*/
anv_cmd_buffer_emit_state_base_address(cmd_buffer);
- /* The sampler unit caches SURFACE_STATE and RENDER_SURFACE_STATE entries,
- * and the data port uses the same cache. When changing the Surface State
- * Base Address, we need to flush the texture cache so that it can pick up
- * on the new SURFACE_STATE's. From the Broadwell PRM,
+ /* After re-setting the surface state base address, we have to do some
+ * cache flusing so that the sampler engine will pick up the new
+ * SURFACE_STATE objects and binding tables. From the Broadwell PRM,
* Shared Function > 3D Sampler > State > State Caching (page 96):
*
- * Whenever the value of the Dynamic_State_Base_Addr,
- * Surface_State_Base_Addr are altered, the L1 state cache
- * must be invalidated to ensure the new surface or sampler state is
- * fetched from system memory.
+ * Coherency with system memory in the state cache, like the texture
+ * cache is handled partially by software. It is expected that the
+ * command stream or shader will issue Cache Flush operation or
+ * Cache_Flush sampler message to ensure that the L1 cache remains
+ * coherent with system memory.
+ *
+ * [...]
+ *
+ * Whenever the value of the Dynamic_State_Base_Addr,
+ * Surface_State_Base_Addr are altered, the L1 state cache must be
+ * invalidated to ensure the new surface or sampler state is fetched
+ * from system memory.
+ *
+ * The PIPE_CONTROL command has a "State Cache Invalidation Enable" bit
+ * which, according the PIPE_CONTROL instruction documentation in the
+ * Broadwell PRM:
+ *
+ * Setting this bit is independent of any other bit in this packet.
+ * This bit controls the invalidation of the L1 and L2 state caches
+ * at the top of the pipe i.e. at the parsing time.
+ *
+ * Unfortunately, experimentation seems to indicate that state cache
+ * invalidation through a PIPE_CONTROL does nothing whatsoever in
+ * regards to surface state and binding tables. In stead, it seems that
+ * invalidating the texture cache is what is actually needed.
+ *
+ * XXX: As far as we have been able to determine through
+ * experimentation, shows that flush the texture cache appears to be
+ * sufficient. The theory here is that all of the sampling/rendering
+ * units cache the binding table in the texture cache. However, we have
+ * yet to be able to actually confirm this.
*/
anv_batch_emit(&cmd_buffer->batch, GEN8_PIPE_CONTROL,
.TextureCacheInvalidationEnable = true);