Mesa (master): intel/blorp: Work around Sandy Bridge occlusion query issue
Jason Ekstrand
jekstrand at kemper.freedesktop.org
Thu Jun 15 01:15:12 UTC 2017
Module: Mesa
Branch: master
Commit: 7175561598b1dedc0a9f872237061ca3bec42a1f
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=7175561598b1dedc0a9f872237061ca3bec42a1f
Author: Jason Ekstrand <jason.ekstrand at intel.com>
Date: Thu Jun 8 09:36:15 2017 -0700
intel/blorp: Work around Sandy Bridge occlusion query issue
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias at igalia.com>
---
src/intel/blorp/blorp_clear.c | 10 ++++++++++
1 file changed, 10 insertions(+)
diff --git a/src/intel/blorp/blorp_clear.c b/src/intel/blorp/blorp_clear.c
index 3d5c41cc71..efacadfebe 100644
--- a/src/intel/blorp/blorp_clear.c
+++ b/src/intel/blorp/blorp_clear.c
@@ -479,6 +479,16 @@ blorp_clear_depth_stencil(struct blorp_batch *batch,
params.x1 = x1;
params.y1 = y1;
+ if (ISL_DEV_GEN(batch->blorp->isl_dev) == 6) {
+ /* For some reason, Sandy Bridge gets occlusion queries wrong if we
+ * don't have a shader. In particular, it records samples even though
+ * we disable statistics in 3DSTATE_WM. Give it the usual clear shader
+ * to work around the issue.
+ */
+ if (!blorp_params_get_clear_kernel(batch->blorp, ¶ms, false))
+ return;
+ }
+
while (num_layers > 0) {
params.num_layers = num_layers;
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