nvc0: do not always invalidate 3D CBs when using compute

Constant buffers are aliased between 3D and CP on Fermi, but we should
only invalidate them when a compute shader actually uses CBs and not
all the time after a lauching grid.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This commit is contained in:
Samuel Pitoiset 2016-05-27 00:30:17 +02:00
parent 357495b94d
commit f07ade6881

View file

@ -149,6 +149,19 @@ nvc0_compute_validate_textures(struct nvc0_context *nvc0)
nvc0->dirty_3d |= NVC0_NEW_3D_TEXTURES;
}
static inline void
nvc0_compute_invalidate_constbufs(struct nvc0_context *nvc0)
{
int s;
/* Invalidate all 3D constbufs because they are aliased with COMPUTE. */
for (s = 0; s < 5; s++) {
nvc0->constbuf_dirty[s] |= nvc0->constbuf_valid[s];
nvc0->state.uniform_buffer_bound[s] = 0;
}
nvc0->dirty_3d |= NVC0_NEW_3D_CONSTBUF;
}
static void
nvc0_compute_validate_constbufs(struct nvc0_context *nvc0)
{
@ -203,6 +216,8 @@ nvc0_compute_validate_constbufs(struct nvc0_context *nvc0)
}
}
nvc0_compute_invalidate_constbufs(nvc0);
BEGIN_NVC0(push, NVC0_CP(FLUSH), 1);
PUSH_DATA (push, NVC0_COMPUTE_FLUSH_CB);
}
@ -358,6 +373,8 @@ nvc0_compute_upload_input(struct nvc0_context *nvc0, const void *input)
PUSH_DATA (push, 0);
PUSH_DATAp(push, input, cp->parm_size / 4);
nvc0_compute_invalidate_constbufs(nvc0);
BEGIN_NVC0(push, NVC0_CP(FLUSH), 1);
PUSH_DATA (push, NVC0_COMPUTE_FLUSH_CB);
}
@ -369,7 +386,6 @@ nvc0_launch_grid(struct pipe_context *pipe, const struct pipe_grid_info *info)
struct nvc0_context *nvc0 = nvc0_context(pipe);
struct nouveau_pushbuf *push = nvc0->base.pushbuf;
struct nvc0_program *cp = nvc0->compprog;
unsigned s;
int ret;
ret = !nvc0_state_validate_cp(nvc0, ~0);
@ -439,11 +455,4 @@ nvc0_launch_grid(struct pipe_context *pipe, const struct pipe_grid_info *info)
/* TODO: Not sure if this is really necessary. */
nvc0_compute_invalidate_surfaces(nvc0, 5);
/* Invalidate all 3D constbufs because they are aliased with COMPUTE. */
nvc0->dirty_3d |= NVC0_NEW_3D_CONSTBUF;
for (s = 0; s < 5; s++) {
nvc0->constbuf_dirty[s] |= nvc0->constbuf_valid[s];
nvc0->state.uniform_buffer_bound[s] = 0;
}
}