#include "si_shader.h"
#include "sid.h"
+#include "util/u_format.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_suballoc.h"
}
static void
+si_mark_image_range_valid(struct pipe_image_view *view)
+{
+ struct r600_resource *res = (struct r600_resource *)view->resource;
+ const struct util_format_description *desc;
+ unsigned stride;
+
+ assert(res && res->b.b.target == PIPE_BUFFER);
+
+ desc = util_format_description(view->format);
+ stride = desc->block.bits / 8;
+
+ util_range_add(&res->valid_buffer_range,
+ stride * (view->u.buf.first_element),
+ stride * (view->u.buf.last_element + 1));
+}
+
+static void
si_set_shader_images(struct pipe_context *pipe, unsigned shader,
unsigned start_slot, unsigned count,
struct pipe_image_view *views)
RADEON_USAGE_READWRITE);
if (res->b.b.target == PIPE_BUFFER) {
+ if (views[i].access & PIPE_IMAGE_ACCESS_WRITE)
+ si_mark_image_range_valid(&views[i]);
+
si_make_buffer_descriptor(screen, res,
views[i].format,
views[i].u.buf.first_element,
* and most other clients can use TC L2 as well, we don't need
* to flush it.
*
- * The only case which requires flushing it is VGT DMA index
- * fetching, which is a rare case. Thus, flag the TC L2
- * dirtiness in the resource and handle it when index fetching
- * is used.
+ * The only cases which requires flushing it is VGT DMA index
+ * fetching (on <= CIK) and indirect draw data, which are rare
+ * cases. Thus, flag the TC L2 dirtiness in the resource and
+ * handle it at draw call time.
*/
for (i = 0; i < sctx->b.streamout.num_targets; i++)
if (sctx->b.streamout.targets[i])
unsigned i = u_bit_scan(&mask);
if (images->views[i].resource == buf) {
+ if (images->views[i].access & PIPE_IMAGE_ACCESS_WRITE)
+ si_mark_image_range_valid(&images->views[i]);
+
si_desc_reset_buffer_offset(
ctx, images->desc.list + i * 8 + 4,
old_va, buf);