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>
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@@ -292,6 +292,10 @@ cs_launch(struct vl_compositor *c,
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info.grid[2] = 1;
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ctx->launch_grid(ctx, &info);
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/* Make the result visible to all clients. */
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ctx->memory_barrier(ctx, PIPE_BARRIER_ALL);
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}
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static inline struct u_rect
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@@ -389,6 +393,15 @@ draw_layers(struct vl_compositor *c,
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cs_launch(c, layer->cs, &(drawn.area));
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/* Unbind. */
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c->pipe->set_shader_images(c->pipe, PIPE_SHADER_COMPUTE, 0, 1, NULL);
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c->pipe->set_constant_buffer(c->pipe, PIPE_SHADER_COMPUTE, 0, NULL);
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c->pipe->set_sampler_views(c->pipe, PIPE_SHADER_FRAGMENT, 0,
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num_sampler_views, NULL);
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c->pipe->bind_compute_state(c->pipe, NULL);
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c->pipe->bind_sampler_states(c->pipe, PIPE_SHADER_COMPUTE, 0,
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num_sampler_views, NULL);
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if (dirty) {
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struct u_rect drawn = calc_drawn_area(s, layer);
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dirty->x0 = MIN2(drawn.x0, dirty->x0);
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