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;