/* Re-emit state base addresses so we get the new surface state base
* address before we start emitting binding tables etc.
*/
- anv_batch_emit(&cmd_buffer->batch, GEN8_PIPE_CONTROL,
- .CommandStreamerStallEnable = true,
- .RenderTargetCacheFlushEnable = true);
anv_cmd_buffer_emit_state_base_address(cmd_buffer);
- /* It seems like just chainging the state base addresses isn't enough.
- * If we don't do another PIPE_CONTROL afterwards to invalidate the
- * texture cache, we still don't always get the right results. I have
- * no idea if this is actually what we are supposed to do, but it seems
- * to work.
- *
- * FIXME: We should look into this more. Maybe there is something more
- * specific we're supposed to be doing.
+ /* It seems like just changing the state base addresses isn't enough.
+ * Invalidating the cache seems to be enough to cause things to
+ * propagate. However, I'm not 100% sure what we're supposed to do.
*/
anv_batch_emit(&cmd_buffer->batch, GEN8_PIPE_CONTROL,
.TextureCacheInvalidationEnable = true);