/* 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