Well, it turns out I can kludge the lockup away simply by emitting lots of
state between every primitive...  This is actually similar then to a lockup I
was seeing in the original radeon (which I did kludge out in this way).

I'm wondering if the use of RADEON_3D_RNDR_GEN_INDX_PRIM is the problem: this
is a r128-compatibility packet & may not be the most well-tested path in the
hardware...

Anyway, keeping on looking.

Keith

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