v3d: Block bin on render when doing vertex texturing.
authorEric Anholt <eric@anholt.net>
Fri, 27 Jul 2018 20:13:55 +0000 (13:13 -0700)
committerEric Anholt <eric@anholt.net>
Mon, 30 Jul 2018 02:25:39 +0000 (19:25 -0700)
The kernel by default serializes the BCL on previous BCLs submitted on
this FD, but not RCLs.  For now this fix is conservative and blocks on
last RCL if any vertex texturing is done, which fails to get bin/render
overlap if there was an intermediate job that doesn't draw to the BCL's
buffer.  I've dropped a perf_debug() in here to note that as a potential
future improvement.

Fixes intermittent failures in
KHR-GLES3.copy_tex_image_conversions.required.*

src/gallium/drivers/v3d/v3dx_draw.c

index 9c533a46255979de1d10c9206c7b9157ceb00e56..af079bd0d5a0b4c87fa394fce6f18c4ebab90302 100644 (file)
@@ -425,6 +425,20 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
 
         struct v3d_job *job = v3d_get_job_for_fbo(v3d);
 
+        /* If vertex texturing depends on the output of rendering, we need to
+         * ensure that that rendering is complete before we run a coordinate
+         * shader that depends on it.
+         *
+         * Given that doing that is unusual, for now we just block the binner
+         * on the last submitted render, rather than tracking the last
+         * rendering to each texture's BO.
+         */
+        if (v3d->verttex.num_textures) {
+                perf_debug("Blocking binner on last render "
+                           "due to vertex texturing.\n");
+                job->submit.in_sync_bcl = v3d->out_sync;
+        }
+
         /* Get space to emit our draw call into the BCL, using a branch to
          * jump to a new BO if necessary.
          */