When link is in stand by and PSR exit is triggered by a primary or sprite
plane flip this mode allows only one single updated frame to be send to
display than get back to PSR immediately.
Reviewed-by: Vijay Purushothaman <vijay.a.purushothaman@intel.com>
Signed-off-by: Rodrigo Vivi <rodrigo.vivi@intel.com>
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
#define EDP_PSR_BASE(dev) (IS_HASWELL(dev) ? 0x64800 : 0x6f800)
#define EDP_PSR_CTL(dev) (EDP_PSR_BASE(dev) + 0)
#define EDP_PSR_ENABLE (1<<31)
+#define BDW_PSR_SINGLE_FRAME (1<<30)
#define EDP_PSR_LINK_DISABLE (0<<27)
#define EDP_PSR_LINK_STANDBY (1<<27)
#define EDP_PSR_MIN_LINK_ENTRY_TIME_MASK (3<<25)
val |= EDP_PSR_TP2_TP3_TIME_0us;
val |= EDP_PSR_TP1_TIME_0us;
val |= EDP_PSR_SKIP_AUX_EXIT;
+ val |= IS_BROADWELL(dev) ? BDW_PSR_SINGLE_FRAME : 0;
} else
val |= EDP_PSR_LINK_DISABLE;