anv: drop unused code
[mesa.git] / src / intel / vulkan / genX_cmd_buffer.c
index 5b76ac6167935d2ac943c257fab3b5a9f0a22815..86ef1663ac456983c423a3243c20c50930c0ad18 100644 (file)
@@ -590,23 +590,6 @@ set_image_fast_clear_state(struct anv_cmd_buffer *cmd_buffer,
       set_image_compressed_bit(cmd_buffer, image, aspect, 0, 0, 1, true);
 }
 
-#if GEN_IS_HASWELL || GEN_GEN >= 8
-static inline uint32_t
-mi_alu(uint32_t opcode, uint32_t operand1, uint32_t operand2)
-{
-   struct GENX(MI_MATH_ALU_INSTRUCTION) instr = {
-      .ALUOpcode = opcode,
-      .Operand1 = operand1,
-      .Operand2 = operand2,
-   };
-
-   uint32_t dw;
-   GENX(MI_MATH_ALU_INSTRUCTION_pack)(NULL, &dw, &instr);
-
-   return dw;
-}
-#endif
-
 /* This is only really practical on haswell and above because it requires
  * MI math in order to get it correct.
  */
@@ -3827,6 +3810,25 @@ genX(flush_pipeline_select)(struct anv_cmd_buffer *cmd_buffer,
       anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_CC_STATE_POINTERS), t);
 #endif
 
+#if GEN_GEN == 9
+   if (pipeline == _3D) {
+      /* There is a mid-object preemption workaround which requires you to
+       * re-emit MEDIA_VFE_STATE after switching from GPGPU to 3D.  However,
+       * even without preemption, we have issues with geometry flickering when
+       * GPGPU and 3D are back-to-back and this seems to fix it.  We don't
+       * really know why.
+       */
+      const uint32_t subslices =
+         MAX2(cmd_buffer->device->instance->physicalDevice.subslice_total, 1);
+      anv_batch_emit(&cmd_buffer->batch, GENX(MEDIA_VFE_STATE), vfe) {
+         vfe.MaximumNumberofThreads =
+            devinfo->max_cs_threads * subslices - 1;
+         vfe.NumberofURBEntries     = 2;
+         vfe.URBEntryAllocationSize = 2;
+      }
+   }
+#endif
+
    /* From "BXML » GT » MI » vol1a GPU Overview » [Instruction]
     * PIPELINE_SELECT [DevBWR+]":
     *