v3dv_cmd_buffer_start_job(struct v3dv_cmd_buffer *cmd_buffer)
{
/* Ensure we are not starting a new job without finishing a previous one */
- if (cmd_buffer->state.job != NULL) {
- emit_binning_flush(cmd_buffer->state.job);
+ if (cmd_buffer->state.job != NULL)
v3dv_cmd_buffer_finish_job(cmd_buffer);
- }
assert(cmd_buffer->state.job == NULL);
struct v3dv_job *job = vk_zalloc(&cmd_buffer->device->alloc,
/* We get here if we recorded commands after the last render pass in the
* command buffer. Make sure we finish this last job. */
assert(v3dv_cl_offset(&job->bcl) != 0);
- emit_binning_flush(job);
v3dv_cmd_buffer_finish_job(cmd_buffer);
return VK_SUCCESS;