if (mt->base.status & NOUVEAU_BUFFER_STATUS_GPU_READING)
nv50->state.rt_serialize = TRUE;
mt->base.status |= NOUVEAU_BUFFER_STATUS_GPU_WRITING;
- mt->base.status &= NOUVEAU_BUFFER_STATUS_GPU_READING;
+ mt->base.status &= ~NOUVEAU_BUFFER_STATUS_GPU_READING;
/* only register for writing, otherwise we'd always serialize here */
BCTX_REFN(nv50->bufctx_3d, FB, &mt->base, WR);
if (mt->base.status & NOUVEAU_BUFFER_STATUS_GPU_READING)
nv50->state.rt_serialize = TRUE;
mt->base.status |= NOUVEAU_BUFFER_STATUS_GPU_WRITING;
- mt->base.status &= NOUVEAU_BUFFER_STATUS_GPU_READING;
+ mt->base.status &= ~NOUVEAU_BUFFER_STATUS_GPU_READING;
BCTX_REFN(nv50->bufctx_3d, FB, &mt->base, WR);
} else {
nv50->screen->tic.lock[tic->id / 32] |= 1 << (tic->id % 32);
- res->status &= NOUVEAU_BUFFER_STATUS_GPU_WRITING;
+ res->status &= ~NOUVEAU_BUFFER_STATUS_GPU_WRITING;
res->status |= NOUVEAU_BUFFER_STATUS_GPU_READING;
BCTX_REFN(nv50->bufctx_3d, TEXTURES, res, RD);