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anv: 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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@ -1089,6 +1089,17 @@ emit_3dstate_streamout(struct anv_graphics_pipeline *pipeline,
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so.Stream2VertexReadLength = urb_entry_read_length - 1;
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so.Stream2VertexReadLength = urb_entry_read_length - 1;
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so.Stream3VertexReadOffset = urb_entry_read_offset;
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so.Stream3VertexReadOffset = urb_entry_read_offset;
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so.Stream3VertexReadLength = urb_entry_read_length - 1;
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so.Stream3VertexReadLength = urb_entry_read_length - 1;
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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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so.ForceRendering = Force_on;
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#endif
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}
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}
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GENX(3DSTATE_STREAMOUT_pack)(NULL, pipeline->gfx8.streamout_state, &so);
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GENX(3DSTATE_STREAMOUT_pack)(NULL, pipeline->gfx8.streamout_state, &so);
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