mirror of
https://github.com/ukui/kernel.git
synced 2026-03-09 10:07:04 -07:00
drm/v3d: Refactor job management.
The CL submission had two jobs embedded in an exec struct. When I added TFU support, I had to replicate some of the exec stuff and some of the job stuff. As I went to add CSD, it became clear that actually what was in exec should just be in the two CL jobs, and it would let us share a lot more code between the 4 queues. v2: Fix missing error path in TFU ioctl's bo[] allocation. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190416225856.20264-3-eric@anholt.net Acked-by: Rob Clark <robdclark@gmail.com>
This commit is contained in:
@@ -67,8 +67,8 @@ struct v3d_dev {
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struct work_struct overflow_mem_work;
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struct v3d_exec_info *bin_job;
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struct v3d_exec_info *render_job;
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struct v3d_bin_job *bin_job;
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struct v3d_render_job *render_job;
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struct v3d_tfu_job *tfu_job;
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struct v3d_queue_state queue[V3D_MAX_QUEUES];
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@@ -117,7 +117,7 @@ struct v3d_bo {
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struct drm_mm_node node;
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/* List entry for the BO's position in
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* v3d_exec_info->unref_list
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* v3d_render_job->unref_list
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*/
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struct list_head unref_head;
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};
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@@ -157,7 +157,15 @@ to_v3d_fence(struct dma_fence *fence)
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struct v3d_job {
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struct drm_sched_job base;
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struct v3d_exec_info *exec;
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struct kref refcount;
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struct v3d_dev *v3d;
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/* This is the array of BOs that were looked up at the start
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* of submission.
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*/
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struct drm_gem_object **bo;
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u32 bo_count;
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/* An optional fence userspace can pass in for the job to depend on. */
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struct dma_fence *in_fence;
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@@ -165,59 +173,53 @@ struct v3d_job {
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/* v3d fence to be signaled by IRQ handler when the job is complete. */
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struct dma_fence *irq_fence;
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/* scheduler fence for when the job is considered complete and
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* the BO reservations can be released.
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*/
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struct dma_fence *done_fence;
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/* Callback for the freeing of the job on refcount going to 0. */
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void (*free)(struct kref *ref);
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};
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struct v3d_bin_job {
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struct v3d_job base;
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/* GPU virtual addresses of the start/end of the CL job. */
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u32 start, end;
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u32 timedout_ctca, timedout_ctra;
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};
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struct v3d_exec_info {
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struct v3d_dev *v3d;
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struct v3d_job bin, render;
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/* Fence for when the scheduler considers the binner to be
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* done, for render to depend on.
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*/
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struct dma_fence *bin_done_fence;
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/* Fence for when the scheduler considers the render to be
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* done, for when the BOs reservations should be complete.
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*/
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struct dma_fence *render_done_fence;
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struct kref refcount;
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/* This is the array of BOs that were looked up at the start of exec. */
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struct drm_gem_object **bo;
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u32 bo_count;
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/* List of overflow BOs used in the job that need to be
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* released once the job is complete.
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*/
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struct list_head unref_list;
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/* Corresponding render job, for attaching our overflow memory. */
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struct v3d_render_job *render;
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/* Submitted tile memory allocation start/size, tile state. */
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u32 qma, qms, qts;
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};
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struct v3d_render_job {
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struct v3d_job base;
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/* Optional fence for the binner, to depend on before starting
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* our job.
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*/
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struct dma_fence *bin_done_fence;
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/* GPU virtual addresses of the start/end of the CL job. */
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u32 start, end;
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u32 timedout_ctca, timedout_ctra;
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/* List of overflow BOs used in the job that need to be
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* released once the job is complete.
