drm/scheduler: Fix lockup in drm_sched_entity_kill()
The drm_sched_entity_kill() is invoked twice by drm_sched_entity_destroy()
while userspace process is exiting or being killed. First time it's invoked
when sched entity is flushed and second time when entity is released. This
causes a lockup within wait_for_completion(entity_idle) due to how completion
API works.
Calling wait_for_completion() more times than complete() was invoked is a
error condition that causes lockup because completion internally uses
counter for complete/wait calls. The complete_all() must be used instead
in such cases.
This patch fixes lockup of Panfrost driver that is reproducible by killing
any application in a middle of 3d drawing operation.
Fixes: 2fdb8a8f07
("drm/scheduler: rework entity flush, kill and fini")
Signed-off-by: Dmitry Osipenko <dmitry.osipenko@collabora.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Tested-by: Guilherme G. Piccoli <gpiccoli@igalia.com> # Steam Deck
Link: https://patchwork.freedesktop.org/patch/msgid/20221123001303.533968-1-dmitry.osipenko@collabora.com
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@ -81,7 +81,7 @@ int drm_sched_entity_init(struct drm_sched_entity *entity,
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init_completion(&entity->entity_idle);
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/* We start in an idle state. */
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complete(&entity->entity_idle);
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complete_all(&entity->entity_idle);
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spin_lock_init(&entity->rq_lock);
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spsc_queue_init(&entity->job_queue);
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@ -987,7 +987,7 @@ static int drm_sched_main(void *param)
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sched_job = drm_sched_entity_pop_job(entity);
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if (!sched_job) {
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complete(&entity->entity_idle);
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complete_all(&entity->entity_idle);
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continue;
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}
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@ -998,7 +998,7 @@ static int drm_sched_main(void *param)
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trace_drm_run_job(sched_job, entity);
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fence = sched->ops->run_job(sched_job);
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complete(&entity->entity_idle);
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complete_all(&entity->entity_idle);
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drm_sched_fence_scheduled(s_fence);
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if (!IS_ERR_OR_NULL(fence)) {
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