Commit Graph

25 Commits

Author SHA1 Message Date
Eric Anholt 3a62234680 drm/vc4: Use runtime autosuspend to avoid thrashing V3D power state.
The pm_runtime_put() we were using immediately released power on the
device, which meant that we were generally turning the device off and
on once per frame.  In many profiles I've looked at, that added up to
about 1% of CPU time, but this could get worse in the case of frequent
rendering and readback (as may happen in X rendering).  By keeping the
device on until we've been idle for a couple of frames, we drop the
overhead of runtime PM down to sub-.1%.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-11-04 16:12:35 -07:00
Dan Carpenter b2cdeb19f1 drm/vc4: Fix a couple error codes in vc4_cl_lookup_bos()
If the allocation fails the current code returns success.  If
copy_from_user() fails it returns the number of bytes remaining instead
of -EFAULT.

Fixes: d5b1a78a77 ("drm/vc4: Add support for drawing 3D frames.")
Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2016-10-17 10:00:11 -07:00
Eric Anholt 7edabee06a drm/vc4: Fix races when the CS reads from render targets.
With the introduction of bin/render pipelining, the previous job may
not be completed when we start binning the next one.  If the previous
job wrote our VBO, IB, or CS textures, then the binning stage might
get stale or uninitialized results.

Fixes the major rendering failure in glmark2 -b terrain.

Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: ca26d28bba ("drm/vc4: improve throughput by pipelining binning and rendering jobs")
Cc: stable@vger.kernel.org
2016-10-06 11:53:50 -07:00
Dave Airlie ca09fb9f60 Linux 4.8-rc8
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Merge tag 'v4.8-rc8' into drm-next

Linux 4.8-rc8

There was a lot of fallout in the imx/amdgpu/i915 drivers, so backmerge
it now to avoid troubles.

* tag 'v4.8-rc8': (1442 commits)
  Linux 4.8-rc8
  fault_in_multipages_readable() throws set-but-unused error
  mm: check VMA flags to avoid invalid PROT_NONE NUMA balancing
  radix tree: fix sibling entry handling in radix_tree_descend()
  radix tree test suite: Test radix_tree_replace_slot() for multiorder entries
  fix memory leaks in tracing_buffers_splice_read()
  tracing: Move mutex to protect against resetting of seq data
  MIPS: Fix delay slot emulation count in debugfs
  MIPS: SMP: Fix possibility of deadlock when bringing CPUs online
  mm: delete unnecessary and unsafe init_tlb_ubc()
  huge tmpfs: fix Committed_AS leak
  shmem: fix tmpfs to handle the huge= option properly
  blk-mq: skip unmapped queues in blk_mq_alloc_request_hctx
  MIPS: Fix pre-r6 emulation FPU initialisation
  arm64: kgdb: handle read-only text / modules
  arm64: Call numa_store_cpu_info() earlier.
  locking/hung_task: Fix typo in CONFIG_DETECT_HUNG_TASK help text
  nvme-rdma: only clear queue flags after successful connect
  i2c: qup: skip qup_i2c_suspend if the device is already runtime suspended
  perf/core: Limit matching exclusive events to one PMU
  ...
2016-09-28 12:08:49 +10:00
Eric Anholt 67f13690f4 drm/vc4: Don't force new binner overflow allocation per draw.
This came from the initial bringup code, which always idled the GPU
and always reset the overflow.  That massively increases the size of
the working set when you're doing lots of small draws, though, as is
common on X desktops or piglit.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-08-19 19:36:22 -07:00
Eric Anholt 552416c146 drm/vc4: Fix oops when userspace hands in a bad BO.
We'd end up NULL pointer dereferencing because we didn't take the
error path out in the parent.  Fixes igt vc4_lookup_fail test.

Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: d5b1a78a77 ("drm/vc4: Add support for drawing 3D frames.")
Cc: stable@vger.kernel.org
2016-08-19 19:17:39 -07:00
Eric Anholt def9652770 drm/vc4: Free hang state before destroying BO cache.
The BO cache will complain if BOs are still allocated when we try to
destroy it (since freeing those BOs would try to hit the cache).  You
could hit this if you were to unload the module after a GPU hang.

Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: 214613656b ("drm/vc4: Add an interface for capturing the GPU state after a hang.")
2016-08-19 19:17:32 -07:00
Eric Anholt ece7267dcc drm/vc4: Use drm_malloc_ab to fix large rendering jobs.
If you exceeded the size that kmalloc would return, you'd get a dmesg
warning and a return from the job submit.  We can handle much
allocations with vmalloc, and drm_malloc_ab makes that decision.

Fixes failure in piglit's scissor-many.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-08-19 19:16:40 -07:00
Eric Anholt d5fb46e0e3 drm/vc4: Use drm_free_large() on handles to match its allocation.
If you managed to exceed the limit to switch to vmalloc, we'd use the
wrong free.

Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: d5b1a78a77 ("drm/vc4: Add support for drawing 3D frames.")
Cc: stable@vger.kernel.org
2016-08-19 19:15:19 -07:00
Daniel Vetter db3697295c drm/vc4: Use drm_gem_object_unreference_unlocked
Since my last struct_mutex crusade someone escaped!

This already has the advantage that for the common case when someone
else holds a ref the unref won't even acquire dev->struct_mutex. And
I'm working on code to allow drivers to completely opt-out of any and
all dev->struct_mutex usage, but that only works if they use the
_unlocked variants everywhere.

v2: Drop comment too.

v3: Drop the other comment too.

Cc: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Daniel Vetter <daniel.vetter@intel.com>
Link: http://patchwork.freedesktop.org/patch/msgid/1464630800-30786-15-git-send-email-daniel.vetter@ffwll.ch
2016-05-31 21:13:23 +02:00
Chris Wilson a8ad0bd84f drm: Remove unused drm_device from drm_gem_object_lookup()
drm_gem_object_lookup() has never required the drm_device for its file
local translation of the user handle to the GEM object. Let's remove the
unused parameter and save some space.

Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Cc: dri-devel@lists.freedesktop.org
Cc: Dave Airlie <airlied@redhat.com>
Cc: Daniel Vetter <daniel.vetter@ffwll.ch>
[danvet: Fixup kerneldoc too.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
2016-05-17 08:47:30 +02:00
Varad Gautam ca26d28bba drm/vc4: improve throughput by pipelining binning and rendering jobs
The hardware provides us with separate threads for binning and
rendering, and the existing model waits for them both to complete
before submitting the next job.

Splitting the binning and rendering submissions reduces idle time and
gives us approx 20-30% speedup with some x11perf tests such as -line10
and -tilerect1.  Improves openarena performance by 1.01897% +/-
0.247857% (n=16).

Thanks to anholt for suggesting this.

v2: Rebase on the spurious resets fix (change by anholt).

Signed-off-by: Varad Gautam <varadgautam@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Eric Anholt <eric@anholt.net>
2016-03-13 17:05:05 -07:00
Eric Anholt 36cb6253f9 drm/vc4: Use runtime PM to power cycle the device when the GPU hangs.
This gets us functional GPU reset again, like we had until a refactor
at merge time.  Tested with a little patch to stuff in a broken binner
job every 100 frames.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-02-16 12:21:01 -08:00
Eric Anholt 001bdb55d9 drm/vc4: Enable runtime PM.
This may actually get us a feature that the closed driver didn't have:
turning off the GPU in between rendering jobs, while the V3D device is
still opened by the client.

There may be some tuning to be applied here to use autosuspend so that
we don't bounce the device's power so much, but in steady-state
GPU-bound rendering we keep the power on (since we keep multiple jobs
outstanding) and even if we power cycle on every job we can still
manage at least 680 fps.

