From: Alex Deucher <alexander.deucher@xxxxxxx> commit 627f75d18910b287472593a4a2c41de9a386f5a2 upstream. 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@xxxxxxx> Signed-off-by: Alex Deucher <alexander.deucher@xxxxxxx> Cc: stable@xxxxxxxxxxxxxxx Signed-off-by: Greg Kroah-Hartman <gregkh@xxxxxxxxxxxxxxxxxxx> --- drivers/gpu/drm/amd/display/dc/dcn20/dcn20_hwseq.c | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) --- a/drivers/gpu/drm/amd/display/dc/dcn20/dcn20_hwseq.c +++ b/drivers/gpu/drm/amd/display/dc/dcn20/dcn20_hwseq.c @@ -1103,6 +1103,25 @@ void dcn20_pipe_control_lock( 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. */