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llvmpipe/flush: always finish whether for cpu/gpu access.
Subsequent GPU access to resources for reading in the vertex shader may rely on previous fragment shaders being flushed out. Always finish here. Reviewed-by: Roland Scheidegger <sroland@vmware.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14923>
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1 changed files with 8 additions and 15 deletions
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@ -112,21 +112,14 @@ llvmpipe_flush_resource(struct pipe_context *pipe,
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if ((referenced & LP_REFERENCED_FOR_WRITE) ||
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((referenced & LP_REFERENCED_FOR_READ) && !read_only)) {
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if (cpu_access) {
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/*
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* Flush and wait.
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*/
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if (do_not_block)
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return FALSE;
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llvmpipe_finish(pipe, reason);
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} else {
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/*
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* Just flush.
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*/
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llvmpipe_flush(pipe, NULL, reason);
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}
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if (cpu_access)
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if (do_not_block)
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return FALSE;
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/*
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* Flush and wait.
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* Finish so VS can use FS results.
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*/
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llvmpipe_finish(pipe, reason);
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}
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return TRUE;
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