brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
}
+ /* Resolve color for each active shader image. */
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ const struct gl_shader *shader = ctx->_Shader->CurrentProgram[i] ?
+ ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i] : NULL;
+
+ if (unlikely(shader && shader->NumImages)) {
+ for (unsigned j = 0; j < shader->NumImages; j++) {
+ struct gl_image_unit *u = &ctx->ImageUnits[shader->ImageUnits[j]];
+ tex_obj = intel_texture_object(u->TexObj);
+
+ if (tex_obj && tex_obj->mt) {
+ intel_miptree_resolve_color(brw, tex_obj->mt);
+ brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
+ }
+ }
+ }
+ }
+
_mesa_lock_context_textures(ctx);
}