<div dir="ltr"><div class="gmail_extra"><div class="gmail_quote">On Tue, Feb 14, 2017 at 11:01 AM, Nanley Chery <span dir="ltr"><<a href="mailto:nanleychery@gmail.com" target="_blank">nanleychery@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div class="HOEnZb"><div class="h5">On Tue, Feb 14, 2017 at 10:53:37AM -0800, Jason Ekstrand wrote:<br>
> On Tue, Feb 14, 2017 at 10:35 AM, Nanley Chery <<a href="mailto:nanleychery@gmail.com">nanleychery@gmail.com</a>><br>
> wrote:<br>
><br>
> > On Mon, Feb 13, 2017 at 08:45:47PM -0800, Jason Ekstrand wrote:<br>
> > > On Mon, Feb 13, 2017 at 6:13 PM, Jason Ekstrand <<a href="mailto:jason@jlekstrand.net">jason@jlekstrand.net</a>><br>
> > > wrote:<br>
> > ><br>
> > > > On Mon, Feb 13, 2017 at 5:00 PM, Nanley Chery <<a href="mailto:nanleychery@gmail.com">nanleychery@gmail.com</a>><br>
> > > > wrote:<br>
> > > ><br>
> > > >> On Fri, Feb 10, 2017 at 11:02:21AM -0800, Jason Ekstrand wrote:<br>
> > > >> > This improves the performance of Dota 2 on my Sky Lake Skull Canyon<br>
> > > >> > machine by about 2-3%.<br>
> > > >> ><br>
> > > >><br>
> > > >> This patch looks good. Could we compare our setup and testing in the<br>
> > > >> office? I can't reproduce these numbers.<br>
> > > >><br>
> > > ><br>
> > > > I'll have to do more runs. At the moment, I'm not seeing a large boost<br>
> > > > but I'll get a larger sample size and see if it's visible.<br>
> > > ><br>
> > ><br>
> > > I did a bunch more runs. It looks like it helps somewhere between 0 and<br>
> > > 1%. Not as much as I saw earlier, but it's definitely non-negative.<br>
> > ><br>
> ><br>
> > Although I've confirmed that the fix is enabled in Dota 2, I'm also not<br>
> > seeing any major changes on my SKL GT4. I get positive and negative<br>
> > changes in FPS, but it's all < 1% and seemingly noise.<br>
> ><br>
> > With the commit message updated with your new findings, this patch is<br>
> > Reviewed-by: Nanley Chery <<a href="mailto:nanley.g.chery@intel.com">nanley.g.chery@intel.com</a>><br>
> ><br>
><br>
> Here's what I wrote:<br>
><br>
> Unfortunately, this doesn't substantially improve the performance of any<br>
> known apps. With Dota 2 on my Sky Lake gt4, it seems help by somewhere<br>
> between 0% and 1% but there's enough noise that it's hard to get a clear<br>
> picture.<br>
><br>
<br>
</div></div>Looks good to me.<span class="HOEnZb"><font color="#888888"><br></font></span></blockquote><div><br></div><div>Cool! Thanks for your careful review!<br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="HOEnZb"><font color="#888888">
-Nanley<br>
</font></span><div class="HOEnZb"><div class="h5"><br>
><br>
><br>
> > > --Jason<br>
> > ><br>
> > ><br>
> > > > --Jason<br>
> > > ><br>
> > > ><br>
> > > >> -Nanley<br>
> > > >><br>
> > > >> > Reviewed-by: Lionel Landwerlin <<a href="mailto:lionel.g.landwerlin@intel.com">lionel.g.landwerlin@intel.com</a><wbr>><br>
> > > >> > ---<br>
> > > >> > src/intel/vulkan/anv_private.h | 1 +<br>
> > > >> > src/intel/vulkan/gen8_cmd_<wbr>buffer.c | 157<br>
