nvc0: fix memory barrier flag handling

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
This commit is contained in:
Ilia Mirkin
2016-06-02 21:36:04 -04:00
parent 29abbeecd8
commit e8ee161b16
@@ -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