We're waiting for the jobs-completed count to increment (with wrapping),
not to reach its starting state. This mostly ended up working out because
the next v3d_hw_tick() for a submit CL would end up doing the TFU
operation first, but it did fail when a blit was used for glReadPixels()
at the end of a test.
Fixes: ee0549ff9ab3 ("v3d: Add the V3D TFU submit interface to the simulator.")
V3D_WRITE(V3D_TFU_ICFG, args->icfg);
- while ((V3D_READ(V3D_TFU_CS) & V3D_TFU_CS_CVTCT_SET) != last_vtct) {
+ while ((V3D_READ(V3D_TFU_CS) & V3D_TFU_CS_CVTCT_SET) == last_vtct) {
v3d_hw_tick(v3d);
}