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-rw-r--r--src/intel/blorp/blorp_genX_exec.h9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/intel/blorp/blorp_genX_exec.h b/src/intel/blorp/blorp_genX_exec.h
index 7a8c45dbee5..065980616ec 100644
--- a/src/intel/blorp/blorp_genX_exec.h
+++ b/src/intel/blorp/blorp_genX_exec.h
@@ -1642,6 +1642,15 @@ blorp_emit_gen8_hiz_op(struct blorp_batch *batch,
blorp_emit_cc_viewport(batch);
}
+ /* 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 normally
+ * 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.