From 3f9cb2eb05152f4f0269e97893a16f23261f095b Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Wed, 1 Aug 2018 16:56:38 -0700 Subject: [PATCH] v3d: Wait for TMU writes to complete before continuing after a spill. The simulator complained that we had write responses outstanding at shader end. It seems that a TMU read does not guarantee that previous TMU writes by the thread have completed, which surprised me. Cc: "18.2" --- src/broadcom/compiler/vir_register_allocate.c | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/src/broadcom/compiler/vir_register_allocate.c b/src/broadcom/compiler/vir_register_allocate.c index 598c4085235..bc34f68e59a 100644 --- a/src/broadcom/compiler/vir_register_allocate.c +++ b/src/broadcom/compiler/vir_register_allocate.c @@ -102,7 +102,7 @@ v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g, started_last_seg = true; /* Track when we're in between a TMU setup and the - * final LDTMU from that TMU setup. We can't + * final LDTMU or TMUWT from that TMU setup. We can't * spill/fill any temps during that time, because that * involves inserting a new TMU setup/LDTMU sequence. */ @@ -110,6 +110,10 @@ v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g, is_last_ldtmu(inst, block)) in_tmu_operation = false; + if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU && + inst->qpu.alu.add.op == V3D_QPU_A_TMUWT) + in_tmu_operation = false; + if (v3d_qpu_writes_tmu(&inst->qpu)) in_tmu_operation = true; } @@ -206,6 +210,7 @@ v3d_spill_reg(struct v3d_compile *c, int spill_temp) inst->dst); v3d_emit_spill_tmua(c, spill_offset); vir_emit_thrsw(c); + vir_TMUWT(c); c->spills++; } -- 2.30.2