drm/v3d: Use scheduler dependency handling
With the prep work out of the way this isn't tricky anymore. Aside: The chaining of the various jobs is a bit awkward, with the possibility of failure in bad places. I think with the drm_sched_job_init/arm split and maybe preloading the job->dependencies xarray this should be fixable. v2: Rebase over renamed function names for adding dependencies. Reviewed-by: Melissa Wen <mwen@igalia.com> (v1) Acked-by: Emma Anholt <emma@anholt.net> Cc: Melissa Wen <melissa.srw@gmail.com> Signed-off-by: Daniel Vetter <daniel.vetter@intel.com> Cc: Emma Anholt <emma@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20210805104705.862416-11-daniel.vetter@ffwll.ch
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@ -234,11 +234,6 @@ struct v3d_job {
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struct drm_gem_object **bo;
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u32 bo_count;
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/* Array of struct dma_fence * to block on before submitting this job.
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*/
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struct xarray deps;
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unsigned long last_dep;
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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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@ -259,8 +259,8 @@ v3d_lock_bo_reservations(struct v3d_job *job,
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return ret;
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for (i = 0; i < job->bo_count; i++) {
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ret = drm_gem_fence_array_add_implicit(&job->deps,
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job->bo[i], true);
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ret = drm_sched_job_add_implicit_dependencies(&job->base,
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job->bo[i], true);
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if (ret) {
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drm_gem_unlock_reservations(job->bo, job->bo_count,
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acquire_ctx);
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@ -356,8 +356,6 @@ static void
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v3d_job_free(struct kref *ref)
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{
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struct v3d_job *job = container_of(ref, struct v3d_job, refcount);
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unsigned long index;
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struct dma_fence *fence;
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int i;
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for (i = 0; i < job->bo_count; i++) {
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@ -366,11 +364,6 @@ v3d_job_free(struct kref *ref)
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}
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kvfree(job->bo);
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xa_for_each(&job->deps, index, fence) {
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dma_fence_put(fence);
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}
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xa_destroy(&job->deps);
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dma_fence_put(job->irq_fence);
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dma_fence_put(job->done_fence);
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@ -457,7 +450,6 @@ v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
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if (ret < 0)
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return ret;
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xa_init_flags(&job->deps, XA_FLAGS_ALLOC);
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ret = drm_sched_job_init(&job->base, &v3d_priv->sched_entity[queue],
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v3d_priv);
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if (ret)
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@ -467,7 +459,7 @@ v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
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if (ret == -EINVAL)
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goto fail_job;
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ret = drm_gem_fence_array_add(&job->deps, in_fence);
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ret = drm_sched_job_add_dependency(&job->base, in_fence);
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if (ret)
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goto fail_job;
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@ -477,7 +469,6 @@ v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
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fail_job:
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drm_sched_job_cleanup(&job->base);
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fail:
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xa_destroy(&job->deps);
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pm_runtime_put_autosuspend(v3d->drm.dev);
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return ret;
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}
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@ -640,8 +631,8 @@ v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
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v3d_perfmon_get(bin->base.perfmon);
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v3d_push_job(&bin->base);
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ret = drm_gem_fence_array_add(&render->base.deps,
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dma_fence_get(bin->base.done_fence));
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ret = drm_sched_job_add_dependency(&render->base.base,
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dma_fence_get(bin->base.done_fence));
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if (ret)
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goto fail_unreserve;
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}
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@ -651,7 +642,8 @@ v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
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if (clean_job) {
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struct dma_fence *render_fence =
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dma_fence_get(render->base.done_fence);
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ret = drm_gem_fence_array_add(&clean_job->deps, render_fence);
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ret = drm_sched_job_add_dependency(&clean_job->base,
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render_fence);
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if (ret)
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goto fail_unreserve;
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clean_job->perfmon = render->base.perfmon;
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@ -853,8 +845,8 @@ v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
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mutex_lock(&v3d->sched_lock);
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v3d_push_job(&job->base);
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ret = drm_gem_fence_array_add(&clean_job->deps,
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dma_fence_get(job->base.done_fence));
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ret = drm_sched_job_add_dependency(&clean_job->base,
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dma_fence_get(job->base.done_fence));
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if (ret)
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goto fail_unreserve;
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@ -13,7 +13,7 @@
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* jobs when bulk background jobs are queued up, we submit a new job
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* to the HW only when it has completed the last one, instead of
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* filling up the CT[01]Q FIFOs with jobs. Similarly, we use
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* v3d_job_dependency() to manage the dependency between bin and
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* drm_sched_job_add_dependency() to manage the dependency between bin and
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* render, instead of having the clients submit jobs using the HW's
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* semaphores to interlock between them.
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*/
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@ -72,28 +72,6 @@ v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
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v3d_perfmon_start(v3d, job->perfmon);
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}
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/*
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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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/* 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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if (!xa_empty(&job->deps))
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return xa_erase(&job->deps, job->last_dep++);
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return NULL;
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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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@ -372,35 +350,30 @@ v3d_csd_job_timedout(struct drm_sched_job *sched_job)
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}
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static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
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.dependency = v3d_job_dependency,
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.run_job = v3d_bin_job_run,
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.timedout_job = v3d_bin_job_timedout,
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.free_job = v3d_sched_job_free,
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};
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static const struct drm_sched_backend_ops v3d_render_sched_ops = {
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.dependency = v3d_job_dependency,
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.run_job = v3d_render_job_run,
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.timedout_job = v3d_render_job_timedout,
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.free_job = v3d_sched_job_free,
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};
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static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
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.dependency = v3d_job_dependency,
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.run_job = v3d_tfu_job_run,
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.timedout_job = v3d_generic_job_timedout,
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.free_job = v3d_sched_job_free,
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};
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static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
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.dependency = v3d_job_dependency,
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.run_job = v3d_csd_job_run,
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.timedout_job = v3d_csd_job_timedout,
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.free_job = v3d_sched_job_free
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};
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static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
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.dependency = v3d_job_dependency,
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.run_job = v3d_cache_clean_job_run,
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.timedout_job = v3d_generic_job_timedout,
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.free_job = v3d_sched_job_free
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