nvc0: fix memory barrier flag handling
authorIlia Mirkin <imirkin@alum.mit.edu>
Fri, 3 Jun 2016 01:36:04 +0000 (21:36 -0400)
committerIlia Mirkin <imirkin@alum.mit.edu>
Sun, 5 Jun 2016 03:50:56 +0000 (23:50 -0400)
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
src/gallium/drivers/nouveau/nvc0/nvc0_context.c

index 98e787acc2730a07b99707aef92877a4999543fa..1137e6ccab03005785b46cc7d878abb181e7fcc5 100644 (file)
@@ -90,17 +90,24 @@ nvc0_memory_barrier(struct pipe_context *pipe, unsigned flags)
                nvc0->cb_dirty = true;
          }
       }
+   } else {
+      /* Pretty much any writing by shaders needs a serialize after
+       * it. Especially when moving between 3d and compute pipelines, but even
+       * without that.
+       */
+      IMMED_NVC0(push, NVC0_3D(SERIALIZE), 0);
    }
 
-   if (flags & (PIPE_BARRIER_SHADER_BUFFER   |
-                PIPE_BARRIER_CONSTANT_BUFFER |
-                PIPE_BARRIER_INDEX_BUFFER    |
-                PIPE_BARRIER_IMAGE           |
-                PIPE_BARRIER_TEXTURE         |
-                PIPE_BARRIER_VERTEX_BUFFER   |
-                PIPE_BARRIER_STREAMOUT_BUFFER)) {
-      IMMED_NVC0(push, NVC0_3D(MEM_BARRIER), 0x1011);
-   }
+   /* If we're going to texture from a buffer/image written by a shader, we
+    * must flush the texture cache.
+    */
+   if (flags & PIPE_BARRIER_TEXTURE)
+      IMMED_NVC0(push, NVC0_3D(TEX_CACHE_CTL), 0);
+
+   if (flags & PIPE_BARRIER_CONSTANT_BUFFER)
+      nvc0->cb_dirty = true;
+   if (flags & (PIPE_BARRIER_VERTEX_BUFFER | PIPE_BARRIER_INDEX_BUFFER))
+      nvc0->base.vbo_dirty = true;
 }
 
 static void