> > > >> ++++++++++++++++++++++++++++++<wbr>++++++-<br>
> > > >> > src/intel/vulkan/genX_<wbr>pipeline.c | 6 +-<br>
> > > >> > 3 files changed, 158 insertions(+), 6 deletions(-)<br>
> > > >> ><br>
> > > >> > diff --git a/src/intel/vulkan/anv_<wbr>private.h<br>
> > > >> b/src/intel/vulkan/anv_<wbr>private.h<br>
> > > >> > index fa6032e..25c9c93 100644<br>
> > > >> > --- a/src/intel/vulkan/anv_<wbr>private.h<br>
> > > >> > +++ b/src/intel/vulkan/anv_<wbr>private.h<br>
> > > >> > @@ -1482,6 +1482,7 @@ struct anv_pipeline {<br>
> > > >> > bool writes_depth;<br>
> > > >> > bool depth_test_enable;<br>
> > > >> > bool writes_stencil;<br>
> > > >> > + bool<br>
> > stencil_test_enable;<br>
> > > >> > bool depth_clamp_enable;<br>
> > > >> > bool kill_pixel;<br>
> > > >> ><br>
> > > >> > diff --git a/src/intel/vulkan/gen8_cmd_<wbr>buffer.c<br>
> > > >> b/src/intel/vulkan/gen8_cmd_<wbr>buffer.c<br>
> > > >> > index 0628f3a..59fd537 100644<br>
> > > >> > --- a/src/intel/vulkan/gen8_cmd_<wbr>buffer.c<br>
> > > >> > +++ b/src/intel/vulkan/gen8_cmd_<wbr>buffer.c<br>
> > > >> > @@ -157,16 +157,39 @@ __emit_sf_state(struct anv_cmd_buffer<br>
> > *cmd_buffer)<br>
> > > >> > void<br>
> > > >> > genX(cmd_buffer_enable_pma_<wbr>fix)(struct anv_cmd_buffer *cmd_buffer,<br>
> > > >> bool enable)<br>
> > > >> > {<br>
> > > >> > -#if GEN_GEN == 8<br>
> > > >> > if (cmd_buffer->state.pma_fix_<wbr>enabled == enable)<br>
> > > >> > return;<br>
> > > >> ><br>
> > > >> > + cmd_buffer->state.pma_fix_<wbr>enabled = enable;<br>
> > > >> > +<br>
> > > >> > + /* According to the Broadwell PIPE_CONTROL documentation,<br>
> > software<br>
> > > >> should<br>
> > > >> > + * emit a PIPE_CONTROL with the CS Stall and Depth Cache Flush<br>
> > bits<br>
> > > >> set<br>
> > > >> > + * prior to the LRI. If stencil buffer writes are enabled,<br>
> > then a<br>
> > > >> Render<br>
> > > >> > + * Cache Flush is also necessary.<br>
> > > >> > + *<br>
> > > >> > + * The Skylake docs say to use a depth stall rather than a<br>
> > command<br>
> > > >> > + * streamer stall. However, the hardware seems to violently<br>
> > > >> disagree.<br>
> > > >> > + * A full command streamer stall seems to be needed in both<br>
> > cases.<br>
> > > >> > + */<br>
> > > >> > anv_batch_emit(&cmd_buffer-><wbr>batch, GENX(PIPE_CONTROL), pc) {<br>
> > > >> > pc.DepthCacheFlushEnable = true;<br>
> > > >> > pc.CommandStreamerStallEnable = true;<br>
> > > >> > pc.<wbr>RenderTargetCacheFlushEnable = true;<br>
> > > >> > }<br>
> > > >> ><br>
> > > >> > +#if GEN_GEN == 9<br>
> > > >> > +<br>
> > > >> > + uint32_t cache_mode;<br>
> > > >> > + anv_pack_struct(&cache_mode, GENX(CACHE_MODE_0),<br>
> > > >> > + .STCPMAOptimizationEnable = enable,<br>
> > > >> > + .STCPMAOptimizationEnableMask = true);<br>
> > > >> > + anv_batch_emit(&cmd_buffer-><wbr>batch, GENX(MI_LOAD_REGISTER_IMM),<br>
> > > >> lri) {<br>
> > > >> > + lri.RegisterOffset = GENX(CACHE_MODE_0_num);<br>
> > > >> > + lri.DataDWord = cache_mode;<br>
> > > >> > + }<br>
