state->push_constant_stages = 0;
state->restart_index = UINT32_MAX;
state->dynamic = default_dynamic_state;
- state->need_query_wa = true;
state->pma_fix_enabled = false;
state->hiz_enabled = false;
struct anv_state binding_tables[MESA_SHADER_STAGES];
struct anv_state samplers[MESA_SHADER_STAGES];
struct anv_dynamic_state dynamic;
- bool need_query_wa;
struct anv_push_descriptor_set * push_descriptors[MAX_SETS];
ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer);
ANV_FROM_HANDLE(anv_query_pool, pool, queryPool);
- /* Workaround: When meta uses the pipeline with the VS disabled, it seems
- * that the pipelining of the depth write breaks. What we see is that
- * samples from the render pass clear leaks into the first query
- * immediately after the clear. Doing a pipecontrol with a post-sync
- * operation and DepthStallEnable seems to work around the issue.
- */
- if (cmd_buffer->state.need_query_wa) {
- cmd_buffer->state.need_query_wa = false;
- anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
- pc.DepthCacheFlushEnable = true;
- pc.DepthStallEnable = true;
- }
- }
-
switch (pool->type) {
case VK_QUERY_TYPE_OCCLUSION:
emit_ps_depth_count(cmd_buffer, &pool->bo, query * pool->stride + 8);