Removing this causes hangs in some games, so re-add it, but add
a timeout so we don't hang while switching flip types.
Bug: https://bugzilla.kernel.org/show_bug.cgi?id=205169
Bug: https://bugs.freedesktop.org/show_bug.cgi?id=112266
Reviewed-by: Harry Wentland <harry.wentland@amd.com>
Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
if (pipe->plane_state != NULL)
flip_immediate = pipe->plane_state->flip_immediate;
+ if (flip_immediate && lock) {
+ const int TIMEOUT_FOR_FLIP_PENDING = 100000;
+ int i;
+
+ for (i = 0; i < TIMEOUT_FOR_FLIP_PENDING; ++i) {
+ if (!pipe->plane_res.hubp->funcs->hubp_is_flip_pending(pipe->plane_res.hubp))
+ break;
+ udelay(1);
+ }
+
+ if (pipe->bottom_pipe != NULL) {
+ for (i = 0; i < TIMEOUT_FOR_FLIP_PENDING; ++i) {
+ if (!pipe->bottom_pipe->plane_res.hubp->funcs->hubp_is_flip_pending(pipe->bottom_pipe->plane_res.hubp))
+ break;
+ udelay(1);
+ }
+ }
+ }
+
/* In flip immediate and pipe splitting case, we need to use GSL
* for synchronization. Only do setup on locking and on flip type change.
*/