> > > >> > +<br>
> > > >> > +#elif GEN_GEN == 8<br>
> > > >> > +<br>
> > > >> > uint32_t cache_mode;<br>
> > > >> > anv_pack_struct(&cache_mode, GENX(CACHE_MODE_1),<br>
> > > >> > .NPPMAFixEnable = enable,<br>
> > > >> > @@ -178,18 +201,20 @@ genX(cmd_buffer_enable_pma_<wbr>fix)(struct<br>
> > > >> anv_cmd_buffer *cmd_buffer, bool enable)<br>
> > > >> > lri.DataDWord = cache_mode;<br>
> > > >> > }<br>
> > > >> ><br>
> > > >> > +#endif /* GEN_GEN == 8 */<br>
> > > >> > +<br>
> > > >> > /* After the LRI, a PIPE_CONTROL with both the Depth Stall and<br>
> > > >> Depth Cache<br>
> > > >> > * Flush bits is often necessary. We do it regardless because<br>
> > it's<br>
> > > >> easier.<br>
> > > >> > * The render cache flush is also necessary if stencil writes<br>
> > are<br>
> > > >> enabled.<br>
> > > >> > + *<br>
> > > >> > + * Again, the Skylake docs give a different set of flushes but<br>
> > the<br>
> > > >> BDW<br>
> > > >> > + * flushes seem to work just as well.<br>
> > > >> > */<br>
> > > >> > anv_batch_emit(&cmd_buffer-><wbr>batch, GENX(PIPE_CONTROL), pc) {<br>
> > > >> > pc.DepthStallEnable = true;<br>
> > > >> > pc.DepthCacheFlushEnable = true;<br>
> > > >> > pc.<wbr>RenderTargetCacheFlushEnable = true;<br>
> > > >> > }<br>
> > > >> > -<br>
> > > >> > - cmd_buffer->state.pma_fix_<wbr>enabled = enable;<br>
> > > >> > -#endif /* GEN_GEN == 8 */<br>
> > > >> > }<br>
> > > >> ><br>
> > > >> > static inline bool<br>
> > > >> > @@ -281,6 +306,126 @@ want_depth_pma_fix(struct anv_cmd_buffer<br>
> > > >> *cmd_buffer)<br>
> > > >> > wm_prog_data->computed_depth_<wbr>mode != PSCDEPTH_OFF;<br>
> > > >> > }<br>
> > > >> ><br>
> > > >> > +static inline bool<br>
> > > >> > +want_stencil_pma_fix(struct anv_cmd_buffer *cmd_buffer)<br>
> > > >> > +{<br>
> > > >> > + assert(GEN_GEN == 9);<br>
> > > >> > +<br>
> > > >> > + /* From the Skylake PRM Vol. 2c CACHE_MODE_1::STC PMA<br>
> > Optimization<br>
> > > >> Enable:<br>
> > > >> > + *<br>
> > > >> > + * Clearing this bit will force the STC cache to wait for<br>
> > pending<br>
> > > >> > + * retirement of pixels at the HZ-read stage and do the<br>
> > STC-test<br>
> > > >> for<br>
> > > >> > + * Non-promoted, R-computed and Computed depth modes instead<br>
> > of<br>
> > > >> > + * postponing the STC-test to RCPFE.<br>
> > > >> > + *<br>
> > > >> > + * STC_TEST_EN = 3DSTATE_STENCIL_BUFFER::<br>
> > STENCIL_BUFFER_ENABLE<br>
> > > >> &&<br>
> > > >> > + * 3DSTATE_WM_DEPTH_STENCIL::<wbr>StencilTestEnable<br>
> > > >> > + *<br>
> > > >> > + * STC_WRITE_EN = 3DSTATE_STENCIL_BUFFER::<br>
> > STENCIL_BUFFER_ENABLE<br>
> > > >> &&<br>
> > > >> > + * (3DSTATE_WM_DEPTH_STENCIL::<wbr>Stencil Buffer<br>
> > > >> Write Enable &&<br>
> > > >> > + * 3DSTATE_DEPTH_BUFFER::STENCIL_<br>
> > WRITE_ENABLE)<br>
> > > >> > + *<br>
> > > >> > + * COMP_STC_EN = STC_TEST_EN &&<br>
> > > >> > + * 3DSTATE_PS_EXTRA::<br>
> > PixelShaderComputesStencil<br>
> > > >> > + *<br>
> > > >> > + * SW parses the pipeline states to generate the following<br>
> > > >> logical<br>
