genX(cmd_buffer_config_l3)(cmd_buffer, cfg);
}
+#if GEN_GEN == 7
+ /* The MI_LOAD/STORE_REGISTER_MEM commands which BLORP uses to implement
+ * indirect fast-clear colors can cause GPU hangs if we don't stall first.
+ * See genX(cmd_buffer_mi_memcpy) for more details.
+ */
+ assert(params->src.clear_color_addr.buffer == NULL);
+ if (params->dst.clear_color_addr.buffer)
+ cmd_buffer->state.pending_pipe_bits |= ANV_PIPE_CS_STALL_BIT;
+#endif
+
genX(cmd_buffer_apply_pipe_flushes)(cmd_buffer);
genX(flush_pipeline_select_3d)(cmd_buffer);
assert(dst_offset % 4 == 0);
assert(src_offset % 4 == 0);
+#if GEN_GEN == 7
+ /* On gen7, the combination of commands used here(MI_LOAD_REGISTER_MEM
+ * and MI_STORE_REGISTER_MEM) can cause GPU hangs if any rendering is
+ * in-flight when they are issued even if the memory touched is not
+ * currently active for rendering. The weird bit is that it is not the
+ * MI_LOAD/STORE_REGISTER_MEM commands which hang but rather the in-flight
+ * rendering hangs such that the next stalling command after the
+ * MI_LOAD/STORE_REGISTER_MEM commands will catch the hang.
+ *
+ * It is unclear exactly why this hang occurs. Both MI commands come with
+ * warnings about the 3D pipeline but that doesn't seem to fully explain
+ * it. My (Jason's) best theory is that it has something to do with the
+ * fact that we're using a GPU state register as our temporary and that
+ * something with reading/writing it is causing problems.
+ *
+ * In order to work around this issue, we emit a PIPE_CONTROL with the
+ * command streamer stall bit set.
+ */
+ cmd_buffer->state.pending_pipe_bits |= ANV_PIPE_CS_STALL_BIT;
+ genX(cmd_buffer_apply_pipe_flushes)(cmd_buffer);
+#endif
+
for (uint32_t i = 0; i < size; i += 4) {
const struct anv_address src_addr =
(struct anv_address) { src, src_offset + i};