/* WaDisableAsyncFlipPerfMode:bdw,chv */
WA_SET_BIT_MASKED(MI_MODE, ASYNC_FLIP_PERF_DISABLE);
+ /* WaDisablePartialInstShootdown:bdw,chv */
+ WA_SET_BIT_MASKED(GEN8_ROW_CHICKEN,
+ PARTIAL_INSTRUCTION_SHOOTDOWN_DISABLE);
+
return 0;
}
if (ret)
return ret;
- /* WaDisablePartialInstShootdown:bdw */
/* WaDisableThreadStallDopClockGating:bdw (pre-production) */
- WA_SET_BIT_MASKED(GEN8_ROW_CHICKEN,
- PARTIAL_INSTRUCTION_SHOOTDOWN_DISABLE |
- STALL_DOP_GATING_DISABLE);
+ WA_SET_BIT_MASKED(GEN8_ROW_CHICKEN, STALL_DOP_GATING_DISABLE);
/* WaDisableDopClockGating:bdw */
WA_SET_BIT_MASKED(GEN7_ROW_CHICKEN2,
if (ret)
return ret;
- /* WaDisablePartialInstShootdown:chv */
/* WaDisableThreadStallDopClockGating:chv */
- WA_SET_BIT_MASKED(GEN8_ROW_CHICKEN,
- PARTIAL_INSTRUCTION_SHOOTDOWN_DISABLE |
- STALL_DOP_GATING_DISABLE);
+ WA_SET_BIT_MASKED(GEN8_ROW_CHICKEN, STALL_DOP_GATING_DISABLE);
/* Use Force Non-Coherent whenever executing a 3D context. This is a
* workaround for a possible hang in the unlikely event a TLB