From: Kristian Høgsberg Kristensen Date: Mon, 15 Feb 2016 07:01:42 +0000 (-0800) Subject: anv: Deduplicate render pass code X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=85f67cf16e9823c858215e8a7359d18762c2653c;p=mesa.git anv: Deduplicate render pass code This lets us share the renderpass code and depth/stencil state code between gen 7 and gen 8. --- diff --git a/src/vulkan/gen7_cmd_buffer.c b/src/vulkan/gen7_cmd_buffer.c index 18b36487c5f..7c12394b088 100644 --- a/src/vulkan/gen7_cmd_buffer.c +++ b/src/vulkan/gen7_cmd_buffer.c @@ -556,176 +556,6 @@ genX(cmd_buffer_flush_state)(struct anv_cmd_buffer *cmd_buffer) cmd_buffer->state.dirty = 0; } -static void -cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer) -{ - struct anv_device *device = cmd_buffer->device; - const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer; - const struct anv_image_view *iview = - anv_cmd_buffer_get_depth_stencil_view(cmd_buffer); - const struct anv_image *image = iview ? iview->image : NULL; - const struct anv_format *anv_format = - iview ? anv_format_for_vk_format(iview->vk_format) : NULL; - const bool has_depth = iview && anv_format->has_depth; - const bool has_stencil = iview && anv_format->has_stencil; - - /* Emit 3DSTATE_DEPTH_BUFFER */ - if (has_depth) { - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), - .SurfaceType = SURFTYPE_2D, - .DepthWriteEnable = true, - .StencilWriteEnable = has_stencil, - .HierarchicalDepthBufferEnable = false, - .SurfaceFormat = isl_surf_get_depth_format(&device->isl_dev, - &image->depth_surface.isl), - .SurfacePitch = image->depth_surface.isl.row_pitch - 1, - .SurfaceBaseAddress = { - .bo = image->bo, - .offset = image->depth_surface.offset, - }, - .Height = fb->height - 1, - .Width = fb->width - 1, - .LOD = 0, - .Depth = 1 - 1, - .MinimumArrayElement = 0, - .DepthBufferObjectControlState = GENX(MOCS), - .RenderTargetViewExtent = 1 - 1); - } else { - /* Even when no depth buffer is present, the hardware requires that - * 3DSTATE_DEPTH_BUFFER be programmed correctly. The Broadwell PRM says: - * - * If a null depth buffer is bound, the driver must instead bind depth as: - * 3DSTATE_DEPTH.SurfaceType = SURFTYPE_2D - * 3DSTATE_DEPTH.Width = 1 - * 3DSTATE_DEPTH.Height = 1 - * 3DSTATE_DEPTH.SuraceFormat = D16_UNORM - * 3DSTATE_DEPTH.SurfaceBaseAddress = 0 - * 3DSTATE_DEPTH.HierarchicalDepthBufferEnable = 0 - * 3DSTATE_WM_DEPTH_STENCIL.DepthTestEnable = 0 - * 3DSTATE_WM_DEPTH_STENCIL.DepthBufferWriteEnable = 0 - * - * The PRM is wrong, though. The width and height must be programmed to - * actual framebuffer's width and height, even when neither depth buffer - * nor stencil buffer is present. - */ - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), - .SurfaceType = SURFTYPE_2D, - .SurfaceFormat = D16_UNORM, - .Width = fb->width - 1, - .Height = fb->height - 1, - .StencilWriteEnable = has_stencil); - } - - /* Emit 3DSTATE_STENCIL_BUFFER */ - if (has_stencil) { - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_STENCIL_BUFFER), -# if (ANV_IS_HASWELL) - .StencilBufferEnable = true, -# endif - .StencilBufferObjectControlState = GENX(MOCS), - - /* Stencil buffers have strange pitch. The PRM says: - * - * The pitch must be set to 2x the value computed based on width, - * as the stencil buffer is stored with two rows interleaved. - */ - .SurfacePitch = 2 * image->stencil_surface.isl.row_pitch - 1, - - .SurfaceBaseAddress = { - .bo = image->bo, - .offset = image->offset + image->stencil_surface.offset, - }); - } else { - anv_batch_emit(&cmd_buffer->batch, GEN7_3DSTATE_STENCIL_BUFFER); - } - - /* Disable hierarchial depth buffers. */ - anv_batch_emit(&cmd_buffer->batch, GEN7_3DSTATE_HIER_DEPTH_BUFFER); - - /* Clear the clear params. */ - anv_batch_emit(&cmd_buffer->batch, GEN7_3DSTATE_CLEAR_PARAMS); -} - -/** - * @see anv_cmd_buffer_set_subpass() - */ -GENX_FUNC(GEN7, GEN7) void -genX(cmd_buffer_set_subpass)(struct anv_cmd_buffer *cmd_buffer, - struct anv_subpass *subpass) -{ - cmd_buffer->state.subpass = subpass; - cmd_buffer->state.descriptors_dirty |= VK_SHADER_STAGE_FRAGMENT_BIT; - cmd_buffer->state.dirty |= ANV_CMD_DIRTY_RENDER_TARGETS; - - cmd_buffer_emit_depth_stencil(cmd_buffer); -} - -void genX(CmdBeginRenderPass)( - VkCommandBuffer commandBuffer, - const VkRenderPassBeginInfo* pRenderPassBegin, - VkSubpassContents contents) -{ - ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); - ANV_FROM_HANDLE(anv_render_pass, pass, pRenderPassBegin->renderPass); - ANV_FROM_HANDLE(anv_framebuffer, framebuffer, pRenderPassBegin->framebuffer); - - cmd_buffer->state.framebuffer = framebuffer; - cmd_buffer->state.pass = pass; - anv_cmd_state_setup_attachments(cmd_buffer, pRenderPassBegin); - - genX(flush_pipeline_select_3d)(cmd_buffer); - - const VkRect2D *render_area = &pRenderPassBegin->renderArea; - - anv_batch_emit(&cmd_buffer->batch, GEN7_3DSTATE_DRAWING_RECTANGLE, - .ClippedDrawingRectangleYMin = render_area->offset.y, - .ClippedDrawingRectangleXMin = render_area->offset.x, - .ClippedDrawingRectangleYMax = - render_area->offset.y + render_area->extent.height - 1, - .ClippedDrawingRectangleXMax = - render_area->offset.x + render_area->extent.width - 1, - .DrawingRectangleOriginY = 0, - .DrawingRectangleOriginX = 0); - - gen7_cmd_buffer_set_subpass(cmd_buffer, pass->subpasses); - anv_cmd_buffer_clear_subpass(cmd_buffer); -} - -void genX(CmdNextSubpass)( - VkCommandBuffer commandBuffer, - VkSubpassContents contents) -{ - ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); - - assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_PRIMARY); - - anv_cmd_buffer_resolve_subpass(cmd_buffer); - gen7_cmd_buffer_set_subpass(cmd_buffer, cmd_buffer->state.subpass + 1); - anv_cmd_buffer_clear_subpass(cmd_buffer); -} - -void genX(CmdEndRenderPass)( - VkCommandBuffer commandBuffer) -{ - ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); - - anv_cmd_buffer_resolve_subpass(cmd_buffer); - - /* Emit a flushing pipe control at the end of a pass. This is kind of a - * hack but it ensures that render targets always actually get written. - * Eventually, we should do flushing based on image format transitions - * or something of that nature. - */ - anv_batch_emit(&cmd_buffer->batch, GEN7_PIPE_CONTROL, - .PostSyncOperation = NoWrite, - .RenderTargetCacheFlushEnable = true, - .InstructionCacheInvalidateEnable = true, - .DepthCacheFlushEnable = true, - .VFCacheInvalidationEnable = true, - .TextureCacheInvalidationEnable = true, - .CommandStreamerStallEnable = true); -} - void genX(CmdSetEvent)( VkCommandBuffer commandBuffer, VkEvent event, diff --git a/src/vulkan/gen8_cmd_buffer.c b/src/vulkan/gen8_cmd_buffer.c index 1635a53b32a..ebd6123454d 100644 --- a/src/vulkan/gen8_cmd_buffer.c +++ b/src/vulkan/gen8_cmd_buffer.c @@ -602,179 +602,6 @@ genX(cmd_buffer_flush_compute_state)(struct anv_cmd_buffer *cmd_buffer) cmd_buffer->state.compute_dirty = 0; } -static void -cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer) -{ - struct anv_device *device = cmd_buffer->device; - const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer; - const struct anv_image_view *iview = - anv_cmd_buffer_get_depth_stencil_view(cmd_buffer); - const struct anv_image *image = iview ? iview->image : NULL; - const struct anv_format *anv_format = - iview ? anv_format_for_vk_format(iview->vk_format) : NULL; - const bool has_depth = iview && anv_format->has_depth; - const bool has_stencil = iview && anv_format->has_stencil; - - /* FIXME: Implement the PMA stall W/A */ - /* FIXME: Width and Height are wrong */ - - /* Emit 3DSTATE_DEPTH_BUFFER */ - if (has_depth) { - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), - .SurfaceType = SURFTYPE_2D, - .DepthWriteEnable = true, - .StencilWriteEnable = has_stencil, - .HierarchicalDepthBufferEnable = false, - .SurfaceFormat = isl_surf_get_depth_format(&device->isl_dev, - &image->depth_surface.isl), - .SurfacePitch = image->depth_surface.isl.row_pitch - 1, - .SurfaceBaseAddress = { - .bo = image->bo, - .offset = image->depth_surface.offset, - }, - .Height = fb->height - 1, - .Width = fb->width - 1, - .LOD = 0, - .Depth = 1 - 1, - .MinimumArrayElement = 0, - .DepthBufferObjectControlState = GENX(MOCS), - .RenderTargetViewExtent = 1 - 1, - .SurfaceQPitch = isl_surf_get_array_pitch_el_rows(&image->depth_surface.isl) >> 2); - } else { - /* Even when no depth buffer is present, the hardware requires that - * 3DSTATE_DEPTH_BUFFER be programmed correctly. The Broadwell PRM says: - * - * If a null depth buffer is bound, the driver must instead bind depth as: - * 3DSTATE_DEPTH.SurfaceType = SURFTYPE_2D - * 3DSTATE_DEPTH.Width = 1 - * 3DSTATE_DEPTH.Height = 1 - * 3DSTATE_DEPTH.SuraceFormat = D16_UNORM - * 3DSTATE_DEPTH.SurfaceBaseAddress = 0 - * 3DSTATE_DEPTH.HierarchicalDepthBufferEnable = 0 - * 3DSTATE_WM_DEPTH_STENCIL.DepthTestEnable = 0 - * 3DSTATE_WM_DEPTH_STENCIL.DepthBufferWriteEnable = 0 - * - * The PRM is wrong, though. The width and height must be programmed to - * actual framebuffer's width and height, even when neither depth buffer - * nor stencil buffer is present. - */ - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), - .SurfaceType = SURFTYPE_2D, - .SurfaceFormat = D16_UNORM, - .Width = fb->width - 1, - .Height = fb->height - 1, - .StencilWriteEnable = has_stencil); - } - - /* Emit 3DSTATE_STENCIL_BUFFER */ - if (has_stencil) { - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_STENCIL_BUFFER), - .StencilBufferEnable = true, - .StencilBufferObjectControlState = GENX(MOCS), - - /* Stencil buffers have strange pitch. The PRM says: - * - * The pitch must be set to 2x the value computed based on width, - * as the stencil buffer is stored with two rows interleaved. - */ - .SurfacePitch = 2 * image->stencil_surface.isl.row_pitch - 1, - - .SurfaceBaseAddress = { - .bo = image->bo, - .offset = image->offset + image->stencil_surface.offset, - }, - .SurfaceQPitch = isl_surf_get_array_pitch_el_rows(&image->stencil_surface.isl) >> 2); - } else { - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_STENCIL_BUFFER)); - } - - /* Disable hierarchial depth buffers. */ - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_HIER_DEPTH_BUFFER)); - - /* Clear the clear params. */ - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_CLEAR_PARAMS)); -} - -/** - * @see anv_cmd_buffer_set_subpass() - */ -void -genX(cmd_buffer_set_subpass)(struct anv_cmd_buffer *cmd_buffer, - struct anv_subpass *subpass) -{ - cmd_buffer->state.subpass = subpass; - - cmd_buffer->state.descriptors_dirty |= VK_SHADER_STAGE_FRAGMENT_BIT; - - cmd_buffer_emit_depth_stencil(cmd_buffer); -} - -void genX(CmdBeginRenderPass)( - VkCommandBuffer commandBuffer, - const VkRenderPassBeginInfo* pRenderPassBegin, - VkSubpassContents contents) -{ - ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); - ANV_FROM_HANDLE(anv_render_pass, pass, pRenderPassBegin->renderPass); - ANV_FROM_HANDLE(anv_framebuffer, framebuffer, pRenderPassBegin->framebuffer); - - cmd_buffer->state.framebuffer = framebuffer; - cmd_buffer->state.pass = pass; - anv_cmd_state_setup_attachments(cmd_buffer, pRenderPassBegin); - - genX(flush_pipeline_select_3d)(cmd_buffer); - - const VkRect2D *render_area = &pRenderPassBegin->renderArea; - - anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DRAWING_RECTANGLE), - .ClippedDrawingRectangleYMin = render_area->offset.y, - .ClippedDrawingRectangleXMin = render_area->offset.x, - .ClippedDrawingRectangleYMax = - render_area->offset.y + render_area->extent.height - 1, - .ClippedDrawingRectangleXMax = - render_area->offset.x + render_area->extent.width - 1, - .DrawingRectangleOriginY = 0, - .DrawingRectangleOriginX = 