Ensure that the GPU spawns the fragment shader thread for those
fragment shaders with atomic buffer access.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Kevin Rogovin <kevin.rogovin@intel.com>
dw1 |= GEN7_WM_KILL_ENABLE;
}
+ if (_mesa_active_fragment_shader_has_atomic_ops(&brw->ctx)) {
+ dw1 |= GEN7_WM_DISPATCH_ENABLE;
+ }
+
/* _NEW_BUFFERS | _NEW_COLOR */
if (brw_color_buffer_write_enabled(brw) || writes_depth ||
dw1 & GEN7_WM_KILL_ENABLE) {
if (prog_data->uses_omask)
dw1 |= GEN8_PSX_OMASK_TO_RENDER_TARGET;
+ if (_mesa_active_fragment_shader_has_atomic_ops(&brw->ctx))
+ dw1 |= GEN8_PSX_SHADER_HAS_UAV;
+
BEGIN_BATCH(2);
OUT_BATCH(_3DSTATE_PS_EXTRA << 16 | (2 - 2));
OUT_BATCH(dw1);