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*/
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struct list_head unref_list;
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};
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struct v3d_tfu_job {
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struct drm_sched_job base;
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struct v3d_job base;
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struct drm_v3d_submit_tfu args;
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/* An optional fence userspace can pass in for the job to depend on. */
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struct dma_fence *in_fence;
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/* v3d fence to be signaled by IRQ handler when the job is complete. */
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struct dma_fence *irq_fence;
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struct v3d_dev *v3d;
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struct kref refcount;
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/* This is the array of BOs that were looked up at the start of exec. */
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struct drm_gem_object *bo[4];
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};
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/**
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@@ -283,8 +285,7 @@ int v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv);
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int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv);
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void v3d_exec_put(struct v3d_exec_info *exec);
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void v3d_tfu_job_put(struct v3d_tfu_job *exec);
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void v3d_job_put(struct v3d_job *job);
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void v3d_reset(struct v3d_dev *v3d);
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void v3d_invalidate_caches(struct v3d_dev *v3d);
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+191
-184
File diff suppressed because it is too large
Load Diff
@@ -62,7 +62,7 @@ v3d_overflow_mem_work(struct work_struct *work)
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}
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drm_gem_object_get(obj);
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list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
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list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
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spin_unlock_irqrestore(&v3d->job_lock, irqflags);
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V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
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@@ -96,7 +96,7 @@ v3d_irq(int irq, void *arg)
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if (intsts & V3D_INT_FLDONE) {
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struct v3d_fence *fence =
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to_v3d_fence(v3d->bin_job->bin.irq_fence);
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to_v3d_fence(v3d->bin_job->base.irq_fence);
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trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
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dma_fence_signal(&fence->base);
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@@ -105,7 +105,7 @@ v3d_irq(int irq, void *arg)
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if (intsts & V3D_INT_FRDONE) {
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struct v3d_fence *fence =
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to_v3d_fence(v3d->render_job->render.irq_fence);
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to_v3d_fence(v3d->render_job->base.irq_fence);
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trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
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dma_fence_signal(&fence->base);
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@@ -141,7 +141,7 @@ v3d_hub_irq(int irq, void *arg)
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if (intsts & V3D_HUB_INT_TFUC) {
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struct v3d_fence *fence =
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to_v3d_fence(v3d->tfu_job->irq_fence);
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to_v3d_fence(v3d->tfu_job->base.irq_fence);
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trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
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dma_fence_signal(&fence->base);
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+164
-121
@@ -30,10 +30,22 @@ to_v3d_job(struct drm_sched_job *sched_job)
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return container_of(sched_job, struct v3d_job, base);
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}
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static struct v3d_bin_job *
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to_bin_job(struct drm_sched_job *sched_job)
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{
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return container_of(sched_job, struct v3d_bin_job, base.base);
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}
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static struct v3d_render_job *
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to_render_job(struct drm_sched_job *sched_job)
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{
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return container_of(sched_job, struct v3d_render_job, base.base);
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}
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static struct v3d_tfu_job *
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to_tfu_job(struct drm_sched_job *sched_job)
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{
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return container_of(sched_job, struct v3d_tfu_job, base);
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return container_of(sched_job, struct v3d_tfu_job, base.base);
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}
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static void
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@@ -42,31 +54,20 @@ v3d_job_free(struct drm_sched_job *sched_job)
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struct v3d_job *job = to_v3d_job(sched_job);
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drm_sched_job_cleanup(sched_job);
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v3d_exec_put(job->exec);
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}
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static void
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v3d_tfu_job_free(struct drm_sched_job *sched_job)
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{
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struct v3d_tfu_job *job = to_tfu_job(sched_job);
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drm_sched_job_cleanup(sched_job);
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v3d_tfu_job_put(job);
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v3d_job_put(job);
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}
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/**
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* Returns the fences that the bin or render job depends on, one by one.
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* v3d_job_run() won't be called until all of them have been signaled.
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* Returns the fences that the job depends on, one by one.
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*
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* If placed in the scheduler's .dependency method, the corresponding
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* .run_job won't be called until all of them have been signaled.
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*/
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static struct dma_fence *
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v3d_job_dependency(struct drm_sched_job *sched_job,
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struct drm_sched_entity *s_entity)
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{
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struct v3d_job *job = to_v3d_job(sched_job);
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struct v3d_exec_info *exec = job->exec;
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enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
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struct dma_fence *fence;
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fence = job->in_fence;
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@@ -75,113 +76,132 @@ v3d_job_dependency(struct drm_sched_job *sched_job,
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return fence;
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}
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if (q == V3D_RENDER) {
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/* If we had a bin job, the render job definitely depends on
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* it. We first have to wait for bin to be scheduled, so that
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* its done_fence is created.
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*/
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fence = exec->bin_done_fence;
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if (fence) {
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exec->bin_done_fence = NULL;
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return fence;
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}
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}
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/* XXX: Wait on a fence for switching the GMP if necessary,
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* and then do so.
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*/
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return fence;
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}
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/**
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* Returns the fences that the TFU job depends on, one by one.
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* v3d_tfu_job_run() won't be called until all of them have been
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* signaled.
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*/
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static struct dma_fence *
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v3d_tfu_job_dependency(struct drm_sched_job *sched_job,
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struct drm_sched_entity *s_entity)
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{
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struct v3d_tfu_job *job = to_tfu_job(sched_job);
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struct dma_fence *fence;
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fence = job->in_fence;
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if (fence) {
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job->in_fence = NULL;
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return fence;
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}
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return NULL;
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}
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static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
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/**
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* Returns the fences that the render job depends on, one by one.
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* v3d_job_run() won't be called until all of them have been signaled.
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*/
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static struct dma_fence *
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v3d_render_job_dependency(struct drm_sched_job *sched_job,
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struct drm_sched_entity *s_entity)
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{
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struct v3d_job *job = to_v3d_job(sched_job);
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struct v3d_exec_info *exec = job->exec;
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enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
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struct v3d_dev *v3d = exec->v3d;
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struct v3d_render_job *job = to_render_job(sched_job);
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struct dma_fence *fence;
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fence = v3d_job_dependency(sched_job, s_entity);
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if (fence)
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return fence;
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/* If we had a bin job, the render job definitely depends on
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* it. We first have to wait for bin to be scheduled, so that
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* its done_fence is created.
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*/
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fence = job->bin_done_fence;
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if (fence) {
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job->bin_done_fence = NULL;
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return fence;
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}
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return fence;
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}
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static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
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{
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struct v3d_bin_job *job = to_bin_job(sched_job);
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struct v3d_dev *v3d = job->base.v3d;
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struct drm_device *dev = &v3d->drm;
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struct dma_fence *fence;
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unsigned long irqflags;
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if (unlikely(job->base.s_fence->finished.error))
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if (unlikely(job->base.base.s_fence->finished.error))
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return NULL;
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/* Lock required around bin_job update vs
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* v3d_overflow_mem_work().
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*/
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spin_lock_irqsave(&v3d->job_lock, irqflags);
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if (q == V3D_BIN) {
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v3d->bin_job = job->exec;
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/* Clear out the overflow allocation, so we don't
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* reuse the overflow attached to a previous job.
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*/
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V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
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} else {
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v3d->render_job = job->exec;
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}
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v3d->bin_job = job;
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/* Clear out the overflow allocation, so we don't
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* reuse the overflow attached to a previous job.
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*/
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V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
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spin_unlock_irqrestore(&v3d->job_lock, irqflags);
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/* Can we avoid this flush when q==RENDER? We need to be
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* careful of scheduling, though -- imagine job0 rendering to
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* texture and job1 reading, and them being executed as bin0,
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* bin1, render0, render1, so that render1's flush at bin time
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* wasn't enough.
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*/
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v3d_invalidate_caches(v3d);
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fence = v3d_fence_create(v3d, q);
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fence = v3d_fence_create(v3d, V3D_BIN);
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if (IS_ERR(fence))
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return NULL;
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if (job->irq_fence)
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dma_fence_put(job->irq_fence);
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job->irq_fence = dma_fence_get(fence);
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if (job->base.irq_fence)
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dma_fence_put(job->base.irq_fence);
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job->base.irq_fence = dma_fence_get(fence);
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trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
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trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
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job->start, job->end);
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if (q == V3D_BIN) {
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if (exec->qma) {
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V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
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V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
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}
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if (exec->qts) {
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V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
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V3D_CLE_CT0QTS_ENABLE |
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exec->qts);
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}
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} else {
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/* XXX: Set the QCFG */
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}
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/* Set the current and end address of the control list.
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* Writing the end register is what starts the job.
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*/
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V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
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V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
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if (job->qma) {
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V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
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V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
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}
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if (job->qts) {
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V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
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V3D_CLE_CT0QTS_ENABLE |
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job->qts);
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}
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V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
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V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
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return fence;
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}
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static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
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{
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struct v3d_render_job *job = to_render_job(sched_job);
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struct v3d_dev *v3d = job->base.v3d;
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struct drm_device *dev = &v3d->drm;
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struct dma_fence *fence;
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if (unlikely(job->base.base.s_fence->finished.error))
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return NULL;
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v3d->render_job = job;
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/* Can we avoid this flush? We need to be careful of
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* scheduling, though -- imagine job0 rendering to texture and
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* job1 reading, and them being executed as bin0, bin1,
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* render0, render1, so that render1's flush at bin time
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* wasn't enough.
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*/
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v3d_invalidate_caches(v3d);
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fence = v3d_fence_create(v3d, V3D_RENDER);
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if (IS_ERR(fence))
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return NULL;
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if (job->base.irq_fence)
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dma_fence_put(job->base.irq_fence);
|
||||
job->base.irq_fence = dma_fence_get(fence);
|
||||
|
||||
trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
|
||||
job->start, job->end);
|
||||
|
||||
/* XXX: Set the QCFG */
|
||||
|
||||
/* Set the current and end address of the control list.
|
||||
* Writing the end register is what starts the job.
|
||||
*/
|
||||
V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
|
||||
V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
|
||||
|
||||
return fence;
|
||||
}
|
||||
@@ -190,7 +210,7 @@ static struct dma_fence *
|
||||
v3d_tfu_job_run(struct drm_sched_job *sched_job)
|
||||
{
|
||||
struct v3d_tfu_job *job = to_tfu_job(sched_job);
|
||||
struct v3d_dev *v3d = job->v3d;
|
||||
struct v3d_dev *v3d = job->base.v3d;
|
||||
struct drm_device *dev = &v3d->drm;
|
||||
struct dma_fence *fence;
|
||||
|
||||
@@ -199,9 +219,9 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
|
||||
return NULL;
|
||||
|
||||
v3d->tfu_job = job;
|
||||
if (job->irq_fence)
|
||||
dma_fence_put(job->irq_fence);
|
||||
job->irq_fence = dma_fence_get(fence);
|
||||
if (job->base.irq_fence)
|
||||
dma_fence_put(job->base.irq_fence);
|
||||
job->base.irq_fence = dma_fence_get(fence);
|
||||
|
||||
trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
|
||||
|
||||
@@ -251,51 +271,74 @@ v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
|
||||
mutex_unlock(&v3d->reset_lock);
|
||||
}
|
||||
|
||||
/* If the current address or return address have changed, then the GPU
|
||||
* has probably made progress and we should delay the reset. This
|
||||
* could fail if the GPU got in an infinite loop in the CL, but that
|
||||
* is pretty unlikely outside of an i-g-t testcase.
|
||||
*/
|
||||
static void
|
||||
v3d_job_timedout(struct drm_sched_job *sched_job)
|
||||
v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
|
||||
u32 *timedout_ctca, u32 *timedout_ctra)
|
||||
{
|
||||
struct v3d_job *job = to_v3d_job(sched_job);
|
||||
struct v3d_exec_info *exec = job->exec;
|
||||
struct v3d_dev *v3d = exec->v3d;
|
||||
enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
|
||||
u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
|
||||
u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
|
||||
struct v3d_dev *v3d = job->v3d;
|
||||
u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
|
||||
u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
|
||||
|
||||
/* If the current address or return address have changed, then
|
||||
* the GPU has probably made progress and we should delay the
|
||||
* reset. This could fail if the GPU got in an infinite loop
|
||||
* in the CL, but that is pretty unlikely outside of an i-g-t
|
||||
* testcase.
|
||||
*/
|
||||
if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
|
||||
job->timedout_ctca = ctca;
|
||||
job->timedout_ctra = ctra;
|
||||
if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
|
||||
*timedout_ctca = ctca;
|
||||
*timedout_ctra = ctra;
|
||||
return;
|
||||
}
|
||||
|
||||
v3d_gpu_reset_for_timeout(v3d, sched_job);
|
||||
}
|
||||
|
||||
static void
|
||||
v3d_bin_job_timedout(struct drm_sched_job *sched_job)
|
||||
{
|
||||
struct v3d_bin_job *job = to_bin_job(sched_job);
|
||||
|
||||
v3d_cl_job_timedout(sched_job, V3D_BIN,
|
||||
&job->timedout_ctca, &job->timedout_ctra);
|
||||
}
|
||||
|
||||
static void
|
||||
v3d_render_job_timedout(struct drm_sched_job *sched_job)
|
||||
{
|
||||
struct v3d_render_job *job = to_render_job(sched_job);
|
||||
|
||||
v3d_cl_job_timedout(sched_job, V3D_RENDER,
|
||||
&job->timedout_ctca, &job->timedout_ctra);
|
||||
}
|
||||
|
||||
static void
|
||||
v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
|
||||
{
|
||||
struct v3d_tfu_job *job = to_tfu_job(sched_job);
|
||||
struct v3d_job *job = to_v3d_job(sched_job);
|
||||
|
||||
v3d_gpu_reset_for_timeout(job->v3d, sched_job);
|
||||
}
|
||||
|
||||
static const struct drm_sched_backend_ops v3d_sched_ops = {
|
||||
static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
|
||||
.dependency = v3d_job_dependency,
|
||||
.run_job = v3d_job_run,
|
||||
.timedout_job = v3d_job_timedout,
|
||||
.free_job = v3d_job_free
|
||||
.run_job = v3d_bin_job_run,
|
||||
.timedout_job = v3d_bin_job_timedout,
|
||||
.free_job = v3d_job_free,
|
||||
};
|
||||
|
||||
static const struct drm_sched_backend_ops v3d_render_sched_ops = {
|
||||
.dependency = v3d_render_job_dependency,
|
||||
.run_job = v3d_render_job_run,
|
||||
.timedout_job = v3d_render_job_timedout,
|
||||
.free_job = v3d_job_free,
|
||||
};
|
||||
|
||||
static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
|
||||
.dependency = v3d_tfu_job_dependency,
|
||||
.dependency = v3d_job_dependency,
|
||||
.run_job = v3d_tfu_job_run,
|
||||
.timedout_job = v3d_tfu_job_timedout,
|
||||
.free_job = v3d_tfu_job_free
|
||||
.free_job = v3d_job_free,
|
||||
};
|
||||
|
||||
int
|
||||
@@ -307,7 +350,7 @@ v3d_sched_init(struct v3d_dev *v3d)
|
||||
int ret;
|
||||
|
||||
ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
|
||||
&v3d_sched_ops,
|
||||
&v3d_bin_sched_ops,
|
||||
hw_jobs_limit, job_hang_limit,
|
||||
msecs_to_jiffies(hang_limit_ms),
|
||||
"v3d_bin");
|
||||
@@ -317,7 +360,7 @@ v3d_sched_init(struct v3d_dev *v3d)
|
||||
}
|
||||
|
||||
ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
|
||||
&v3d_sched_ops,
|
||||
&v3d_render_sched_ops,
|
||||
hw_jobs_limit, job_hang_limit,
|
||||
msecs_to_jiffies(hang_limit_ms),
|
||||
"v3d_render");
|
||||
|
||||
Reference in New Issue
Block a user