> > > >> > + * signal indicating if PMA FIX can be enabled.<br>
> > > >> > + *<br>
> > > >> > + * STC_PMA_OPT =<br>
> > > >> > + * 3DSTATE_WM::<wbr>ForceThreadDispatch != 1 &&<br>
> > > >> > + * !(3DSTATE_RASTER::<wbr>ForceSampleCount !=<br>
> > NUMRASTSAMPLES_0) &&<br>
> > > >> > + * 3DSTATE_DEPTH_BUFFER::SURFACE_<wbr>TYPE != NULL &&<br>
> > > >> > + * 3DSTATE_DEPTH_BUFFER::HIZ Enable &&<br>
> > > >> > + * !(3DSTATE_WM::EDSC_Mode == 2) &&<br>
> > > >> > + * 3DSTATE_PS_EXTRA::<wbr>PixelShaderValid &&<br>
> > > >> > + * !(3DSTATE_WM_HZ_OP::<wbr>DepthBufferClear ||<br>
> > > >> > + * 3DSTATE_WM_HZ_OP::<wbr>DepthBufferResolve ||<br>
> > > >> > + * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve<br>
> > > >> Enable ||<br>
> > > >> > + * 3DSTATE_WM_HZ_OP::<wbr>StencilBufferClear) &&<br>
> > > >> > + * (COMP_STC_EN || STC_WRITE_EN) &&<br>
> > > >> > + * ((3DSTATE_PS_EXTRA::<wbr>PixelShaderKillsPixels ||<br>
> > > >> > + * 3DSTATE_WM::ForceKillPix == ON ||<br>
> > > >> > + * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||<br>
> > > >> > + * 3DSTATE_PS_BLEND::<wbr>AlphaToCoverageEnable ||<br>
> > > >> > + * 3DSTATE_PS_BLEND::<wbr>AlphaTestEnable ||<br>
> > > >> > + * 3DSTATE_WM_CHROMAKEY::<wbr>ChromaKeyKillEnable) ||<br>
> > > >> > + * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode !=<br>
> > > >> PSCDEPTH_OFF))<br>
> > > >> > + */<br>
> > > >> > +<br>
> > > >> > + /* These are always true:<br>
> > > >> > + * 3DSTATE_WM::<wbr>ForceThreadDispatch != 1 &&<br>
> > > >> > + * !(3DSTATE_RASTER::<wbr>ForceSampleCount != NUMRASTSAMPLES_0)<br>
> > > >> > + */<br>
> > > >> > +<br>
> > > >> > + /* We only enable the PMA fix if we know for certain that HiZ is<br>
> > > >> enabled.<br>
> > > >> > + * If we don't know whether HiZ is enabled or not, we disable<br>
> > the<br>
> > > >> PMA fix<br>
> > > >> > + * and there is no harm.<br>
> > > >> > + *<br>
> > > >> > + * (3DSTATE_DEPTH_BUFFER::<wbr>SURFACE_TYPE != NULL) &&<br>
> > > >> > + * 3DSTATE_DEPTH_BUFFER::HIZ Enable<br>
> > > >> > + */<br>
> > > >> > + if (!cmd_buffer->state.hiz_<wbr>enabled)<br>
> > > >> > + return false;<br>
> > > >> > +<br>
> > > >> > + /* We can't possibly know if HiZ is enabled without the<br>
> > framebuffer<br>
> > > >> */<br>
> > > >> > + assert(cmd_buffer->state.<wbr>framebuffer);<br>
> > > >> > +<br>
> > > >> > + /* HiZ is enabled so we had better have a depth buffer with HiZ<br>
> > */<br>
> > > >> > + const struct anv_image_view *ds_iview =<br>
> > > >> > + anv_cmd_buffer_get_depth_<wbr>stencil_view(cmd_buffer);<br>
> > > >> > + assert(ds_iview && ds_iview->image->aux_usage ==<br>
> > ISL_AUX_USAGE_HIZ);<br>
> > > >> > +<br>
> > > >> > + /* 3DSTATE_PS_EXTRA::<wbr>PixelShaderValid */<br>
> > > >> > + struct anv_pipeline *pipeline = cmd_buffer->state.pipeline;<br>
> > > >> > + if (!anv_pipeline_has_stage(<wbr>pipeline, MESA_SHADER_FRAGMENT))<br>
> > > >> > + return false;<br>
> > > >> > +<br>
> > > >> > + /* !(3DSTATE_WM::EDSC_Mode == 2) */<br>
> > > >> > + const struct brw_wm_prog_data *wm_prog_data =<br>
