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43 lines
1.5 KiB
Diff
43 lines
1.5 KiB
Diff
Removing this causes hangs in some games, so re-add it, but add
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a timeout so we don't hang while switching flip types.
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Bug: https://bugzilla.kernel.org/show_bug.cgi?id=205169
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Bug: https://bugs.freedesktop.org/show_bug.cgi?id=112266
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Bug: https://bugzilla.kernel.org/show_bug.cgi?id=205169
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Signed-off-by: Alex Deucher <alexander.deucher at amd.com>
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---
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.../drm/amd/display/dc/dcn20/dcn20_hwseq.c | 19 +++++++++++++++++++
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1 file changed, 19 insertions(+)
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diff --git a/drivers/gpu/drm/amd/display/dc/dcn20/dcn20_hwseq.c b/drivers/gpu/drm/amd/display/dc/dcn20/dcn20_hwseq.c
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index 0046a099c9e9..120e62c5193c 100644
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--- a/drivers/gpu/drm/amd/display/dc/dcn20/dcn20_hwseq.c
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+++ b/drivers/gpu/drm/amd/display/dc/dcn20/dcn20_hwseq.c
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@@ -1033,6 +1033,25 @@ void dcn20_pipe_control_lock(
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if (pipe->plane_state != NULL)
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flip_immediate = pipe->plane_state->flip_immediate;
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+ if (flip_immediate && lock) {
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+ const int TIMEOUT_FOR_FLIP_PENDING = 100000;
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+ int i;
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+
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+ for (i = 0; i < TIMEOUT_FOR_FLIP_PENDING; ++i) {
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+ if (!pipe->plane_res.hubp->funcs->hubp_is_flip_pending(pipe->plane_res.hubp))
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+ break;
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+ udelay(1);
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+ }
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+
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+ if (pipe->bottom_pipe != NULL) {
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+ for (i = 0; i < TIMEOUT_FOR_FLIP_PENDING; ++i) {
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+ if (!pipe->bottom_pipe->plane_res.hubp->funcs->hubp_is_flip_pending(pipe->bottom_pipe->plane_res.hubp))
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+ break;
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+ udelay(1);
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+ }
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+ }
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+ }
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+
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/* In flip immediate and pipe splitting case, we need to use GSL
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* for synchronization. Only do setup on locking and on flip type change.
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*/
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--
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2.23.0
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