for less noise in the HUD
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
si_ce_post_draw_synchronization(sctx);
+ sctx->compute_is_busy = true;
sctx->b.num_compute_calls++;
if (sctx->cs_shader_state.uses_scratch)
sctx->b.num_spill_compute_calls++;
struct si_shader_ctx_state fixed_func_tcs_shader;
LLVMTargetMachineRef tm; /* only non-threaded compilation */
bool gfx_flush_in_progress;
+ bool compute_is_busy;
/* Atoms (direct states). */
union si_state_atoms atoms;
}
}
- if (sctx->flags & SI_CONTEXT_CS_PARTIAL_FLUSH) {
+ if (sctx->flags & SI_CONTEXT_CS_PARTIAL_FLUSH &&
+ si_ctx->compute_is_busy) {
radeon_emit(cs, PKT3(PKT3_EVENT_WRITE, 0, 0));
radeon_emit(cs, EVENT_TYPE(V_028A90_CS_PARTIAL_FLUSH | EVENT_INDEX(4)));
sctx->num_cs_flushes++;
+ si_ctx->compute_is_busy = false;
}
/* VGT state synchronization. */