If we blit from a rendertarget or a depthstencil buffer there might still
be dirty data in the TS buffer which needs to be flushed out.
Fixes missing shadow tiles in glmark2 shadow.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Philipp Zabel <p.zabel@pengutronix.de>
etna_set_state(ctx->stream, VIVS_GL_FLUSH_CACHE,
VIVS_GL_FLUSH_CACHE_COLOR | VIVS_GL_FLUSH_CACHE_DEPTH);
etna_stall(ctx->stream, SYNC_RECIPIENT_RA, SYNC_RECIPIENT_PE);
+
+ if (src->levels[blit_info->src.level].ts_size &&
+ src->levels[blit_info->src.level].ts_valid)
+ etna_set_state(ctx->stream, VIVS_TS_FLUSH_CACHE, VIVS_TS_FLUSH_CACHE_FLUSH);
}
/* Set up color TS to source surface before blit, if needed */