Since the sprite planes are using synchronized MMIO based flip, no need
to wait for vblank. Removing this wait allows us to get a nice
performance boost to both 3D & media workloads based on sprite (~60 fps
from ~20 fps)

Signed-off-by: Vijay Purushothaman <vijay.a.purushotha...@intel.com>
Signed-off-by: Gary Smith <gary.k.sm...@intel.com>
---
 drivers/gpu/drm/i915/intel_sprite.c |   14 +-------------
 1 file changed, 1 insertion(+), 13 deletions(-)

diff --git a/drivers/gpu/drm/i915/intel_sprite.c 
b/drivers/gpu/drm/i915/intel_sprite.c
index 1fa5612..1d14fc0 100644
--- a/drivers/gpu/drm/i915/intel_sprite.c
+++ b/drivers/gpu/drm/i915/intel_sprite.c
@@ -828,20 +828,8 @@ intel_update_plane(struct drm_plane *plane, struct 
drm_crtc *crtc,
                intel_disable_primary(crtc);
 
        /* Unpin old obj after new one is active to avoid ugliness */
-       if (old_obj) {
-               /*
-                * It's fairly common to simply update the position of
-                * an existing object.  In that case, we don't need to
-                * wait for vblank to avoid ugliness, we only need to
-                * do the pin & ref bookkeeping.
-                */
-               if (old_obj != obj) {
-                       mutex_unlock(&dev->struct_mutex);
-                       intel_wait_for_vblank(dev, to_intel_crtc(crtc)->pipe);
-                       mutex_lock(&dev->struct_mutex);
-               }
+       if (old_obj)
                intel_unpin_fb_obj(old_obj);
-       }
 
 out_unlock:
        mutex_unlock(&dev->struct_mutex);
-- 
1.7.9.5

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