> > > >> get_wm_prog_data(pipeline);<br>
> > > >> > + if (wm_prog_data->early_fragment_<wbr>tests)<br>
> > > >> > + return false;<br>
> > > >> > +<br>
> > > >> > + /* We never use anv_pipeline for HiZ ops so this is trivially<br>
> > true:<br>
> > > >> > + * !(3DSTATE_WM_HZ_OP::<wbr>DepthBufferClear ||<br>
> > > >> > + * 3DSTATE_WM_HZ_OP::<wbr>DepthBufferResolve ||<br>
> > > >> > + * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve<br>
> > Enable<br>
> > > >> ||<br>
> > > >> > + * 3DSTATE_WM_HZ_OP::<wbr>StencilBufferClear)<br>
> > > >> > + */<br>
> > > >> > +<br>
> > > >> > + /* 3DSTATE_STENCIL_BUFFER::<wbr>STENCIL_BUFFER_ENABLE &&<br>
> > > >> > + * 3DSTATE_WM_DEPTH_STENCIL::<wbr>StencilTestEnable<br>
> > > >> > + */<br>
> > > >> > + const bool stc_test_en =<br>
> > > >> > + (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&<br>
> > > >> > + pipeline->stencil_test_enable;<br>
> > > >> > +<br>
> > > >> > + /* 3DSTATE_STENCIL_BUFFER::<wbr>STENCIL_BUFFER_ENABLE &&<br>
> > > >> > + * (3DSTATE_WM_DEPTH_STENCIL::<wbr>Stencil Buffer Write Enable &&<br>
> > > >> > + * 3DSTATE_DEPTH_BUFFER::STENCIL_<wbr>WRITE_ENABLE)<br>
> > > >> > + */<br>
> > > >> > + const bool stc_write_en =<br>
> > > >> > + (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&<br>
> > > >> > + pipeline->writes_stencil;<br>
> > > >> > +<br>
> > > >> > + /* STC_TEST_EN && 3DSTATE_PS_EXTRA::<wbr>PixelShaderComputesStencil<br>
> > */<br>
> > > >> > + const bool comp_stc_en = stc_test_en &&<br>
> > > >> wm_prog_data->computed_<wbr>stencil;<br>
> > > >> > +<br>
> > > >> > + /* COMP_STC_EN || STC_WRITE_EN */<br>
> > > >> > + if (!(comp_stc_en || stc_write_en))<br>
> > > >> > + return false;<br>
> > > >> > +<br>
> > > >> > + /* (3DSTATE_PS_EXTRA::<wbr>PixelShaderKillsPixels ||<br>
> > > >> > + * 3DSTATE_WM::ForceKillPix == ON ||<br>
> > > >> > + * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||<br>
> > > >> > + * 3DSTATE_PS_BLEND::<wbr>AlphaToCoverageEnable ||<br>
> > > >> > + * 3DSTATE_PS_BLEND::<wbr>AlphaTestEnable ||<br>
> > > >> > + * 3DSTATE_WM_CHROMAKEY::<wbr>ChromaKeyKillEnable) ||<br>
> > > >> > + * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode !=<br>
> > > >> PSCDEPTH_OFF)<br>
> > > >> > + */<br>
> > > >> > + return pipeline->kill_pixel ||<br>
> > > >> > + wm_prog_data->computed_depth_<wbr>mode != PSCDEPTH_OFF;<br>
> > > >> > +}<br>
> > > >> > +<br>
> > > >> > void<br>
> > > >> > genX(cmd_buffer_flush_dynamic_<wbr>state)(struct anv_cmd_buffer<br>
> > > >> *cmd_buffer)<br>
> > > >> > {<br>
> > > >> > @@ -390,6 +535,7 @@ genX(cmd_buffer_flush_dynamic_<wbr>state)(struct<br>
> > > >> anv_cmd_buffer *cmd_buffer)<br>
> > > >> > }<br>
> > > >> ><br>
> > > >> > if (cmd_buffer->state.dirty & (ANV_CMD_DIRTY_PIPELINE |<br>
> > > >> > + ANV_CMD_DIRTY_RENDER_TARGETS |<br>
> > > >> > ANV_CMD_DIRTY_DYNAMIC_STENCIL_<br>
> > COMPARE_MASK<br>
> > > >> |<br>
> > > >> > ANV_CMD_DIRTY_DYNAMIC_STENCIL_<br>
> > WRITE_MASK<br>
> > > >> |<br>
> > > >> > ANV_CMD_DIRTY_DYNAMIC_STENCIL_<br>
