On Wed, 20 Jul 2011 01:25:40 +0100, Chris Wilson <ch...@chris-wilson.co.uk> wrote: > On Tue, 19 Jul 2011 15:44:12 -0700, Eric Anholt <e...@anholt.net> wrote: > > The behavior of flushes in the hardware is a maze of twisty passages, > > and strangely the VS constants appear to be loaded during a pipeline > > flush instead of at the time of the packet emit according to the > > simulator. On moving the STATE_BASE_ADDRESS packet to where it really > > needed to live (in order for data loads by other packets to be > > correct), we sometimes no longer got a flush between those packets > > where we apparently needed it. This replicates the flushes implied by > > a STATE_BASE_ADDRESS update, fixing the GPU hangs in OGLC and the > > "engine" demo. > > Whilst you are deep in flushing territory, do you know of any similar > rules regarding 3DSTATE_CC_STATE_POINTERS? rendercheck demands a NP or > flush before the blend mode is changed. > -Chris
Haven't seen anything to do with that, other than "got to redo this when you STATE_BASE_ADDRESS".
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