It is not clear from the docs exactly how pipelined STATE_BASE_ADDRESS
actually is. We know from experimentation that we need to flush the
render cache prior to emitting STATE_BASE_ADDRESS and invalidate the
texture cache afterwards. The only thing the PRM says is that, on gen8+
we're supposed to invalidate the state cache after STATE_BASE_ADDRESS
but experimentation has indicated that doing so does nothing whatsoever.
Since we don't really know, let's do just a bit more flushing in the
hopes that this won't be a problem again. In particular:
1) Do a CS stall before we emit STATE_BASE_ADDRESS since we don't
really know whether or not it's pipelined.
2) Do a data cache flush in case what runs before STATE_BASE_ADDRESS
is a compute shader.
3) Invalidate the state and constant caches after STATE_BASE_ADDRESS
because the state may be getting cached there (we don't really know).
Reported-by: Mark Janes <mark.a.janes@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit
92128590bc78bcbbfb19144c7004b31d6405bbcb)
* clear depth, reset state base address, and then go render stuff.
*/
anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
+ pc.DCFlushEnable = true;
pc.RenderTargetCacheFlushEnable = true;
+ pc.CommandStreamerStallEnable = true;
}
anv_batch_emit(&cmd_buffer->batch, GENX(STATE_BASE_ADDRESS), sba) {
*/
anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
pc.TextureCacheInvalidationEnable = true;
+ pc.ConstantCacheInvalidationEnable = true;
+ pc.StateCacheInvalidationEnable = true;
}
}