vb[idx].BufferPitch = stride;
#if GEN_GEN >= 6
- vb[idx].VertexBufferMOCS = addr.mocs;
+ vb[idx].MOCS = addr.mocs;
#endif
#if GEN_GEN >= 7
blorp_emit_input_varying_data(batch, params, &addrs[1], &size);
blorp_fill_vertex_buffer_state(batch, vb, 1, addrs[1], size, 0);
+ blorp_vf_invalidate_for_vb_48b_transitions(batch, addrs, num_vbs);
+
const unsigned num_dwords = 1 + num_vbs * GENX(VERTEX_BUFFER_STATE_length);
uint32_t *dw = blorp_emitn(batch, GENX(3DSTATE_VERTEX_BUFFERS), num_dwords);
if (!dw)
return;
- blorp_vf_invalidate_for_vb_48b_transitions(batch, addrs, num_vbs);
-
for (unsigned i = 0; i < num_vbs; i++) {
GENX(VERTEX_BUFFER_STATE_pack)(batch, dw, &vb[i]);
dw += GENX(VERTEX_BUFFER_STATE_length);
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);
+
/* If we can't alter the depth stencil config and multiple layers are
* involved, the HiZ op will fail. This is because the op requires that a
* new config is emitted for each additional layer.