const union pipe_color_union *color, double depth, unsigned stencil)
{
struct etna_context *ctx = etna_context(pctx);
+ mtx_lock(&ctx->lock);
/* Flush color and depth cache before clearing anything.
* This is especially important when coming from another surface, as
etna_blit_clear_zs_rs(pctx, ctx->framebuffer_s.zsbuf, buffers, depth, stencil);
etna_stall(ctx->stream, SYNC_RECIPIENT_RA, SYNC_RECIPIENT_PE);
+ mtx_unlock(&ctx->lock);
}
static bool
width & (w_align - 1) || height & (h_align - 1))
goto manual;
+ mtx_lock(&ctx->lock);
+
/* Always flush color and depth cache together before resolving. This works
* around artifacts that appear in some cases when scanning out a texture
* directly after it has been rendered to, such as rendering an animated web
dst->seqno++;
dst_lev->ts_valid = false;
ctx->dirty |= ETNA_DIRTY_DERIVE_TS;
+ mtx_unlock(&ctx->lock);
return true;