[PATCH 2/6] drm/msm: gpu: Use the zap shader on 5XX if we can
Bjorn Andersson
bjorn.andersson at linaro.org
Mon Apr 17 23:53:19 UTC 2017
On Mon 17 Apr 14:51 PDT 2017, Jordan Crouse wrote:
> On Mon, Apr 17, 2017 at 12:58:07PM -0700, Bjorn Andersson wrote:
> > On Wed 12 Apr 14:15 PDT 2017, Jordan Crouse wrote:
> > > diff --git a/drivers/gpu/drm/msm/adreno/a5xx_gpu.c b/drivers/gpu/drm/msm/adreno/a5xx_gpu.c
> > > index 6c55d24..0e2b00a 100644
> > > --- a/drivers/gpu/drm/msm/adreno/a5xx_gpu.c
> > > +++ b/drivers/gpu/drm/msm/adreno/a5xx_gpu.c
> > > @@ -470,6 +470,55 @@ static int a5xx_ucode_init(struct msm_gpu *gpu)
> > > return 0;
> > > }
> > >
> > > +static int a5xx_zap_shader_resume(struct msm_gpu *gpu)
> > > +{
> > > + int ret;
> > > +
> > > + ret = qcom_scm_set_remote_state(0, 13);
> >
> > Is 13 here the PAS_ID, or just a coincidence? And what is state 0? Can
> > we have a define for this?
>
> I think it is officially a coincidence but probably an informed one. Now that I
> think about it I seem to remember Andy asking me to add a define for the 13.
So far I haven't pushed the pas-id defines to the public scm header, but
we could do that and until we see a discrepancy just use that define
here.
> The state is more confusing - because video is the other consumer of this call
> and they call 0 to disable and 1 to enable, and GPU calls 0 to enable. I can
> add a #define but it will be just for GPU - maybe something like
> REMOTE_STATE_GPU_RESUME?
>
As the states aren't globally defined I think it makes sense to just
keep them opaque in the scm-world and have the two(?) states defined
locally here in the adreno driver.
>
> > > + if (ret)
> > > + DRM_ERROR("%s: zap-shader resume failed: %d\n",
> > > + gpu->name, ret);
> > > +
> > > + return ret;
> > > +}
> > > +
> > > +static int a5xx_zap_shader_init(struct msm_gpu *gpu)
> > > +{
> > > + static bool loaded;
> > > + struct adreno_gpu *adreno_gpu = to_adreno_gpu(gpu);
> > > + struct a5xx_gpu *a5xx_gpu = to_a5xx_gpu(adreno_gpu);
> > > + struct platform_device *pdev = a5xx_gpu->pdev;
> > > + struct device_node *node;
> > > + int ret;
> > > +
> > > + /*
> > > + * If the zap shader is already loaded into memory we just need to kick
> > > + * the remote processor to reinitialize it
> > > + */
> > > + if (loaded)
> > > + return a5xx_zap_shader_resume(gpu);
> > > +
> > > + /* Populate the sub-nodes if they haven't already been done */
> > > + of_platform_populate(pdev->dev.of_node, NULL, NULL, &pdev->dev);
> >
> > As this is new code, there's little (no) value in doing this stepwise,
> > just squash this with the later commits replacing this.
>
> Yeah, I'm thinking I'll do a squash on the next go around unless Rob objects.
>
Sounds good.
Regards,
Bjorn
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