v3d_flush_jobs_writing_resource(v3d, view->base.resource);
}
+
+ /* Flush writes to our vertex buffers (i.e. from transform feedback) */
+ if (s == PIPE_SHADER_VERTEX) {
+ foreach_bit(i, v3d->vertexbuf.enabled_mask) {
+ struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
+
+ v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource);
+ }
+ }
+}
+
+static void
+v3d_predraw_check_outputs(struct pipe_context *pctx)
+{
+ struct v3d_context *v3d = v3d_context(pctx);
+
+ /* Flush jobs reading from TF buffers that we are about to write. */
+ if (v3d_transform_feedback_enabled(v3d)) {
+ struct v3d_streamout_stateobj *so = &v3d->streamout;
+
+ for (int i = 0; i < so->num_targets; i++) {
+ if (!so->targets[i])
+ continue;
+
+ const struct pipe_stream_output_target *target =
+ so->targets[i];
+ v3d_flush_jobs_reading_resource(v3d, target->buffer);
+ }
+ }
}
static void
return;
}
- /* Before setting up the draw, flush anything writing to the textures
- * that we read from.
+ /* Before setting up the draw, flush anything writing to the resources
+ * that we read from or reading from resources we write to.
*/
for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
v3d_predraw_check_stage_inputs(pctx, s);
if (info->indirect)
v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer);
+ v3d_predraw_check_outputs(pctx);
+
struct v3d_job *job = v3d_get_job_for_fbo(v3d);
/* If vertex texturing depends on the output of rendering, we need to