if (flags & (PIPE_BARRIER_VERTEX_BUFFER |
PIPE_BARRIER_SHADER_BUFFER |
PIPE_BARRIER_TEXTURE |
- PIPE_BARRIER_IMAGE)) {
+ PIPE_BARRIER_IMAGE |
+ PIPE_BARRIER_STREAMOUT_BUFFER)) {
/* As far as I can tell, L1 contents are written back to L2
* automatically at end of shader, but the contents of other
* L1 caches might still be stale. */
sctx->b.flags |= SI_CONTEXT_INV_VMEM_L1;
}
+ if (flags & PIPE_BARRIER_INDEX_BUFFER) {
+ sctx->b.flags |= SI_CONTEXT_INV_VMEM_L1;
+
+ /* Indices are read through TC L2 since VI. */
+ if (sctx->screen->b.chip_class <= CIK)
+ sctx->b.flags |= SI_CONTEXT_INV_GLOBAL_L2;
+ }
+
if (flags & PIPE_BARRIER_FRAMEBUFFER)
sctx->b.flags |= SI_CONTEXT_FLUSH_AND_INV_FRAMEBUFFER;
if (flags & (PIPE_BARRIER_MAPPED_BUFFER |
- PIPE_BARRIER_FRAMEBUFFER)) {
+ PIPE_BARRIER_FRAMEBUFFER |
+ PIPE_BARRIER_INDIRECT_BUFFER)) {
/* Not sure if INV_GLOBAL_L2 is the best thing here.
*
* We need to make sure that TC L1 & L2 are written back to