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.
This commit is contained in:
Eric Anholt 2018-07-26 16:48:30 -07:00
parent 9bf9a6d6a1
commit 22a1ba0403
2 changed files with 0 additions and 9 deletions

View File

@ -37,7 +37,6 @@ void v3dX(bcl_epilogue)(struct v3d_context *v3d, struct v3d_job *job)
#if V3D_VERSION >= 41
cl_packet_length(TRANSFORM_FEEDBACK_SPECS) +
#endif
cl_packet_length(INCREMENT_SEMAPHORE) +
cl_packet_length(FLUSH_ALL_STATE));
if (job->oq_enabled) {
@ -61,12 +60,6 @@ void v3dX(bcl_epilogue)(struct v3d_context *v3d, struct v3d_job *job)
}
#endif /* V3D_VERSION >= 41 */
/* Increment the semaphore indicating that binning is done and
* unblocking the render thread. Note that this doesn't act
* until the FLUSH completes.
*/
cl_emit(&job->bcl, INCREMENT_SEMAPHORE, incr);
/* The FLUSH_ALL emits any unwritten state changes in each
* tile. We can use this to reset any state that needs to be
* present at the start of the next tile, as we do with

View File

@ -760,8 +760,6 @@ v3dX(emit_rcl)(struct v3d_job *job)
v3d_rcl_emit_generic_per_tile_list(job, nr_cbufs - 1);
cl_emit(&job->rcl, WAIT_ON_SEMAPHORE, sem);
/* XXX: Use Morton order */
uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;