nv50: wait on the buf's fence before sticking it into pushbuf

This resolves some rendering issues in source games.
See https://bugs.freedesktop.org/show_bug.cgi?id=64323

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "9.2 10.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 0e5bf85651)
This commit is contained in:
Ilia Mirkin 2013-11-28 16:23:15 -05:00 committed by Carl Worth
parent 94e7e35d6e
commit 767623bbf2
2 changed files with 12 additions and 0 deletions

View file

@ -205,6 +205,9 @@ nouveau_transfer_write(struct nouveau_context *nv, struct nouveau_transfer *tx,
base, size / 4, (const uint32_t *)data);
else
nv->push_data(nv, buf->bo, buf->offset + base, buf->domain, size, data);
nouveau_fence_ref(nv->screen->fence.current, &buf->fence);
nouveau_fence_ref(nv->screen->fence.current, &buf->fence_wr);
}

View file

@ -597,6 +597,15 @@ nv50_draw_elements(struct nv50_context *nv50, boolean shorten,
assert(nouveau_resource_mapped_by_gpu(nv50->idxbuf.buffer));
/* This shouldn't have to be here. The going theory is that the buffer
* is being filled in by PGRAPH, and it's not done yet by the time it
* gets submitted to PFIFO, which in turn starts immediately prefetching
* the not-yet-written data. Ideally this wait would only happen on
* pushbuf submit, but it's probably not a big performance difference.
*/
if (buf->fence_wr && !nouveau_fence_signalled(buf->fence_wr))
nouveau_fence_wait(buf->fence_wr);
while (instance_count--) {
BEGIN_NV04(push, NV50_3D(VERTEX_BEGIN_GL), 1);
PUSH_DATA (push, prim);