anv: add missing workaround handling in simple shader
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>
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@@ -512,6 +512,7 @@ genX(emit_simple_shader_dispatch)(struct anv_simple_shader *state,
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prim.InstanceCount = 1;
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}
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genX(emit_breakpoint)(batch, device, false);
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genX(batch_emit_dummy_post_sync_op)(batch, device, _3DPRIM_RECTLIST, 3);
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} else {
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const struct intel_device_info *devinfo = device->info;
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const struct brw_cs_prog_data *prog_data =
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