}
}
+/**
+ * Checks if the state for the current draw reads a particular resource in
+ * in the given shader stage.
+ */
+static bool
+v3d_state_reads_resource(struct v3d_context *v3d,
+ struct pipe_resource *prsc,
+ enum pipe_shader_type s)
+{
+ struct v3d_resource *rsc = v3d_resource(prsc);
+
+ /* Vertex buffers */
+ if (s == PIPE_SHADER_VERTEX) {
+ foreach_bit(i, v3d->vertexbuf.enabled_mask) {
+ struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
+ if (!vb->buffer.resource)
+ continue;
+
+ struct v3d_resource *vb_rsc =
+ v3d_resource(vb->buffer.resource);
+ if (rsc->bo == vb_rsc->bo)
+ return true;
+ }
+ }
+
+ /* Constant buffers */
+ foreach_bit(i, v3d->constbuf[s].enabled_mask) {
+ struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
+ if (!cb->buffer)
+ continue;
+
+ struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
+ if (rsc->bo == cb_rsc->bo)
+ return true;
+ }
+
+ /* Shader storage buffers */
+ foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+ struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
+ if (!sb->buffer)
+ continue;
+
+ struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
+ if (rsc->bo == sb_rsc->bo)
+ return true;
+ }
+
+ /* Textures */
+ for (int i = 0; i < v3d->tex[s].num_textures; i++) {
+ struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
+ if (!pview)
+ continue;
+
+ struct v3d_sampler_view *view = v3d_sampler_view(pview);
+ struct v3d_resource *v_rsc = v3d_resource(view->texture);
+ if (rsc->bo == v_rsc->bo)
+ return true;
+ }
+
+ return false;
+}
+
+static void
+v3d_emit_wait_for_tf(struct v3d_job *job)
+{
+ /* XXX: we might be able to skip this in some cases, for now we
+ * always emit it.
+ */
+ cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
+
+ cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
+ /* XXX: Wait for all outstanding writes... maybe we can do
+ * better in some cases.
+ */
+ wait.block_count = 255;
+ }
+
+ /* We have just flushed all our outstanding TF work in this job so make
+ * sure we don't emit TF flushes again for any of it again.
+ */
+ _mesa_set_clear(job->tf_write_prscs, NULL);
+}
+
+static void
+v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
+{
+ if (!job->tf_enabled)
+ return;
+
+ set_foreach(job->tf_write_prscs, entry) {
+ struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
+ for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
+ /* Fragment shaders can only start executing after all
+ * binning (and thus TF) is complete.
+ *
+ * XXX: For VS/GS/TES, if the binning shader does not
+ * read the resource then we could also avoid emitting
+ * the wait.
+ */
+ if (s == PIPE_SHADER_FRAGMENT)
+ continue;
+
+ if (v3d_state_reads_resource(v3d, prsc, s)) {
+ v3d_emit_wait_for_tf(job);
+ return;
+ }
+ }
+ }
+}
+
static void
v3d_emit_gl_shader_state(struct v3d_context *v3d,
const struct pipe_draw_info *info)
v3d_update_compiled_shaders(v3d, info->mode);
v3d_update_job_ez(v3d, job);
+ /* If this job was writing to transform feedback buffers before this
+ * draw and we are reading from them here, then we need to wait for TF
+ * to complete before we emit this draw.
+ *
+ * Notice this check needs to happen before we emit state for the
+ * current draw call, where we update job->tf_enabled, so we can ensure
+ * that we only check TF writes for prior draws.
+ */
+ v3d_emit_wait_for_tf_if_needed(v3d, job);
+
#if V3D_VERSION >= 41
v3d41_emit_state(pctx);
#else