/* Wa4x4STCOptimizationDisable:bdw,chv */
WA_SET_BIT_MASKED(CACHE_MODE_1, GEN8_4x4_STC_OPTIMIZATION_DISABLE);
+ /*
+ * BSpec recommends 8x4 when MSAA is used,
+ * however in practice 16x4 seems fastest.
+ *
+ * Note that PS/WM thread counts depend on the WIZ hashing
+ * disable bit, which we don't touch here, but it's good
+ * to keep in mind (see 3DSTATE_PS and 3DSTATE_WM).
+ */
+ WA_SET_FIELD_MASKED(GEN7_GT_MODE,
+ GEN6_WIZ_HASHING_MASK,
+ GEN6_WIZ_HASHING_16x4);
+
return 0;
}
/* WaDisableFenceDestinationToSLM:bdw (pre-prod) */
(IS_BDW_GT3(dev) ? HDC_FENCE_DEST_SLM_DISABLE : 0));
- /*
- * BSpec recommends 8x4 when MSAA is used,
- * however in practice 16x4 seems fastest.
- *
- * Note that PS/WM thread counts depend on the WIZ hashing
- * disable bit, which we don't touch here, but it's good
- * to keep in mind (see 3DSTATE_PS and 3DSTATE_WM).
- */
- WA_SET_FIELD_MASKED(GEN7_GT_MODE,
- GEN6_WIZ_HASHING_MASK,
- GEN6_WIZ_HASHING_16x4);
-
return 0;
}
/* Improve HiZ throughput on CHV. */
WA_SET_BIT_MASKED(HIZ_CHICKEN, CHV_HZ_8X8_MODE_IN_1X);
- /*
- * BSpec recommends 8x4 when MSAA is used,
- * however in practice 16x4 seems fastest.
- *
- * Note that PS/WM thread counts depend on the WIZ hashing
- * disable bit, which we don't touch here, but it's good
- * to keep in mind (see 3DSTATE_PS and 3DSTATE_WM).
- */
- WA_SET_FIELD_MASKED(GEN7_GT_MODE,
- GEN6_WIZ_HASHING_MASK,
- GEN6_WIZ_HASHING_16x4);
-
return 0;
}