drm/v3d: Remove the bad signaled() implementation.
Since our seqno value comes from a counter associated with the GPU ring, not the entity (aka client), they'll be completed out of order. There's actually no need for this code at all, since we don't have enable_signaling() and thus DMA_FENCE_SIGNALED_BIT will be set before we could be called. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20180605190302.18279-2-eric@anholt.net Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
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@ -25,7 +25,6 @@ struct v3d_queue_state {
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u64 fence_context;
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u64 emit_seqno;
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u64 finished_seqno;
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};
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struct v3d_dev {
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@ -40,19 +40,14 @@ static bool v3d_fence_enable_signaling(struct dma_fence *fence)
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return true;
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}
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static bool v3d_fence_signaled(struct dma_fence *fence)
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{
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struct v3d_fence *f = to_v3d_fence(fence);
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struct v3d_dev *v3d = to_v3d_dev(f->dev);
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return v3d->queue[f->queue].finished_seqno >= f->seqno;
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}
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const struct dma_fence_ops v3d_fence_ops = {
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.get_driver_name = v3d_fence_get_driver_name,
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.get_timeline_name = v3d_fence_get_timeline_name,
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.enable_signaling = v3d_fence_enable_signaling,
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.signaled = v3d_fence_signaled,
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/* Each of our fences gets signaled as complete by the IRQ
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* handler, so we rely on the core's tracking of signaling.
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*/
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.signaled = NULL,
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.wait = dma_fence_default_wait,
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.release = dma_fence_free,
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};
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@ -654,17 +654,14 @@ void
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v3d_gem_destroy(struct drm_device *dev)
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{
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struct v3d_dev *v3d = to_v3d_dev(dev);
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enum v3d_queue q;
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v3d_sched_fini(v3d);
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/* Waiting for exec to finish would need to be done before
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* unregistering V3D.
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*/
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for (q = 0; q < V3D_MAX_QUEUES; q++) {
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WARN_ON(v3d->queue[q].emit_seqno !=
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v3d->queue[q].finished_seqno);
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}
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WARN_ON(v3d->bin_job);
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WARN_ON(v3d->render_job);
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drm_mm_takedown(&v3d->mm);
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@ -87,15 +87,12 @@ v3d_irq(int irq, void *arg)
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}
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if (intsts & V3D_INT_FLDONE) {
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v3d->queue[V3D_BIN].finished_seqno++;
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dma_fence_signal(v3d->bin_job->bin.done_fence);
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status = IRQ_HANDLED;
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}
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if (intsts & V3D_INT_FRDONE) {
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v3d->queue[V3D_RENDER].finished_seqno++;
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dma_fence_signal(v3d->render_job->render.done_fence);
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status = IRQ_HANDLED;
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}
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