enum r600_coherency coher)
{
struct si_context *sctx = (struct si_context*)ctx;
+ struct radeon_winsys *ws = sctx->b.ws;
unsigned tc_l2_flag = get_tc_l2_flag(sctx, coher);
unsigned flush_flags = get_flush_flags(sctx, coher);
return;
}
+ /* dma_clear_buffer can use clear_buffer on failure. Make sure that
+ * doesn't happen. We don't want an infinite recursion: */
+ if (sctx->b.chip_class >= CIK && sctx->b.dma.cs &&
+ /* CP DMA is very slow. Always use SDMA for big clears. This
+ * alone improves DeusEx:MD performance by 70%. */
+ (size > 128 * 1024 ||
+ /* Buffers not used by the GFX IB yet will be cleared by SDMA.
+ * This happens to move most buffer clears to SDMA, including
+ * DCC and CMASK clears, because pipe->clear clears them before
+ * si_emit_framebuffer_state (in a draw call) adds them.
+ * For example, DeusEx:MD has 21 buffer clears per frame and all
+ * of them are moved to SDMA thanks to this. */
+ !ws->cs_is_buffer_referenced(sctx->b.gfx.cs,
+ r600_resource(dst)->buf,
+ RADEON_USAGE_READWRITE))) {
+ sctx->b.dma_clear_buffer(ctx, dst, offset, size, value);
+ return;
+ }
+
uint64_t va = r600_resource(dst)->gpu_address + offset;
/* Flush the caches. */