From: Marek Olšák <marek.ol...@amd.com>

---
 src/gallium/drivers/radeonsi/si_compute.c | 12 ++++++++++++
 1 file changed, 12 insertions(+)

diff --git a/src/gallium/drivers/radeonsi/si_compute.c 
b/src/gallium/drivers/radeonsi/si_compute.c
index fe29fb1..d05c488 100644
--- a/src/gallium/drivers/radeonsi/si_compute.c
+++ b/src/gallium/drivers/radeonsi/si_compute.c
@@ -365,20 +365,32 @@ static bool si_switch_compute_shader(struct si_context 
*sctx,
                            "Total Scratch: %u bytes\n", sctx->scratch_waves,
                            config->scratch_bytes_per_wave,
                            config->scratch_bytes_per_wave *
                            sctx->scratch_waves);
 
                radeon_add_to_buffer_list(&sctx->b, &sctx->b.gfx,
                              shader->scratch_bo, RADEON_USAGE_READWRITE,
                              RADEON_PRIO_SCRATCH_BUFFER);
        }
 
+       /* Prefetch the compute shader to TC L2.
+        *
+        * We should also prefetch graphics shaders if a compute dispatch was
+        * the last command, and the compute shader if a draw call was the last
+        * command. However, that would add more complexity and we're likely
+        * to get a shader state change in that case anyway.
+        */
+       if (sctx->b.chip_class >= CIK) {
+               cik_prefetch_TC_L2_async(sctx, &program->shader.bo->b.b,
+                                        0, program->shader.bo->b.b.width0);
+       }
+
        shader_va = shader->bo->gpu_address + offset;
        if (program->use_code_object_v2) {
                /* Shader code is placed after the amd_kernel_code_t
                 * struct. */
                shader_va += sizeof(amd_kernel_code_t);
        }
 
        radeon_add_to_buffer_list(&sctx->b, &sctx->b.gfx, shader->bo,
                                  RADEON_USAGE_READ, RADEON_PRIO_SHADER_BINARY);
 
-- 
2.7.4

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