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>
This commit is contained in:
Eric Anholt 2018-06-05 12:03:01 -07:00
Родитель 7122b68b8a
Коммит 14d1d19086
4 изменённых файлов: 6 добавлений и 18 удалений

Просмотреть файл

@ -25,7 +25,6 @@ struct v3d_queue_state {
u64 fence_context;
u64 emit_seqno;
u64 finished_seqno;
};
struct v3d_dev {

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@ -40,19 +40,14 @@ static bool v3d_fence_enable_signaling(struct dma_fence *fence)
return true;
}
static bool v3d_fence_signaled(struct dma_fence *fence)
{
struct v3d_fence *f = to_v3d_fence(fence);
struct v3d_dev *v3d = to_v3d_dev(f->dev);
return v3d->queue[f->queue].finished_seqno >= f->seqno;
}
const struct dma_fence_ops v3d_fence_ops = {
.get_driver_name = v3d_fence_get_driver_name,
.get_timeline_name = v3d_fence_get_timeline_name,
.enable_signaling = v3d_fence_enable_signaling,
.signaled = v3d_fence_signaled,
/* Each of our fences gets signaled as complete by the IRQ
* handler, so we rely on the core's tracking of signaling.
*/
.signaled = NULL,
.wait = dma_fence_default_wait,
.release = dma_fence_free,
};

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@ -654,17 +654,14 @@ void
v3d_gem_destroy(struct drm_device *dev)
{
struct v3d_dev *v3d = to_v3d_dev(dev);
enum v3d_queue q;
v3d_sched_fini(v3d);
/* Waiting for exec to finish would need to be done before
* unregistering V3D.
*/
for (q = 0; q < V3D_MAX_QUEUES; q++) {
WARN_ON(v3d->queue[q].emit_seqno !=
v3d->queue[q].finished_seqno);
}
WARN_ON(v3d->bin_job);
WARN_ON(v3d->render_job);
drm_mm_takedown(&v3d->mm);

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@ -87,15 +87,12 @@ v3d_irq(int irq, void *arg)
}
if (intsts & V3D_INT_FLDONE) {
v3d->queue[V3D_BIN].finished_seqno++;
dma_fence_signal(v3d->bin_job->bin.done_fence);
status = IRQ_HANDLED;
}
if (intsts & V3D_INT_FRDONE) {
v3d->queue[V3D_RENDER].finished_seqno++;
dma_fence_signal(v3d->render_job->render.done_fence);
status = IRQ_HANDLED;
}