assert(fence->state == NOUVEAU_FENCE_STATE_AVAILABLE);
+ /* set this now, so that if fence.emit triggers a flush we don't recurse */
+ fence->state = NOUVEAU_FENCE_STATE_EMITTED;
+
screen->fence.emit(&screen->base, fence->sequence);
++fence->ref;
screen->fence.head = fence;
screen->fence.tail = fence;
-
- fence->state = NOUVEAU_FENCE_STATE_EMITTED;
}
void
void
nouveau_fence_next(struct nouveau_screen *screen)
{
- nouveau_fence_emit(screen->fence.current);
+ if (screen->fence.current->state < NOUVEAU_FENCE_STATE_EMITTED)
+ nouveau_fence_emit(screen->fence.current);
+
nouveau_fence_new(screen, &screen->fence.current, FALSE);
}
nv50_flush(struct pipe_context *pipe,
struct pipe_fence_handle **fence)
{
- struct nv50_context *nv50 = nv50_context(pipe);
- struct nouveau_channel *chan = nv50->screen->base.channel;
-
- /* XXX This flag wasn't set by the state tracker anyway. */
- /*if (flags & PIPE_FLUSH_TEXTURE_CACHE) {
- BEGIN_RING(chan, RING_3D_(NV50_GRAPH_WAIT_FOR_IDLE), 1);
- OUT_RING (chan, 0);
- BEGIN_RING(chan, RING_3D(TEX_CACHE_CTL), 1);
- OUT_RING (chan, 0x20);
- }*/
+ struct nouveau_screen *screen = &nv50_context(pipe)->screen->base;
if (fence)
- nouveau_fence_ref(nv50->screen->base.fence.current,
- (struct nouveau_fence **)fence);
+ nouveau_fence_ref(screen->fence.current, (struct nouveau_fence **)fence);
+
+ /* Try to emit before firing to avoid having to flush again right after
+ * in case we have to wait on this fence.
+ */
+ nouveau_fence_emit(screen->fence.current);
- FIRE_RING(chan);
+ FIRE_RING(screen->channel);
}
void
mt->base.status |= NOUVEAU_BUFFER_STATUS_GPU_WRITING;
mt->base.status &= NOUVEAU_BUFFER_STATUS_GPU_READING;
+ /* only register for writing, otherwise we'd always serialize here */
nv50_bufctx_add_resident(nv50, NV50_BUFCTX_FRAME, &mt->base,
- NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR);
+ NOUVEAU_BO_VRAM | NOUVEAU_BO_WR);
}
if (fb->zsbuf) {
mt->base.status &= NOUVEAU_BUFFER_STATUS_GPU_READING;
nv50_bufctx_add_resident(nv50, NV50_BUFCTX_FRAME, &mt->base,
- NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR);
+ NOUVEAU_BO_VRAM | NOUVEAU_BO_WR);
} else {
BEGIN_RING(chan, RING_3D(ZETA_ENABLE), 1);
OUT_RING (chan, 0);
nvc0_flush(struct pipe_context *pipe,
struct pipe_fence_handle **fence)
{
- struct nvc0_context *nvc0 = nvc0_context(pipe);
- struct nouveau_channel *chan = nvc0->screen->base.channel;
-
- /* XXX This flag wasn't set by the state tracker anyway. */
- /*if (flags & PIPE_FLUSH_TEXTURE_CACHE) {
- BEGIN_RING(chan, RING_3D(SERIALIZE), 1);
- OUT_RING (chan, 0);
- BEGIN_RING(chan, RING_3D(TEX_CACHE_CTL), 1);
- OUT_RING (chan, 0x00);
- } else*/
- /* XXX FLUSH_FRAME is now implicit. */
- /*if ((flags & PIPE_FLUSH_RENDER_CACHE) && !(flags & PIPE_FLUSH_FRAME)) {
- BEGIN_RING(chan, RING_3D(SERIALIZE), 1);
- OUT_RING (chan, 0);
- }*/
+ struct nouveau_screen *screen = &nvc0_context(pipe)->screen->base;
if (fence)
- nouveau_fence_ref(nvc0->screen->base.fence.current,
- (struct nouveau_fence **)fence);
+ nouveau_fence_ref(screen->fence.current, (struct nouveau_fence **)fence);
+
+ /* Try to emit before firing to avoid having to flush again right after
+ * in case we have to wait on this fence.
+ */
+ nouveau_fence_emit(screen->fence.current);
- FIRE_RING(chan);
+ FIRE_RING(screen->channel);
}
static void
mt->base.status |= NOUVEAU_BUFFER_STATUS_GPU_WRITING;
mt->base.status &= ~NOUVEAU_BUFFER_STATUS_GPU_READING;
+ /* only register for writing, otherwise we'd always serialize here */
nvc0_bufctx_add_resident(nvc0, NVC0_BUFCTX_FRAME, &mt->base,
- NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR);
+ NOUVEAU_BO_VRAM | NOUVEAU_BO_WR);
}
if (fb->zsbuf) {
mt->base.status &= ~NOUVEAU_BUFFER_STATUS_GPU_READING;
nvc0_bufctx_add_resident(nvc0, NVC0_BUFCTX_FRAME, &mt->base,
- NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR);
+ NOUVEAU_BO_VRAM | NOUVEAU_BO_WR);
} else {
BEGIN_RING(chan, RING_3D(ZETA_ENABLE), 1);
OUT_RING (chan, 0);