0, util_max_layer(res, 0),
                                         tex->dcc_separate_buffer != NULL, false);
 
-               if (tex->surface.display_dcc_offset)
+               if (tex->surface.display_dcc_offset && tex->displayable_dcc_dirty) {
                        si_retile_dcc(sctx, tex);
+                       tex->displayable_dcc_dirty = false;
+               }
        }
 
        /* Always do the analysis even if DCC is disabled at the moment. */
 
                                continue;
 
                        tex->separate_dcc_dirty = true;
+                       tex->displayable_dcc_dirty = true;
 
                        /* DCC fast clear with MSAA should clear CMASK to 0xC. */
                        if (tex->buffer.b.b.nr_samples >= 2 && tex->cmask_buffer) {
 
         * for a possible future enablement.
         */
        bool                            separate_dcc_dirty:1;
+       bool                            displayable_dcc_dirty:1;
+
        /* Statistics gathering for the DCC enablement heuristic. */
        bool                            dcc_gather_statistics:1;
        /* Counter that should be non-zero if the texture is bound to a
        ubyte                           nr_color_samples; /* at most 8xAA */
        ubyte                           compressed_cb_mask;
        ubyte                           uncompressed_cb_mask;
+       ubyte                           displayable_dcc_cb_mask;
        ubyte                           color_is_int8;
        ubyte                           color_is_int10;
        ubyte                           dirty_cbufs;
 
 
        sctx->framebuffer.compressed_cb_mask = 0;
        sctx->framebuffer.uncompressed_cb_mask = 0;
+       sctx->framebuffer.displayable_dcc_cb_mask = 0;
        sctx->framebuffer.nr_samples = util_framebuffer_get_num_samples(state);
        sctx->framebuffer.nr_color_samples = sctx->framebuffer.nr_samples;
        sctx->framebuffer.log_samples = util_logbase2(sctx->framebuffer.nr_samples);
                else
                        sctx->framebuffer.uncompressed_cb_mask |= 1 << i;
 
+               if (tex->surface.dcc_offset)
+                       sctx->framebuffer.displayable_dcc_cb_mask |= 1 << i;
+
                /* Don't update nr_color_samples for non-AA buffers.
                 * (e.g. destination of MSAA resolve)
                 */
 
                        cik_emit_prefetch_L2(sctx, false);
        }
 
+       /* Mark the displayable dcc buffer as dirty in order to update
+        * it on the next call to si_flush_resource. */
+       if (sctx->screen->info.use_display_dcc_with_retile_blit) {
+               /* Don't use si_update_fb_dirtiness_after_rendering because it'll
+                * cause unnecessary texture decompressions on each draw. */
+               unsigned displayable_dcc_cb_mask = sctx->framebuffer.displayable_dcc_cb_mask;
+               while (displayable_dcc_cb_mask) {
+                       unsigned i = u_bit_scan(&displayable_dcc_cb_mask);
+                       struct pipe_surface *surf = sctx->framebuffer.state.cbufs[i];
+                       struct si_texture *tex = (struct si_texture*) surf->texture;
+                       tex->displayable_dcc_dirty = true;
+               }
+       }
+
        /* Clear the context roll flag after the draw call. */
        sctx->context_roll = false;
 
 
        tex->can_sample_s = new_tex->can_sample_s;
 
        tex->separate_dcc_dirty = new_tex->separate_dcc_dirty;
+       tex->displayable_dcc_dirty = new_tex->displayable_dcc_dirty;
        tex->dcc_gather_statistics = new_tex->dcc_gather_statistics;
        si_resource_reference(&tex->dcc_separate_buffer,
                                new_tex->dcc_separate_buffer);