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>
This commit is contained in:
Lionel Landwerlin
2023-10-09 16:50:13 +03:00
committed by Marge Bot
parent 6bfa8850ab
commit 0985548204

View File

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