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intel/blorp: Work around Sandy Bridge occlusion query issue
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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1 changed files with 10 additions and 0 deletions
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@ -479,6 +479,16 @@ blorp_clear_depth_stencil(struct blorp_batch *batch,
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params.x1 = x1;
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params.y1 = y1;
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if (ISL_DEV_GEN(batch->blorp->isl_dev) == 6) {
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/* For some reason, Sandy Bridge gets occlusion queries wrong if we
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* don't have a shader. In particular, it records samples even though
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* we disable statistics in 3DSTATE_WM. Give it the usual clear shader
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* to work around the issue.
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*/
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if (!blorp_params_get_clear_kernel(batch->blorp, ¶ms, false))
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return;
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}
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while (num_layers > 0) {
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params.num_layers = num_layers;
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