gen6_pipeline_update_max_svbi(p, ilo, session);
/* 3DSTATE_SO_BUFFER */
- if ((DIRTY(STREAM_OUTPUT_TARGETS) || dirty_sh) && ilo->so.enabled) {
+ if ((DIRTY(STREAM_OUTPUT_TARGETS) || dirty_sh ||
+ session->batch_bo_changed) && ilo->so.enabled) {
int i;
for (i = 0; i < ilo->so.count; i++) {
/* 3DSTATE_SF */
if (DIRTY(RASTERIZER) || DIRTY(FRAMEBUFFER)) {
gen7_wa_pipe_control_cs_stall(p, true, true);
-
- p->gen7_3DSTATE_SF(p->dev,
- &ilo->rasterizer->state, ilo->fb.state.zsbuf, p->cp);
+ p->gen7_3DSTATE_SF(p->dev, ilo->rasterizer, ilo->fb.state.zsbuf, p->cp);
}
}
gen7_wa_pipe_control_wm_depth_stall(p, emit_3dstate_depth_buffer);
}
- /*
- * glCopyPixels() with GL_DEPTH, which flushes the context before copying
- * the depth buffer to a temporary texture, could not update the depth
- * buffer _sometimes_. Reissuing 3DSTATE_DEPTH_BUFFER in the new batch
- * makes the problem gone.
- */
-
/* 3DSTATE_DEPTH_BUFFER and 3DSTATE_CLEAR_PARAMS */
- if (DIRTY(FRAMEBUFFER) || session->state_bo_changed) {
+ if (DIRTY(FRAMEBUFFER) || session->batch_bo_changed) {
p->gen7_3DSTATE_DEPTH_BUFFER(p->dev, ilo->fb.state.zsbuf, p->cp);
p->gen6_3DSTATE_HIER_DEPTH_BUFFER(p->dev, ilo->fb.state.zsbuf, p->cp);
p->gen6_3DSTATE_STENCIL_BUFFER(p->dev, ilo->fb.state.zsbuf, p->cp);
GEN6_USE(p, DEPTH_STENCIL_STATE, gen7);
GEN6_USE(p, SCISSOR_RECT, gen7);
GEN6_USE(p, BINDING_TABLE_STATE, gen7);
- GEN6_USE(p, surf_SURFACE_STATE, gen7);
- GEN6_USE(p, view_SURFACE_STATE, gen7);
- GEN6_USE(p, cbuf_SURFACE_STATE, gen7);
+ GEN6_USE(p, SURFACE_STATE, gen7);
GEN6_USE(p, SAMPLER_STATE, gen7);
GEN6_USE(p, SAMPLER_BORDER_COLOR_STATE, gen7);
GEN6_USE(p, push_constant_buffer, gen7);