v3d: Drop the use of the semaphores.
The kernel's scheduler doesn't rely on our emitting them, and in fact we'd get in trouble if the kernel decided to schedule too many bins in a row before getting around to scheduling the corresponding render.
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@ -37,7 +37,6 @@ void v3dX(bcl_epilogue)(struct v3d_context *v3d, struct v3d_job *job)
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#if V3D_VERSION >= 41
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cl_packet_length(TRANSFORM_FEEDBACK_SPECS) +
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#endif
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cl_packet_length(INCREMENT_SEMAPHORE) +
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cl_packet_length(FLUSH_ALL_STATE));
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if (job->oq_enabled) {
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@ -61,12 +60,6 @@ void v3dX(bcl_epilogue)(struct v3d_context *v3d, struct v3d_job *job)
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}
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#endif /* V3D_VERSION >= 41 */
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/* Increment the semaphore indicating that binning is done and
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* unblocking the render thread. Note that this doesn't act
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* until the FLUSH completes.
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*/
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cl_emit(&job->bcl, INCREMENT_SEMAPHORE, incr);
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/* The FLUSH_ALL emits any unwritten state changes in each
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* tile. We can use this to reset any state that needs to be
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* present at the start of the next tile, as we do with
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@ -760,8 +760,6 @@ v3dX(emit_rcl)(struct v3d_job *job)
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v3d_rcl_emit_generic_per_tile_list(job, nr_cbufs - 1);
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cl_emit(&job->rcl, WAIT_ON_SEMAPHORE, sem);
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/* XXX: Use Morton order */
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uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
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uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;
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