if (!vc4->needs_flush)
return;
+ cl_u8(&vc4->bcl, VC4_PACKET_FLUSH_ALL);
+ cl_u8(&vc4->bcl, VC4_PACKET_NOP);
+ cl_u8(&vc4->bcl, VC4_PACKET_HALT);
+
struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
struct drm_vc4_submit_cl submit;
cl_u32(&vc4->bcl, info->start);
}
- cl_u8(&vc4->bcl, VC4_PACKET_FLUSH_ALL);
- cl_u8(&vc4->bcl, VC4_PACKET_NOP);
- cl_u8(&vc4->bcl, VC4_PACKET_HALT);
-
// Shader Record
vc4_write_uniforms(vc4, vc4->prog.fs,