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