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drm/v3d: Remove the bad signaled() implementation.
Since our seqno value comes from a counter associated with the GPU ring, not the entity (aka client), they'll be completed out of order. There's actually no need for this code at all, since we don't have enable_signaling() and thus DMA_FENCE_SIGNALED_BIT will be set before we could be called. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20180605190302.18279-2-eric@anholt.net Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
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Original file line number | Diff line number | Diff line change |
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@@ -25,7 +25,6 @@ struct v3d_queue_state { | |
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u64 fence_context; | ||
u64 emit_seqno; | ||
u64 finished_seqno; | ||
}; | ||
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struct v3d_dev { | ||
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