> > REFERENCE))<br>
> > > >> {<br>
> > > >> > @@ -415,6 +561,9 @@ genX(cmd_buffer_flush_dynamic_<wbr>state)(struct<br>
> > > >> anv_cmd_buffer *cmd_buffer)<br>
> > > >> ><br>
> > > >> > anv_batch_emit_merge(&cmd_<wbr>buffer->batch, dwords,<br>
> > > >> > pipeline->gen9.wm_depth_<wbr>stencil);<br>
> > > >> > +<br>
> > > >> > + genX(cmd_buffer_enable_pma_<wbr>fix)(cmd_buffer,<br>
> > > >> > +<br>
> > want_stencil_pma_fix(cmd_buffe<br>
> > > >> r));<br>
> > > >> > }<br>
> > > >> > #endif<br>
> > > >> ><br>
> > > >> > diff --git a/src/intel/vulkan/genX_<wbr>pipeline.c<br>
> > > >> b/src/intel/vulkan/genX_<wbr>pipeline.c<br>
> > > >> > index d2af8b9..3b0ae08 100644<br>
> > > >> > --- a/src/intel/vulkan/genX_<wbr>pipeline.c<br>
> > > >> > +++ b/src/intel/vulkan/genX_<wbr>pipeline.c<br>
> > > >> > @@ -784,6 +784,7 @@ emit_ds_state(struct anv_pipeline *pipeline,<br>
> > > >> > * to make sure it's initialized to something useful.<br>
> > > >> > */<br>
> > > >> > pipeline->writes_stencil = false;<br>
> > > >> > + pipeline->stencil_test_enable = false;<br>
> > > >> > pipeline->writes_depth = false;<br>
> > > >> > pipeline->depth_test_enable = false;<br>
> > > >> > memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw));<br>
> > > >> > @@ -799,6 +800,7 @@ emit_ds_state(struct anv_pipeline *pipeline,<br>
> > > >> ><br>
> > > >> > VkPipelineDepthStencilStateCre<wbr>ateInfo info = *pCreateInfo;<br>
> > > >> > sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects);<br>
> > > >> > + pipeline->stencil_test_enable = info.stencilTestEnable;<br>
> > > >> > pipeline->writes_depth = info.depthWriteEnable;<br>
> > > >> > pipeline->depth_test_enable = info.depthTestEnable;<br>
> > > >> ><br>
> > > >> > @@ -1556,8 +1558,8 @@ compute_kill_pixel(struct anv_pipeline<br>
> > *pipeline,<br>
> > > >> > const struct brw_wm_prog_data *wm_prog_data =<br>
> > > >> get_wm_prog_data(pipeline);<br>
> > > >> ><br>
> > > >> > /* This computes the KillPixel portion of the computation for<br>
> > > >> whether or<br>
> > > >> > - * not we want to enable the PMA fix on gen8. It's given by<br>
> > this<br>
> > > >> chunk of<br>
> > > >> > - * the giant formula:<br>
> > > >> > + * not we want to enable the PMA fix on gen8 or gen9. It's<br>
> > given<br>
> > > >> by this<br>
> > > >> > + * chunk of the giant formula:<br>
> > > >> > *<br>
> > > >> > * (3DSTATE_PS_EXTRA::<wbr>PixelShaderKillsPixels ||<br>
> > > >> > * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||<br>
> > > >> > --<br>
> > > >> > 2.5.0.400.gff86faf<br>
> > > >> ><br>
> > > >> > ______________________________<wbr>_________________<br>
> > > >> > mesa-dev mailing list<br>
> > > >> > <a href="mailto:mesa-dev@lists.freedesktop.org">mesa-dev@lists.freedesktop.org</a><br>
> > > >> > <a href="https://lists.freedesktop.org/mailman/listinfo/mesa-dev" rel="noreferrer" target="_blank">https://lists.freedesktop.org/<wbr>mailman/listinfo/mesa-dev</a><br>
> > > >><br>
> > > ><br>
> > > ><br>
> ><br>
</div></div></blockquote></div><br></div></div>