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When a new page flip is requested, we need to both queue an unpin for the current framebuffer, and also increment the flip pending count on the newly submitted buffer. At flip finish time, we need to unpin the old fb and decrement the flip pending count on the new buffer. The old code was conflating the two, and led to hangs when new direct rendered apps were started, replacing the existing frame buffer. This patch splits out the buffers and prevents the hangs. Signed-off-by: Jesse Barnes <jbarnes@virtuousgeek.org> Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk> Reviewed-by: Kristian Høgsberg <krh@bitplanet.net> Signed-off-by: Eric Anholt <eric@anholt.net>
************************************************************ * For the very latest on DRI development, please see: * * http://dri.freedesktop.org/ * ************************************************************ The Direct Rendering Manager (drm) is a device-independent kernel-level device driver that provides support for the XFree86 Direct Rendering Infrastructure (DRI). The DRM supports the Direct Rendering Infrastructure (DRI) in four major ways: 1. The DRM provides synchronized access to the graphics hardware via the use of an optimized two-tiered lock. 2. The DRM enforces the DRI security policy for access to the graphics hardware by only allowing authenticated X11 clients access to restricted regions of memory. 3. The DRM provides a generic DMA engine, complete with multiple queues and the ability to detect the need for an OpenGL context switch. 4. The DRM is extensible via the use of small device-specific modules that rely extensively on the API exported by the DRM module. Documentation on the DRI is available from: http://dri.freedesktop.org/wiki/Documentation http://sourceforge.net/project/showfiles.php?group_id=387 http://dri.sourceforge.net/doc/ For specific information about kernel-level support, see: The Direct Rendering Manager, Kernel Support for the Direct Rendering Infrastructure http://dri.sourceforge.net/doc/drm_low_level.html Hardware Locking for the Direct Rendering Infrastructure http://dri.sourceforge.net/doc/hardware_locking_low_level.html A Security Analysis of the Direct Rendering Infrastructure http://dri.sourceforge.net/doc/security_low_level.html