}
}
+/* We can't flush the texture cache within rendering a tile, so we have to
+ * flush all rendering to the kernel so that the next job reading from the
+ * tile gets a flushed cache.
+ */
+static void
+vc4_texture_barrier(struct pipe_context *pctx, unsigned flags)
+{
+ vc4_flush(pctx);
+}
+
static void
vc4_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
{
struct vc4_context *vc4 = vc4_context(pctx);
+ struct vc4_resource *rsc = vc4_resource(prsc);
+
+ rsc->initialized_buffers = 0;
+
struct hash_entry *entry = _mesa_hash_table_search(vc4->write_jobs,
prsc);
if (!entry)
if (vc4->uploader)
u_upload_destroy(vc4->uploader);
- slab_destroy(&vc4->transfer_pool);
+ slab_destroy_child(&vc4->transfer_pool);
pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL);
pipe_surface_reference(&vc4->framebuffer.zsbuf, NULL);
pctx->destroy = vc4_context_destroy;
pctx->flush = vc4_pipe_flush;
pctx->invalidate_resource = vc4_invalidate_resource;
+ pctx->texture_barrier = vc4_texture_barrier;
vc4_draw_init(pctx);
vc4_state_init(pctx);
vc4->fd = screen->fd;
- slab_create(&vc4->transfer_pool, sizeof(struct vc4_transfer),
- 16);
- vc4->blitter = util_blitter_create(pctx);
+ slab_create_child(&vc4->transfer_pool, &screen->transfer_pool);
+
+ vc4->uploader = u_upload_create_default(&vc4->base);
+ vc4->base.stream_uploader = vc4->uploader;
+ vc4->base.const_uploader = vc4->uploader;
+
+ vc4->blitter = util_blitter_create(pctx);
if (!vc4->blitter)
goto fail;
if (!vc4->primconvert)
goto fail;
- vc4->uploader = u_upload_create(pctx, 16 * 1024,
- PIPE_BIND_INDEX_BUFFER,
- PIPE_USAGE_STREAM);
-
vc4_debug |= saved_shaderdb_flag;
vc4->sample_mask = (1 << VC4_MAX_SAMPLES) - 1;