if (unlikely(INTEL_DEBUG & DEBUG_REEMIT))
ice->state.dirty |= IRIS_ALL_DIRTY_FOR_COMPUTE;
+ /* We can't do resolves on the compute engine, so awkwardly, we have to
+ * do them on the render batch...
+ */
+ for (gl_shader_stage stage = 0; stage < MESA_SHADER_STAGES; stage++) {
+ iris_predraw_resolve_inputs(ice, &ice->batches[IRIS_BATCH_RENDER],
+ &ice->state.shaders[stage], NULL, false);
+ }
+
iris_batch_maybe_flush(batch, 1500);
//if (dirty & IRIS_DIRTY_UNCOMPILED_CS)
iris_update_compiled_compute_shader(ice);
- // XXX: predraw resolves / cache flushing
-
iris_update_grid_size_resource(ice, grid);
iris_binder_reserve_compute(ice);