anv: add missing workaround handling in simple shader
authorLionel Landwerlin <lionel.g.landwerlin@intel.com>
Mon, 9 Oct 2023 13:50:13 +0000 (16:50 +0300)
committerMarge Bot <emma+marge@anholt.net>
Mon, 9 Oct 2023 16:09:48 +0000 (16:09 +0000)
It's not going to make any real difference because of the type of
primitive used, but it feels safer to have this everywhere after a
3DPRIMITIVE.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25618>

src/intel/vulkan/genX_simple_shader.c

index dd37d1b..f045903 100644 (file)
@@ -512,6 +512,7 @@ genX(emit_simple_shader_dispatch)(struct anv_simple_shader *state,
          prim.InstanceCount            = 1;
       }
       genX(emit_breakpoint)(batch, device, false);
+      genX(batch_emit_dummy_post_sync_op)(batch, device, _3DPRIM_RECTLIST, 3);
    } else {
       const struct intel_device_info *devinfo = device->info;
       const struct brw_cs_prog_data *prog_data =