Suggested-by: Francisco Jerez <curroje...@riseup.net> --- src/intel/blorp/blorp_genX_exec.h | 9 +++++++++ 1 file changed, 9 insertions(+)
diff --git a/src/intel/blorp/blorp_genX_exec.h b/src/intel/blorp/blorp_genX_exec.h index 50341ab0ecf..30025cf4deb 100644 --- a/src/intel/blorp/blorp_genX_exec.h +++ b/src/intel/blorp/blorp_genX_exec.h @@ -1628,6 +1628,15 @@ blorp_emit_gen8_hiz_op(struct blorp_batch *batch, */ blorp_emit_3dstate_multisample(batch, params); + /* According to the SKL PRM formula for WM_INT::ThreadDispatchEnable, the + * 3DSTATE_WM::ForceThreadDispatchEnable field can force WM thread dispatch + * even when WM_HZ_OP is active. However, WM thread dispatch is normal + * disabled for HiZ ops and it appears that force-enabling it can lead to + * GPU hangs on at least Skylake. Since we don't know the current state of + * the 3DSTATE_WM packet, just emit a dummy one prior to 3DSTATE_WM_HZ_OP. + */ + blorp_emit(batch, GENX(3DSTATE_WM), wm); + /* If we can't alter the depth stencil config and multiple layers are * involved, the HiZ op will fail. This is because the op requires that a * new config is emitted for each additional layer. -- 2.19.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev