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path: root/drivers/gpu/drm/v3d/v3d_sched.c
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Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
-rw-r--r--drivers/gpu/drm/v3d/v3d_sched.c86
1 files changed, 48 insertions, 38 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
index cb9df8822472..0ec06bfbbebb 100644
--- a/drivers/gpu/drm/v3d/v3d_sched.c
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -139,7 +139,7 @@ static void
v3d_job_start_stats(struct v3d_job *job, enum v3d_queue queue)
{
struct v3d_dev *v3d = job->v3d;
- struct v3d_file_priv *file = job->file->driver_priv;
+ struct v3d_file_priv *file = job->file_priv;
struct v3d_stats *global_stats = &v3d->queue[queue].stats;
struct v3d_stats *local_stats = &file->stats[queue];
u64 now = local_clock();
@@ -194,11 +194,11 @@ v3d_stats_update(struct v3d_stats *stats, u64 now)
}
void
-v3d_job_update_stats(struct v3d_job *job, enum v3d_queue queue)
+v3d_job_update_stats(struct v3d_job *job, enum v3d_queue q)
{
struct v3d_dev *v3d = job->v3d;
- struct v3d_file_priv *file = job->file->driver_priv;
- struct v3d_stats *global_stats = &v3d->queue[queue].stats;
+ struct v3d_queue_state *queue = &v3d->queue[q];
+ struct v3d_stats *global_stats = &queue->stats;
u64 now = local_clock();
unsigned long flags;
@@ -209,10 +209,10 @@ v3d_job_update_stats(struct v3d_job *job, enum v3d_queue queue)
preempt_disable();
/* Don't update the local stats if the file context has already closed */
- if (file)
- v3d_stats_update(&file->stats[queue], now);
- else
- drm_dbg(&v3d->drm, "The file descriptor was closed before job completion\n");
+ spin_lock(&queue->queue_lock);
+ if (job->file_priv)
+ v3d_stats_update(&job->file_priv->stats[q], now);
+ spin_unlock(&queue->queue_lock);
v3d_stats_update(global_stats, now);
@@ -226,27 +226,28 @@ static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
{
struct v3d_bin_job *job = to_bin_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
+ struct v3d_queue_state *queue = &v3d->queue[V3D_BIN];
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
unsigned long irqflags;
if (unlikely(job->base.base.s_fence->finished.error)) {
- spin_lock_irqsave(&v3d->job_lock, irqflags);
- v3d->bin_job = NULL;
- spin_unlock_irqrestore(&v3d->job_lock, irqflags);
+ spin_lock_irqsave(&queue->queue_lock, irqflags);
+ queue->active_job = NULL;
+ spin_unlock_irqrestore(&queue->queue_lock, irqflags);
return NULL;
}
/* Lock required around bin_job update vs
* v3d_overflow_mem_work().
*/
- spin_lock_irqsave(&v3d->job_lock, irqflags);
- v3d->bin_job = job;
+ spin_lock_irqsave(&queue->queue_lock, irqflags);
+ queue->active_job = &job->base;
/* Clear out the overflow allocation, so we don't
* reuse the overflow attached to a previous job.
*/
V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
- spin_unlock_irqrestore(&v3d->job_lock, irqflags);
+ spin_unlock_irqrestore(&queue->queue_lock, irqflags);
v3d_invalidate_caches(v3d);
@@ -290,11 +291,11 @@ static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
struct dma_fence *fence;
if (unlikely(job->base.base.s_fence->finished.error)) {
- v3d->render_job = NULL;
+ v3d->queue[V3D_RENDER].active_job = NULL;
return NULL;
}
- v3d->render_job = job;
+ v3d->queue[V3D_RENDER].active_job = &job->base;
/* Can we avoid this flush? We need to be careful of
* scheduling, though -- imagine job0 rendering to texture and
@@ -338,11 +339,11 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
struct dma_fence *fence;
if (unlikely(job->base.base.s_fence->finished.error)) {
- v3d->tfu_job = NULL;
+ v3d->queue[V3D_TFU].active_job = NULL;
return NULL;
}
- v3d->tfu_job = job;
+ v3d->queue[V3D_TFU].active_job = &job->base;
fence = v3d_fence_create(v3d, V3D_TFU);
if (IS_ERR(fence))
@@ -386,11 +387,11 @@ v3d_csd_job_run(struct drm_sched_job *sched_job)
int i, csd_cfg0_reg;
if (unlikely(job->base.base.s_fence->finished.error)) {
- v3d->csd_job = NULL;
+ v3d->queue[V3D_CSD].active_job = NULL;
return NULL;
}
- v3d->csd_job = job;
+ v3d->queue[V3D_CSD].active_job = &job->base;
v3d_invalidate_caches(v3d);
@@ -574,7 +575,7 @@ static void
v3d_reset_performance_queries(struct v3d_cpu_job *job)
{
struct v3d_performance_query_info *performance_query = &job->performance_query;
- struct v3d_file_priv *v3d_priv = job->base.file->driver_priv;
+ struct v3d_file_priv *v3d_priv = job->base.file_priv;
struct v3d_dev *v3d = job->base.v3d;
struct v3d_perfmon *perfmon;
@@ -604,7 +605,7 @@ v3d_write_performance_query_result(struct v3d_cpu_job *job, void *data,
{
struct v3d_performance_query_info *performance_query =
&job->performance_query;
- struct v3d_file_priv *v3d_priv = job->base.file->driver_priv;
+ struct v3d_file_priv *v3d_priv = job->base.file_priv;
struct v3d_performance_query *perf_query =
&performance_query->queries[query];
struct v3d_dev *v3d = job->base.v3d;
@@ -700,6 +701,7 @@ v3d_cpu_job_run(struct drm_sched_job *sched_job)
trace_v3d_cpu_job_end(&v3d->drm, job->job_type);
v3d_job_update_stats(&job->base, V3D_CPU);
+ /* Synchronous operation, so no fence to wait on. */
return NULL;
}
@@ -715,19 +717,24 @@ v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
v3d_job_update_stats(job, V3D_CACHE_CLEAN);
+ /* Synchronous operation, so no fence to wait on. */
return NULL;
}
static enum drm_gpu_sched_stat
-v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
+v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job,
+ enum v3d_queue q)
{
- enum v3d_queue q;
+ struct v3d_job *job = to_v3d_job(sched_job);
+ struct v3d_file_priv *v3d_priv = job->file_priv;
+ unsigned long irqflags;
+ enum v3d_queue i;
mutex_lock(&v3d->reset_lock);
/* block scheduler */
- for (q = 0; q < V3D_MAX_QUEUES; q++)
- drm_sched_stop(&v3d->queue[q].sched, sched_job);
+ for (i = 0; i < V3D_MAX_QUEUES; i++)
+ drm_sched_stop(&v3d->queue[i].sched, sched_job);
if (sched_job)
drm_sched_increase_karma(sched_job);
@@ -735,13 +742,18 @@ v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
/* get the GPU back into the init state */
v3d_reset(v3d);
- for (q = 0; q < V3D_MAX_QUEUES; q++)
- drm_sched_resubmit_jobs(&v3d->queue[q].sched);
+ v3d->reset_counter++;
+ spin_lock_irqsave(&v3d->queue[q].queue_lock, irqflags);
+ if (v3d_priv)
+ v3d_priv->reset_counter++;
+ spin_unlock_irqrestore(&v3d->queue[q].queue_lock, irqflags);
+
+ for (i = 0; i < V3D_MAX_QUEUES; i++)
+ drm_sched_resubmit_jobs(&v3d->queue[i].sched);
/* Unblock schedulers and restart their jobs. */
- for (q = 0; q < V3D_MAX_QUEUES; q++) {
- drm_sched_start(&v3d->queue[q].sched, 0);
- }
+ for (i = 0; i < V3D_MAX_QUEUES; i++)
+ drm_sched_start(&v3d->queue[i].sched, 0);
mutex_unlock(&v3d->reset_lock);
@@ -769,7 +781,7 @@ v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
return DRM_GPU_SCHED_STAT_NO_HANG;
}
- return v3d_gpu_reset_for_timeout(v3d, sched_job);
+ return v3d_gpu_reset_for_timeout(v3d, sched_job, q);
}
static enum drm_gpu_sched_stat
@@ -791,11 +803,11 @@ v3d_render_job_timedout(struct drm_sched_job *sched_job)
}
static enum drm_gpu_sched_stat
-v3d_generic_job_timedout(struct drm_sched_job *sched_job)
+v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
- return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
+ return v3d_gpu_reset_for_timeout(job->v3d, sched_job, V3D_TFU);
}
static enum drm_gpu_sched_stat
@@ -814,7 +826,7 @@ v3d_csd_job_timedout(struct drm_sched_job *sched_job)
return DRM_GPU_SCHED_STAT_NO_HANG;
}
- return v3d_gpu_reset_for_timeout(v3d, sched_job);
+ return v3d_gpu_reset_for_timeout(v3d, sched_job, V3D_CSD);
}
static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
@@ -831,7 +843,7 @@ static const struct drm_sched_backend_ops v3d_render_sched_ops = {
static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
.run_job = v3d_tfu_job_run,
- .timedout_job = v3d_generic_job_timedout,
+ .timedout_job = v3d_tfu_job_timedout,
.free_job = v3d_sched_job_free,
};
@@ -843,13 +855,11 @@ static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
.run_job = v3d_cache_clean_job_run,
- .timedout_job = v3d_generic_job_timedout,
.free_job = v3d_sched_job_free
};
static const struct drm_sched_backend_ops v3d_cpu_sched_ops = {
.run_job = v3d_cpu_job_run,
- .timedout_job = v3d_generic_job_timedout,
.free_job = v3d_cpu_job_free
};