struct v3d_job *job = v3d_get_job_for_fbo(v3d);
+ /* If vertex texturing depends on the output of rendering, we need to
+ * ensure that that rendering is complete before we run a coordinate
+ * shader that depends on it.
+ *
+ * Given that doing that is unusual, for now we just block the binner
+ * on the last submitted render, rather than tracking the last
+ * rendering to each texture's BO.
+ */
+ if (v3d->verttex.num_textures) {
+ perf_debug("Blocking binner on last render "
+ "due to vertex texturing.\n");
+ job->submit.in_sync_bcl = v3d->out_sync;
+ }
+
/* Get space to emit our draw call into the BCL, using a branch to
* jump to a new BO if necessary.
*/