v3d: Wait for TMU writes to complete before continuing after a spill.
[mesa.git] / src / broadcom / compiler / vir_register_allocate.c
index 598c4085235eb042604169f23366c5f11cc325ad..bc34f68e59a5b686b546762f47e7e72ee155aed6 100644 (file)
@@ -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++;
                 }