Comment # 8
on bug 110509
from James.Dutton@gmail.com
Thank you for the feedback. Is there a data sheet somewhere that might help me work out a fix for this. What I would like is: 1) A way to scan all the engines and detect which ones have hung. 2) A way to intentionally halt an engine and tidy up. So that the modprobe, rmmod, modprobe scenario works. 3) data sheet details regarding how to un-hang each engine. Specifically, in this case the IP block <dm>. Maybe that is not possible, and (I think you are hinting at it), one cannot reset an individual IP block. So the approach is to suspend the card, and then do a full reset of the entire card, then resume. I think a different suspend process would be better. We have a for_each within the suspend code. The output of that code should not be a single error code, but instead an array indicating the current state of each engine (running/hung), the intended state and status of whether the intention worked or failed. If the loop through the for_each, it could compare the current state and intended state, and attempt to reach the intended state, and report an error code for each engine. Then the code to achieve the transition can been different depending on the current -> intended transition. i.e. code for running -> suspended, can be different than code for hung -> suspended. The code already needs to know which engines are enabled/disabled (Vega 56 vs Vega 64) I can hang this IP block <dm> at will. I have 2 games that hang it within seconds of starting.
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