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. Signed-off-by: Daniel Vetter <daniel.vetter@xxxxxxxxx> --- drivers/gpu/drm/v3d/v3d_drv.h | 5 ----- drivers/gpu/drm/v3d/v3d_gem.c | 25 ++++++++----------------- drivers/gpu/drm/v3d/v3d_sched.c | 29 +---------------------------- 3 files changed, 9 insertions(+), 50 deletions(-) diff --git a/drivers/gpu/drm/v3d/v3d_drv.h b/drivers/gpu/drm/v3d/v3d_drv.h index 8a390738d65b..73559eb368a7 100644 --- a/drivers/gpu/drm/v3d/v3d_drv.h +++ b/drivers/gpu/drm/v3d/v3d_drv.h @@ -192,11 +192,6 @@ struct v3d_job { struct drm_gem_object **bo; u32 bo_count; - /* Array of struct dma_fence * to block on before submitting this job. - */ - struct xarray deps; - unsigned long last_dep; - /* v3d fence to be signaled by IRQ handler when the job is complete. */ struct dma_fence *irq_fence; diff --git a/drivers/gpu/drm/v3d/v3d_gem.c b/drivers/gpu/drm/v3d/v3d_gem.c index 40302c77e667..c54684f8b877 100644 --- a/drivers/gpu/drm/v3d/v3d_gem.c +++ b/drivers/gpu/drm/v3d/v3d_gem.c @@ -257,8 +257,8 @@ v3d_lock_bo_reservations(struct v3d_job *job, return ret; for (i = 0; i < job->bo_count; i++) { - ret = drm_gem_fence_array_add_implicit(&job->deps, - job->bo[i], true); + ret = drm_sched_job_await_implicit(&job->base, + job->bo[i], true); if (ret) { drm_gem_unlock_reservations(job->bo, job->bo_count, acquire_ctx); @@ -354,8 +354,6 @@ static void v3d_job_free(struct kref *ref) { struct v3d_job *job = container_of(ref, struct v3d_job, refcount); - unsigned long index; - struct dma_fence *fence; int i; for (i = 0; i < job->bo_count; i++) { @@ -364,11 +362,6 @@ v3d_job_free(struct kref *ref) } kvfree(job->bo); - xa_for_each(&job->deps, index, fence) { - dma_fence_put(fence); - } - xa_destroy(&job->deps); - dma_fence_put(job->irq_fence); dma_fence_put(job->done_fence); @@ -446,7 +439,6 @@ v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv, if (ret < 0) return ret; - xa_init_flags(&job->deps, XA_FLAGS_ALLOC); ret = drm_sched_job_init(&job->base, &v3d_priv->sched_entity[queue], v3d_priv); if (ret) @@ -456,7 +448,7 @@ v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv, if (ret == -EINVAL) goto fail; - ret = drm_gem_fence_array_add(&job->deps, in_fence); + ret = drm_sched_job_await_fence(&job->base, in_fence); if (ret) goto fail; @@ -464,7 +456,6 @@ v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv, return 0; fail: - xa_destroy(&job->deps); pm_runtime_put_autosuspend(v3d->drm.dev); return ret; } @@ -609,8 +600,8 @@ v3d_submit_cl_ioctl(struct drm_device *dev, void *data, if (bin) { v3d_push_job(&bin->base); - ret = drm_gem_fence_array_add(&render->base.deps, - dma_fence_get(bin->base.done_fence)); + ret = drm_sched_job_await_fence(&render->base.base, + dma_fence_get(bin->base.done_fence)); if (ret) goto fail_unreserve; } @@ -620,7 +611,7 @@ v3d_submit_cl_ioctl(struct drm_device *dev, void *data, if (clean_job) { struct dma_fence *render_fence = dma_fence_get(render->base.done_fence); - ret = drm_gem_fence_array_add(&clean_job->deps, render_fence); + ret = drm_sched_job_await_fence(&clean_job->base, render_fence); if (ret) goto fail_unreserve; v3d_push_job(clean_job); @@ -810,8 +801,8 @@ v3d_submit_csd_ioctl(struct drm_device *dev, void *data, mutex_lock(&v3d->sched_lock); v3d_push_job(&job->base); - ret = drm_gem_fence_array_add(&clean_job->deps, - dma_fence_get(job->base.done_fence)); + ret = drm_sched_job_await_fence(&clean_job->base, + dma_fence_get(job->base.done_fence)); if (ret) goto fail_unreserve; diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c index 8992480c88fa..3af6a09764c7 100644 --- a/drivers/gpu/drm/v3d/v3d_sched.c +++ b/drivers/gpu/drm/v3d/v3d_sched.c @@ -13,7 +13,7 @@ * jobs when bulk background jobs are queued up, we submit a new job * to the HW only when it has completed the last one, instead of * filling up the CT[01]Q FIFOs with jobs. Similarly, we use - * v3d_job_dependency() to manage the dependency between bin and + * drm_sched_job_await_fence() to manage the dependency between bin and * render, instead of having the clients submit jobs using the HW's * semaphores to interlock between them. */ @@ -63,28 +63,6 @@ v3d_job_free(struct drm_sched_job *sched_job) v3d_job_put(job); } -/* - * Returns the fences that the job depends on, one by one. - * - * If placed in the scheduler's .dependency method, the corresponding - * .run_job won't be called until all of them have been signaled. - */ -static struct dma_fence * -v3d_job_dependency(struct drm_sched_job *sched_job, - struct drm_sched_entity *s_entity) -{ - struct v3d_job *job = to_v3d_job(sched_job); - - /* XXX: Wait on a fence for switching the GMP if necessary, - * and then do so. - */ - - if (!xa_empty(&job->deps)) - return xa_erase(&job->deps, job->last_dep++); - - return NULL; -} - static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job) { struct v3d_bin_job *job = to_bin_job(sched_job); @@ -357,35 +335,30 @@ v3d_csd_job_timedout(struct drm_sched_job *sched_job) } static const struct drm_sched_backend_ops v3d_bin_sched_ops = { - .dependency = v3d_job_dependency, .run_job = v3d_bin_job_run, .timedout_job = v3d_bin_job_timedout, .free_job = v3d_job_free, }; static const struct drm_sched_backend_ops v3d_render_sched_ops = { - .dependency = v3d_job_dependency, .run_job = v3d_render_job_run, .timedout_job = v3d_render_job_timedout, .free_job = v3d_job_free, }; static const struct drm_sched_backend_ops v3d_tfu_sched_ops = { - .dependency = v3d_job_dependency, .run_job = v3d_tfu_job_run, .timedout_job = v3d_generic_job_timedout, .free_job = v3d_job_free, }; static const struct drm_sched_backend_ops v3d_csd_sched_ops = { - .dependency = v3d_job_dependency, .run_job = v3d_csd_job_run, .timedout_job = v3d_csd_job_timedout, .free_job = v3d_job_free }; static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = { - .dependency = v3d_job_dependency, .run_job = v3d_cache_clean_job_run, .timedout_job = v3d_generic_job_timedout, .free_job = v3d_job_free -- 2.32.0.rc2