More importantly, though, runtime PM will allow us to power off the
device to do a GPU reset.

v2: Switch #ifdef to CONFIG_PM not CONFIG_PM_SLEEP (caught by kbuild
    test robot)

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-02-16 12:21:00 -08:00
Eric Anholt c4ce60dc30 drm/vc4: Fix spurious GPU resets due to BO reuse.
We were tracking the "where are the head pointers pointing" globally,
so if another job reused the same BOs and execution was at the same
point as last time we checked, we'd stop and trigger a reset even
though the GPU had made progress.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-02-16 12:21:00 -08:00
Eric Anholt 2ee94657e2 drm/vc4: Drop error message on seqno wait timeouts.
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>
2016-02-16 12:20:59 -08:00
Eric Anholt 13cf8909ea drm/vc4: Fix -ERESTARTSYS error return from BO waits.
This caused the wait ioctls to claim that waiting had completed when
we actually got interrupted by a signal before it was done.  Fixes
broken rendering throttling that produced serious lag in X window
dragging.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-02-16 12:20:59 -08:00
Eric Anholt 2c68f1fcfb drm/vc4: Return an ERR_PTR from BO creation instead of NULL.
Fixes igt vc4_create_bo/create-bo-0 by returning -EINVAL from the
ioctl instead of -ENOMEM.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-02-16 12:20:58 -08:00
Eric Anholt e001523666 drm/vc4: Validate that WAIT_BO padding is cleared.
This is ABI future-proofing if we ever want to extend the pad to mean
something.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-02-16 12:20:57 -08:00
Dan Carpenter 5645e785ce drm/vc4: fix an error code
"exec->exec_bo" is NULL at this point so this code returns success.  We
want to return -ENOMEM.

Fixes: d5b1a78a77 ('drm/vc4: Add support for drawing 3D frames.')
Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2015-12-17 11:40:30 -08:00
Dan Carpenter 7e5082fbc0 drm/vc4: allocate enough memory in vc4_save_hang_state()
"state" is smaller than "kernel_state" so we end up corrupting memory.

Fixes: 214613656b ('drm/vc4: Add an interface for capturing the GPU state after a hang.')
Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2015-12-17 11:40:21 -08:00
Dan Carpenter 65c4777de5 drm/vc4: copy_to_user() returns the number of bytes remaining
The copy_to/from_user() functions return the number of bytes remaining
to be copied.  We want to return error codes here.

Also it's a bad idea to print an error message if a copy from user fails
because users can use that to spam /var/log/messages which is annoying
so I removed those.

Fixes: 214613656b ('drm/vc4: Add an interface for capturing the GPU state after a hang.')
Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2015-12-17 11:40:11 -08:00
Eric Anholt 214613656b drm/vc4: Add an interface for capturing the GPU state after a hang.
This can be parsed with vc4-gpu-tools tools for trying to figure out
what was going on.

v2: Use __u32-style types.

Signed-off-by: Eric Anholt <eric@anholt.net>
2015-12-07 20:49:49 -08:00
Eric Anholt b501bacc60 drm/vc4: Add support for async pageflips.
An async pageflip stores the modeset to be done and executes it once
the BOs are ready to be displayed.  This gets us about 3x performance
in full screen rendering with pageflipping.

Signed-off-by: Eric Anholt <eric@anholt.net>
2015-12-07 20:10:03 -08:00
Eric Anholt d5b1a78a77 drm/vc4: Add support for drawing 3D frames.
The user submission is basically a pointer to a command list and a
pointer to uniforms.  We copy those in to the kernel, validate and
relocate them, and store the result in a GPU BO which we queue for
execution.

v2: Drop support for NV shader recs (not necessary for GL), simplify
    vc4_use_bo(), improve bin flush/semaphore checks, use __u32 style
    types.

Signed-off-by: Eric Anholt <eric@anholt.net>
2015-12-07 20:05:10 -08:00