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iris: implement occlusion query related Wa_14017076903
Fixes artifacts on some games that relied on occlusion query results when no PS or depth buffers are bound. Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21721>
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@ -4266,6 +4266,17 @@ iris_create_so_decl_list(const struct pipe_stream_output_info *info,
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sol.Buffer1SurfacePitch = 4 * info->stride[1];
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sol.Buffer2SurfacePitch = 4 * info->stride[2];
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sol.Buffer3SurfacePitch = 4 * info->stride[3];
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#if INTEL_NEEDS_WA_14017076903
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/* Wa_14017076903 : SOL should be programmed to force the
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* rendering to be enabled.
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*
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* This fixes a rare case where SOL must render to get correct
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* occlusion query results even when no PS and depth buffers are
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* bound.
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*/
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sol.ForceRendering = Force_on;
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#endif
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}
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iris_pack_command(GENX(3DSTATE_SO_DECL_LIST), so_decl_map, list) {
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