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authorJason Ekstrand <[email protected]>2017-06-08 09:36:15 -0700
committerJason Ekstrand <[email protected]>2017-06-14 18:15:05 -0700
commit7175561598b1dedc0a9f872237061ca3bec42a1f (patch)
treeaef58e9df058ac28176d2523cf77b5dce52c5ca0 /src/intel/blorp
parent39a13c08dc16ffde7c0e11bbe1bef3c0ee55ba0e (diff)
intel/blorp: Work around Sandy Bridge occlusion query issue
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Diffstat (limited to 'src/intel/blorp')
-rw-r--r--src/intel/blorp/blorp_clear.c10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/intel/blorp/blorp_clear.c b/src/intel/blorp/blorp_clear.c
index 3d5c41cc714..efacadfebe4 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, &params, false))
+ return;
+ }
+
while (num_layers > 0) {
params.num_layers = num_layers;