gallium/auxiliary/vl: Add barrier/unbind after compute shader launch.

Add memory barrier sync for multiple launch cases, and unbind completed
resources after launch.

Signed-off-by: James Zhu <James.Zhu@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
James Zhu
2019-03-29 15:59:39 -04:00
committed by Leo Liu
parent 4bbc9c493f
commit 0f416b85fb
@@ -292,6 +292,10 @@ cs_launch(struct vl_compositor *c,
info.grid[2] = 1;
ctx->launch_grid(ctx, &info);
/* Make the result visible to all clients. */
ctx->memory_barrier(ctx, PIPE_BARRIER_ALL);
}
static inline struct u_rect
@@ -389,6 +393,15 @@ draw_layers(struct vl_compositor *c,
cs_launch(c, layer->cs, &(drawn.area));
/* Unbind. */
c->pipe->set_shader_images(c->pipe, PIPE_SHADER_COMPUTE, 0, 1, NULL);
c->pipe->set_constant_buffer(c->pipe, PIPE_SHADER_COMPUTE, 0, NULL);
c->pipe->set_sampler_views(c->pipe, PIPE_SHADER_FRAGMENT, 0,
num_sampler_views, NULL);
c->pipe->bind_compute_state(c->pipe, NULL);
c->pipe->bind_sampler_states(c->pipe, PIPE_SHADER_COMPUTE, 0,
num_sampler_views, NULL);
if (dirty) {
struct u_rect drawn = calc_drawn_area(s, layer);
dirty->x0 = MIN2(drawn.x0, dirty->x0);