void
brw_blorp_exec(struct brw_context *brw, const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
-
- switch (intel->gen) {
+ switch (brw->gen) {
case 6:
gen6_blorp_exec(brw, params);
break;
break;
}
- if (unlikely(intel->always_flush_batch))
+ if (unlikely(brw->always_flush_batch))
intel_batchbuffer_flush(brw);
/* We've smashed all state compared to what the normal 3D pipeline
brw->state.dirty.brw = ~0;
brw->state.dirty.cache = ~0;
brw->state_batch_count = 0;
- intel->batch.need_workaround_flush = true;
+ brw->batch.need_workaround_flush = true;
+ brw->ib.type = -1;
+ intel_batchbuffer_clear_cache(brw);
/* Flush the sampler cache so any texturing from the destination is
* coherent.