#include "util/set.h"
#include "broadcom/clif/clif_dump.h"
-static void
+void
v3d_job_free(struct v3d_context *v3d, struct v3d_job *job)
{
set_foreach(job->bos, entry) {
ralloc_free(job);
}
-static struct v3d_job *
+struct v3d_job *
v3d_job_create(struct v3d_context *v3d)
{
struct v3d_job *job = rzalloc(v3d, struct v3d_job);
void
v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
- enum v3d_flush_cond flush_cond)
+ enum v3d_flush_cond flush_cond,
+ bool is_compute_pipeline)
{
struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
prsc);
+ struct v3d_resource *rsc = v3d_resource(prsc);
+
+ /* We need to sync if graphics pipeline reads a resource written
+ * by the compute pipeline. The same would be needed for the case of
+ * graphics-compute dependency but nowadays all compute jobs
+ * are serialized with the previous submitted job.
+ */
+ if (!is_compute_pipeline && rsc->bo != NULL && rsc->compute_written) {
+ v3d->sync_on_last_compute_job = true;
+ rsc->compute_written = false;
+ }
+
if (!entry)
return;
void
v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
- enum v3d_flush_cond flush_cond)
+ enum v3d_flush_cond flush_cond,
+ bool is_compute_pipeline)
{
struct v3d_resource *rsc = v3d_resource(prsc);
* caller intends to write to the resource, so we don't care if
* there was a previous TF write to it.
*/
- v3d_flush_jobs_writing_resource(v3d, prsc, flush_cond);
+ v3d_flush_jobs_writing_resource(v3d, prsc, flush_cond,
+ is_compute_pipeline);
hash_table_foreach(v3d->jobs, entry) {
struct v3d_job *job = entry->data;
for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
if (cbufs[i]) {
v3d_flush_jobs_reading_resource(v3d, cbufs[i]->texture,
- V3D_FLUSH_DEFAULT);
+ V3D_FLUSH_DEFAULT,
+ false);
pipe_surface_reference(&job->cbufs[i], cbufs[i]);
if (cbufs[i]->texture->nr_samples > 1)
}
if (zsbuf) {
v3d_flush_jobs_reading_resource(v3d, zsbuf->texture,
- V3D_FLUSH_DEFAULT);
+ V3D_FLUSH_DEFAULT,
+ false);
pipe_surface_reference(&job->zsbuf, zsbuf);
if (zsbuf->texture->nr_samples > 1)
job->msaa = true;
if (rsc->separate_stencil) {
v3d_flush_jobs_reading_resource(v3d,
&rsc->separate_stencil->base,
- V3D_FLUSH_DEFAULT);
+ V3D_FLUSH_DEFAULT,
+ false);
_mesa_hash_table_insert(v3d->write_jobs,
&rsc->separate_stencil->base,
job);
perf_debug("stalling on TF counts readback\n");
struct v3d_resource *rsc = v3d_resource(v3d->prim_counts);
if (v3d_bo_wait(rsc->bo, PIPE_TIMEOUT_INFINITE, "prim-counts")) {
- uint32_t *map = v3d_bo_map(rsc->bo);
+ uint32_t *map = v3d_bo_map(rsc->bo) + v3d->prim_counts_offset;
v3d->tf_prims_generated += map[V3D_PRIM_COUNTS_TF_WRITTEN];
+ /* When we only have a vertex shader we determine the primitive
+ * count in the CPU so don't update it here again.
+ */
+ if (v3d->prog.gs)
+ v3d->prims_generated += map[V3D_PRIM_COUNTS_WRITTEN];
}
}
job->submit.bcl_end = job->bcl.bo->offset + cl_offset(&job->bcl);
job->submit.rcl_end = job->rcl.bo->offset + cl_offset(&job->rcl);
+ job->submit.flags = 0;
+ if (job->tmu_dirty_rcl && screen->has_cache_flush)
+ job->submit.flags |= DRM_V3D_SUBMIT_CL_FLUSH_CACHE;
+
/* On V3D 4.1, the tile alloc/state setup moved to register writes
* instead of binner packets.
*/
* feedback we need to read the primitive counts and accumulate
* them, otherwise they will be reset at the start of the next
* draw when we emit the Tile Binning Mode Configuration packet.
+ *
+ * If the job doesn't have any TF draw calls, then we know
+ * the primitive count must be zero and we can skip stalling
+ * for this. This also fixes a problem because it seems that
+ * in this scenario the counters are not reset with the Tile
+ * Binning Mode Configuration packet, which would translate
+ * to us reading an obsolete (possibly non-zero) value from
+ * the GPU counters.
*/
- if (v3d->streamout.num_targets)
+ if (v3d->streamout.num_targets && job->tf_draw_calls_queued > 0)
v3d_read_and_accumulate_primitive_counters(v3d);
}