v3d: add new flag dirty TMU cache at v3d_compiler
That we set for any TMU write on spills and general tmu. It is then used as part of v3d_emit_gl_shader_state later. v2: add a new flag instead at v3d_compiler instead of dirty the flag at v3dx if there is any spill (change suggested by Eric, added by Alejandro) v3: set this for anything that is not a load and do it also in v3d40_vir_emit_image_load_store (Eric) Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:

committed by
Jose Maria Casanova Crespo

parent
d2203d74c6
commit
46182fc1da
@@ -208,6 +208,9 @@ ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
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instr->intrinsic == nir_intrinsic_load_scratch ||
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instr->intrinsic == nir_intrinsic_load_shared);
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if (!is_load)
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c->tmu_dirty_rcl = true;
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bool has_index = !is_shared_or_scratch;
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int offset_src;
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@@ -410,4 +410,7 @@ v3d40_vir_emit_image_load_store(struct v3d_compile *c,
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if (nir_intrinsic_dest_components(instr) == 0)
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vir_TMUWT(c);
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if (instr->intrinsic != nir_intrinsic_image_deref_load)
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c->tmu_dirty_rcl = true;
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}
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@@ -639,6 +639,8 @@ struct v3d_compile {
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bool lock_scoreboard_on_first_thrsw;
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bool failed;
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bool tmu_dirty_rcl;
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};
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struct v3d_uniform_list {
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@@ -658,6 +660,8 @@ struct v3d_prog_data {
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* after-final-THRSW state.
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*/
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bool single_seg;
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bool tmu_dirty_rcl;
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};
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struct v3d_vs_prog_data {
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@@ -710,6 +710,7 @@ v3d_set_prog_data(struct v3d_compile *c,
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prog_data->threads = c->threads;
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prog_data->single_seg = !c->last_thrsw;
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prog_data->spill_size = c->spill_size;
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prog_data->tmu_dirty_rcl = c->tmu_dirty_rcl;
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v3d_set_prog_data_uniforms(c, prog_data);
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@@ -270,6 +270,7 @@ v3d_spill_reg(struct v3d_compile *c, int spill_temp)
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vir_emit_thrsw(c);
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vir_TMUWT(c);
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c->spills++;
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c->tmu_dirty_rcl = true;
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}
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}
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@@ -349,6 +349,11 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
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v3d_write_uniforms(v3d, v3d->prog.cs,
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PIPE_SHADER_VERTEX);
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/* Update the cache dirty flag based on the shader progs data */
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job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
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job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
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job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
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/* See GFXH-930 workaround below */
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uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
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uint32_t shader_rec_offset =
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