+ /* From the BDW PRM Volume 7, Depth Buffer Clear:
+ *
+ * The clear value must be between the min and max depth values
+ * (inclusive) defined in the CC_VIEWPORT. If the depth buffer format is
+ * D32_FLOAT, then +/-DENORM values are also allowed.
+ *
+ * Set the bounds to match our hardware limits, [0.0, 1.0].
+ */
+ if (params->depth.enabled && params->hiz_op == ISL_AUX_OP_FAST_CLEAR) {
+ assert(params->depth.clear_color.f32[0] >= 0.0f);
+ assert(params->depth.clear_color.f32[0] <= 1.0f);
+ blorp_emit_cc_viewport(batch);
+ }
+
+ /* According to the SKL PRM formula for WM_INT::ThreadDispatchEnable, the
+ * 3DSTATE_WM::ForceThreadDispatchEnable field can force WM thread dispatch
+ * even when WM_HZ_OP is active. However, WM thread dispatch is normally
+ * disabled for HiZ ops and it appears that force-enabling it can lead to
+ * GPU hangs on at least Skylake. Since we don't know the current state of
+ * the 3DSTATE_WM packet, just emit a dummy one prior to 3DSTATE_WM_HZ_OP.
+ */
+ blorp_emit(batch, GENX(3DSTATE_WM), wm);
+