0); - - genX(cmd_buffer_set_subpass)(cmd_buffer, pass->subpasses); - anv_cmd_buffer_clear_subpass(cmd_buffer); -} - -void genX(CmdNextSubpass)( - VkCommandBuffer commandBuffer, - VkSubpassContents contents) -{ - ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); - - assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_PRIMARY); - - anv_cmd_buffer_resolve_subpass(cmd_buffer); - genX(cmd_buffer_set_subpass)(cmd_buffer, cmd_buffer->state.subpass + 1); - anv_cmd_buffer_clear_subpass(cmd_buffer); -} - -void genX(CmdEndRenderPass)( - VkCommandBuffer commandBuffer) -{ - ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); - - anv_cmd_buffer_resolve_subpass(cmd_buffer); - - /* Emit a flushing pipe control at the end of a pass. This is kind of a - * hack but it ensures that render targets always actually get written. - * Eventually, we should do flushing based on image format transitions - * or something of that nature. - */ - anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), - .PostSyncOperation = NoWrite, - .RenderTargetCacheFlushEnable = true, - .InstructionCacheInvalidateEnable = true, - .DepthCacheFlushEnable = true, - .VFCacheInvalidationEnable = true, - .TextureCacheInvalidationEnable = true, - .CommandStreamerStallEnable = true); -} - static void emit_ps_depth_count(struct anv_batch *batch, struct anv_bo *bo, uint32_t offset) diff --git a/src/vulkan/genX_cmd_buffer.c b/src/vulkan/genX_cmd_buffer.c index 7c6ad43a9b2..e8b215e6377 100644 --- a/src/vulkan/genX_cmd_buffer.c +++ b/src/vulkan/genX_cmd_buffer.c @@ -548,3 +548,182 @@ genX(flush_pipeline_select_3d)(struct anv_cmd_buffer *cmd_buffer) cmd_buffer->state.current_pipeline = _3D; } } + +static void +cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer) +{ + struct anv_device *device = cmd_buffer->device; + const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer; + const struct anv_image_view *iview = + anv_cmd_buffer_get_depth_stencil_view(cmd_buffer); + const struct anv_image *image = iview ? iview->image : NULL; + const struct anv_format *anv_format = + iview ? anv_format_for_vk_format(iview->vk_format) : NULL; + const bool has_depth = iview && anv_format->has_depth; + const bool has_stencil = iview && anv_format->has_stencil; + + /* FIXME: Implement the PMA stall W/A */ + /* FIXME: Width and Height are wrong */ + + /* Emit 3DSTATE_DEPTH_BUFFER */ + if (has_depth) { + anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), + .SurfaceType = SURFTYPE_2D, + .DepthWriteEnable = true, + .StencilWriteEnable = has_stencil, + .HierarchicalDepthBufferEnable = false, + .SurfaceFormat = isl_surf_get_depth_format(&device->isl_dev, + &image->depth_surface.isl), + .SurfacePitch = image->depth_surface.isl.row_pitch - 1, + .SurfaceBaseAddress = { + .bo = image->bo, + .offset = image->depth_surface.offset, + }, + .Height = fb->height - 1, + .Width = fb->width - 1, + .LOD = 0, + .Depth = 1 - 1, + .MinimumArrayElement = 0, + .DepthBufferObjectControlState = GENX(MOCS), +#if ANV_GEN >= 8 + .SurfaceQPitch = isl_surf_get_array_pitch_el_rows(&image->depth_surface.isl) >> 2, +#endif + .RenderTargetViewExtent = 1 - 1); + } else { + /* Even when no depth buffer is present, the hardware requires that + * 3DSTATE_DEPTH_BUFFER be programmed correctly. The Broadwell PRM says: + * + * If a null depth buffer is bound, the driver must instead bind depth as: + * 3DSTATE_DEPTH.SurfaceType = SURFTYPE_2D + * 3DSTATE_DEPTH.Width = 1 + * 3DSTATE_DEPTH.Height = 1 + * 3DSTATE_DEPTH.SuraceFormat = D16_UNORM + * 3DSTATE_DEPTH.SurfaceBaseAddress = 0 + * 3DSTATE_DEPTH.HierarchicalDepthBufferEnable = 0 + * 3DSTATE_WM_DEPTH_STENCIL.DepthTestEnable = 0 + * 3DSTATE_WM_DEPTH_STENCIL.DepthBufferWriteEnable = 0 + * + * The PRM is wrong, though. The width and height must be programmed to + * actual framebuffer's width and height, even when neither depth buffer + * nor stencil buffer is present. + */ + anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), + .SurfaceType = SURFTYPE_2D, + .SurfaceFormat = D16_UNORM, + .Width = fb->width - 1, + .Height = fb->height - 1, + .StencilWriteEnable = has_stencil); + } + + /* Emit 3DSTATE_STENCIL_BUFFER */ + if (has_stencil) { + anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_STENCIL_BUFFER), +#if ANV_GEN >= 8 || ANV_IS_HASWELL + .StencilBufferEnable = true, +#endif + .StencilBufferObjectControlState = GENX(MOCS), + + /* Stencil buffers have strange pitch. The PRM says: + * + * The pitch must be set to 2x the value computed based on width, + * as the stencil buffer is stored with two rows interleaved. + */ + .SurfacePitch = 2 * image->stencil_surface.isl.row_pitch - 1, + +#if ANV_GEN >= 8 + .SurfaceQPitch = isl_surf_get_array_pitch_el_rows(&image->stencil_surface.isl) >> 2, +#endif + .SurfaceBaseAddress = { + .bo = image->bo, + .offset = image->offset + image->stencil_surface.offset, + }); + } else { + anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_STENCIL_BUFFER)); + } + + /* Disable hierarchial depth buffers. */ + anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_HIER_DEPTH_BUFFER)); + + /* Clear the clear params. */ + anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_CLEAR_PARAMS)); +} + +/** + * @see anv_cmd_buffer_set_subpass() + */ +void +genX(cmd_buffer_set_subpass)(struct anv_cmd_buffer *cmd_buffer, + struct anv_subpass *subpass) +{ + cmd_buffer->state.subpass = subpass; + + cmd_buffer->state.descriptors_dirty |= VK_SHADER_STAGE_FRAGMENT_BIT; + + cmd_buffer_emit_depth_stencil(cmd_buffer); +} + +void genX(CmdBeginRenderPass)( + VkCommandBuffer commandBuffer, + const VkRenderPassBeginInfo* pRenderPassBegin, + VkSubpassContents contents) +{ + ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); + ANV_FROM_HANDLE(anv_render_pass, pass, pRenderPassBegin->renderPass); + ANV_FROM_HANDLE(anv_framebuffer, framebuffer, pRenderPassBegin->framebuffer); + + cmd_buffer->state.framebuffer = framebuffer; + cmd_buffer->state.pass = pass; + anv_cmd_state_setup_attachments(cmd_buffer, pRenderPassBegin); + + genX(flush_pipeline_select_3d)(cmd_buffer); + + const VkRect2D *render_area = &pRenderPassBegin->renderArea; + + anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DRAWING_RECTANGLE), + .ClippedDrawingRectangleYMin = render_area->offset.y, + .ClippedDrawingRectangleXMin = render_area->offset.x, + .ClippedDrawingRectangleYMax = + render_area->offset.y + render_area->extent.height - 1, + .ClippedDrawingRectangleXMax = + render_area->offset.x + render_area->extent.width - 1, + .DrawingRectangleOriginY = 0, + .DrawingRectangleOriginX = 0); + + genX(cmd_buffer_set_subpass)(cmd_buffer, pass->subpasses); + anv_cmd_buffer_clear_subpass(cmd_buffer); +} + +void genX(CmdNextSubpass)( + VkCommandBuffer commandBuffer, + VkSubpassContents contents) +{ + ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); + + assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_PRIMARY); + + anv_cmd_buffer_resolve_subpass(cmd_buffer); + genX(cmd_buffer_set_subpass)(cmd_buffer, cmd_buffer->state.subpass + 1); + anv_cmd_buffer_clear_subpass(cmd_buffer); +} + +void genX(CmdEndRenderPass)( + VkCommandBuffer commandBuffer) +{ + ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); + + anv_cmd_buffer_resolve_subpass(cmd_buffer); + + /* Emit a flushing pipe control at the end of a pass. This is kind of a + * hack but it ensures that render targets always actually get written. + * Eventually, we should do flushing based on image format transitions + * or something of that nature. + */ + anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), + .PostSyncOperation = NoWrite, + .RenderTargetCacheFlushEnable = true, + .InstructionCacheInvalidateEnable = true, + .DepthCacheFlushEnable = true, + .VFCacheInvalidationEnable = true, + .TextureCacheInvalidationEnable = true, + .CommandStreamerStallEnable = true); +}