v3dv: only clear BCL barrier state if we don't have pending graphics barriers

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16743>
This commit is contained in:
Iago Toral Quiroga 2022-05-30 08:04:04 +02:00 committed by Marge Bot
parent 24ebcbbaa7
commit eccc0e6a0b
1 changed files with 6 additions and 7 deletions

View File

@ -589,14 +589,13 @@ v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer)
if (!job)
return;
/* If a job is serialized it means it consumed a barrier. If the barrier
* had the BCL sync flag and the job actually required to apply it, then
* it would have done so and cleared it, but if the flag was not applied
* because the job's binning shaders didn't require it, we want to clear
* that state before we start a new job or record a new pipeline barrier
* (we always finish the current job before processing a pipeline barrier).
/* Always clear BCL state after a job has been finished if we don't have
* a pending graphics barrier that could consume it (BCL barriers only
* apply to graphics jobs). This can happen if the application recorded
* a barrier involving geometry stages but none of the draw calls in the
* job actually required a binning sync.
*/
if (job->serialize) {
if (!(cmd_buffer->state.barrier.active_mask & V3DV_BARRIER_GRAPHICS_BIT)) {
cmd_buffer->state.barrier.bcl_barrier_buffer_access = 0;
cmd_buffer->state.barrier.bcl_barrier_image_access = 0;
}