ice->vtbl.update_surface_base_address(batch, &ice->state.binder);
+ iris_handle_always_flush_cache(batch);
+
if (info->indirect)
iris_indirect_draw_vbo(ice, info);
else
iris_simple_draw_vbo(ice, info);
+ iris_handle_always_flush_cache(batch);
+
iris_postdraw_update_resolve_tracking(ice, batch);
ice->state.dirty &= ~IRIS_ALL_DIRTY_FOR_RENDER;
ice->state.compute_predicate = NULL;
}
+ iris_handle_always_flush_cache(batch);
+
ice->vtbl.upload_compute_state(ice, batch, grid);
+ iris_handle_always_flush_cache(batch);
+
ice->state.dirty &= ~IRIS_ALL_DIRTY_FOR_COMPUTE;
/* Note: since compute shaders can't access the framebuffer, there's