These ioctls end up getting exposed to fairly directly to GL users,
and having normal user operations print DRM errors is obviously wrong.
The message was originally to give us some idea of what happened when
a hang occurred, but we have a DRM_INFO from reset for that.
Signed-off-by: Eric Anholt <eric@anholt.net>
finish_wait(&vc4->job_wait_queue, &wait);
trace_vc4_wait_for_seqno_end(dev, seqno);
- if (ret && ret != -ERESTARTSYS)
- DRM_ERROR("timeout waiting for render thread idle\n");
-
return ret;
}