cb_dirty = true; } } + } else { + /* Pretty much any writing by shaders needs a serialize after + * it. Especially when moving between 3d and compute pipelines, but even + * without that. + */ + IMMED_NVC0(push, NVC0_3D(SERIALIZE), 0); } - if (flags & (PIPE_BARRIER_SHADER_BUFFER | - PIPE_BARRIER_CONSTANT_BUFFER | - PIPE_BARRIER_INDEX_BUFFER | - PIPE_BARRIER_IMAGE | - PIPE_BARRIER_TEXTURE | - PIPE_BARRIER_VERTEX_BUFFER | - PIPE_BARRIER_STREAMOUT_BUFFER)) { - IMMED_NVC0(push, NVC0_3D(MEM_BARRIER), 0x1011); - } + /* If we're going to texture from a buffer/image written by a shader, we + * must flush the texture cache. + */ + if (flags & PIPE_BARRIER_TEXTURE) + IMMED_NVC0(push, NVC0_3D(TEX_CACHE_CTL), 0); + + if (flags & PIPE_BARRIER_CONSTANT_BUFFER) + nvc0->cb_dirty = true; + if (flags & (PIPE_BARRIER_VERTEX_BUFFER | PIPE_BARRIER_INDEX_BUFFER)) + nvc0->base.vbo_dirty = true; } static void |