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.purushothaman at intel.com> Signed-off-by: Gary Smith <gary.k.smith at 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