* context restore, so the mentioned hang doesn't happen. However,
* software must program push constant commands for all stages prior to
* rendering anything, so we flag them as dirty.
+ *
+ * Finally, we also make sure to stall at pixel scoreboard to make sure the
+ * constants have been loaded into the EUs prior to disable the push constants
+ * so that it doesn't hang a previous 3DPRIMITIVE.
*/
void
gen10_emit_isp_disable(struct brw_context *brw)
{
brw_emit_pipe_control(brw,
- PIPE_CONTROL_ISP_DIS |
+ PIPE_CONTROL_STALL_AT_SCOREBOARD |
PIPE_CONTROL_CS_STALL,
NULL, 0, 0);
+ brw_emit_pipe_control(brw,
+ PIPE_CONTROL_ISP_DIS,
+ NULL, 0, 0);
brw->vs.base.push_constants_dirty = true;
brw->tcs.base.push_constants_dirty = true;