On Thu, Jul 4, 2019 at 11:46 AM Chia-I Wu <olvaffe@xxxxxxxxx> wrote: > > On Thu, Jul 4, 2019 at 4:25 AM Gerd Hoffmann <kraxel@xxxxxxxxxx> wrote: > > > > Hi, > > > > > > if (fence) > > > > virtio_gpu_fence_emit(vgdev, hdr, fence); > > > > + if (vbuf->objs) { > > > > + virtio_gpu_array_add_fence(vbuf->objs, &fence->f); > > > > + virtio_gpu_array_unlock_resv(vbuf->objs); > > > > + } > > > This is with the spinlock held. Maybe we should move the > > > virtio_gpu_array_unlock_resv call out of the critical section. > > > > That would bring back the race ... > Right... > > > > > I am actually more concerned about virtio_gpu_array_add_fence, but it > > > is also harder to move. Should we add a kref to the object array? > > > > Yep, refcounting would be the other way to fix the race. > > > > > This bothers me because I recently ran into a CPU-bound game with very > > > bad lock contention here. > > > > Hmm. Any clue where this comes from? Multiple threads competing for > > virtio buffers I guess? Maybe we should have larger virtqueues? > The game was single-threaded. I guess it was the game and Xorg > competing for virtio buffers. That was also on an older kernel > without explicit fences. The userspace had to create dummy resources > frequently to do VIRTIO_IOCTL_RESOURCE_WAIT. > > I think this is fine for now as far as I am concerned. I can look > into this more closely after this series lands. It was virtio_gpu_dequeue_ctrl_func who wanted to grab the lock to handle the responses. I sent a patch for it https://patchwork.freedesktop.org/series/63529/ > > > > > > cheers, > > Gerd > > _______________________________________________ dri-devel mailing list dri-devel@xxxxxxxxxxxxxxxxxxxxx https://lists.freedesktop.org/mailman/listinfo/dri-devel