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authorJason Ekstrand <[email protected]>2016-10-22 22:27:23 -0700
committerJason Ekstrand <[email protected]>2016-11-08 08:32:55 -0800
commit406cd9d1261996ba53e3301b2a5a01b5c5c56f00 (patch)
tree7d2381c57bf91a280b1d28d4acf3f80c8f5ae222 /.mailmap
parent112a2ba2763f14351de33501d2731dbdcab48658 (diff)
intel/blorp: Emit all the binding tables
At least on Sky Lake, after emitting 3DSTATE_CONSTANT_*, you are required to re-emit the 3DSTATE_BINDING_TABLE_POINTERS packet for the corresponding stage. If you don't, double-buffering may fail and you may get the wrong constants. It turns out that you need to do this even if you have no push constants to speak of or else the next 3DSTATE_CONSTANT packet you emit for that stage may not work correctly. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]> Cc: "13.0" <[email protected]>
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