v3d: fix flushing of SSBOs and shader images
authorIago Toral Quiroga <itoral@igalia.com>
Fri, 9 Aug 2019 11:02:32 +0000 (13:02 +0200)
committerIago Toral Quiroga <itoral@igalia.com>
Tue, 13 Aug 2019 06:25:15 +0000 (08:25 +0200)
If the current draw call includes SSBOs, then we must flush any jobs
that are writing to the same SSBOs (so that our SSBOs reads are correct),
as well as jobs reading from the same SSBO (so that our SSBO writes don't
stomp previous SSBO reads).

The exact same logic applies to shader images. In this case we were already
flushing previous writes, but we should also flush previous reads.

Note that We don't need to call v3d_flush_jobs_reading_resource() and
v3d_flush_jobs_writing_resource() separately though, since flushing
jobs that read a resource also flushes those writing to it.

Suggested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
src/gallium/drivers/v3d/v3dx_draw.c

index fec9d54c25b58f1d79f94b89f76e8c569020dfa9..00cbc984e4d59a648eaac55db1ab3b15c6a8c726 100644 (file)
@@ -166,12 +166,18 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
                         v3d_flush_jobs_writing_resource(v3d, cb->buffer, false);
         }
 
-        /* Flush writes to our image views */
+        /* Flush reads/writes to our SSBOs */
+        foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+                struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
+                if (sb->buffer)
+                        v3d_flush_jobs_reading_resource(v3d, sb->buffer);
+        }
+
+        /* Flush reads/writes to our image views */
         foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
                 struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
 
-                v3d_flush_jobs_writing_resource(v3d, view->base.resource,
-                                                false);
+                v3d_flush_jobs_reading_resource(v3d, view->base.resource);
         }
 
         /* Flush writes to our vertex buffers (i.e. from transform feedback) */