From: Nicolai Hähnle <nicolai.haeh...@amd.com>

---
 src/gallium/drivers/radeonsi/si_cp_dma.c | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/src/gallium/drivers/radeonsi/si_cp_dma.c 
b/src/gallium/drivers/radeonsi/si_cp_dma.c
index b40f5cc..0cf7b3b 100644
--- a/src/gallium/drivers/radeonsi/si_cp_dma.c
+++ b/src/gallium/drivers/radeonsi/si_cp_dma.c
@@ -190,34 +190,35 @@ static void si_clear_buffer(struct pipe_context *ctx, 
struct pipe_resource *dst,
        if (!size)
                return;
 
        /* Mark the buffer range of destination as valid (initialized),
         * so that transfer_map knows it should wait for the GPU when mapping
         * that range. */
        util_range_add(&rdst->valid_buffer_range, offset,
                       offset + size);
 
        /* Fallback for unaligned clears. */
-       if (offset % 4 != 0 || size % 4 != 0) {
+       if (size % 4 != 0) {
                uint8_t *map = r600_buffer_map_sync_with_rings(&sctx->b, rdst,
                                                               
PIPE_TRANSFER_WRITE);
                map += offset;
                for (uint64_t i = 0; i < size; i++) {
                        unsigned byte_within_dword = (offset + i) % 4;
                        *map++ = (value >> (byte_within_dword * 8)) & 0xff;
                }
                return;
        }
 
        /* dma_clear_buffer can use clear_buffer on failure. Make sure that
         * doesn't happen. We don't want an infinite recursion: */
        if (sctx->b.dma.cs &&
+           (offset % 4 == 0) &&
            /* CP DMA is very slow. Always use SDMA for big clears. This
             * alone improves DeusEx:MD performance by 70%. */
            (size > 128 * 1024 ||
             /* Buffers not used by the GFX IB yet will be cleared by SDMA.
              * This happens to move most buffer clears to SDMA, including
              * DCC and CMASK clears, because pipe->clear clears them before
              * si_emit_framebuffer_state (in a draw call) adds them.
              * For example, DeusEx:MD has 21 buffer clears per frame and all
              * of them are moved to SDMA thanks to this. */
             !ws->cs_is_buffer_referenced(sctx->b.gfx.cs, rdst->buf,
-- 
2.9.3

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