[PATCH 2/6] drm/v3d: Store the active job inside the queue's state

Maíra Canal mcanal at igalia.com
Sat Jul 19 13:24:41 UTC 2025


Instead of storing the queue's active job in four different variables,
store the active job inside the queue's state. This way, it's possible
to access all active jobs using an index based in `enum v3d_queue`.

Signed-off-by: Maíra Canal <mcanal at igalia.com>
---
 drivers/gpu/drm/v3d/v3d_drv.h   |  8 ++----
 drivers/gpu/drm/v3d/v3d_gem.c   |  7 ++---
 drivers/gpu/drm/v3d/v3d_irq.c   | 62 ++++++++++++++++-------------------------
 drivers/gpu/drm/v3d/v3d_sched.c | 16 +++++------
 4 files changed, 38 insertions(+), 55 deletions(-)

diff --git a/drivers/gpu/drm/v3d/v3d_drv.h b/drivers/gpu/drm/v3d/v3d_drv.h
index dd8d39bf2d948551c66d852aee7f9afa473df4f1..b5d7e58c3696a04b1824ecfe31e1962901746856 100644
--- a/drivers/gpu/drm/v3d/v3d_drv.h
+++ b/drivers/gpu/drm/v3d/v3d_drv.h
@@ -58,6 +58,9 @@ struct v3d_queue_state {
 
 	/* Stores the GPU stats for this queue in the global context. */
 	struct v3d_stats stats;
+
+	/* Currently active job for this queue */
+	struct v3d_job *active_job;
 };
 
 /* Performance monitor object. The perform lifetime is controlled by userspace
@@ -151,11 +154,6 @@ struct v3d_dev {
 
 	struct work_struct overflow_mem_work;
 
-	struct v3d_bin_job *bin_job;
-	struct v3d_render_job *render_job;
-	struct v3d_tfu_job *tfu_job;
-	struct v3d_csd_job *csd_job;
-
 	struct v3d_queue_state queue[V3D_MAX_QUEUES];
 
 	/* Spinlock used to synchronize the overflow memory
diff --git a/drivers/gpu/drm/v3d/v3d_gem.c b/drivers/gpu/drm/v3d/v3d_gem.c
index d7d16da78db328f004d1d702731d1a1b5437a394..7e0409a154497ecf500c4260e6aff0589b5932a1 100644
--- a/drivers/gpu/drm/v3d/v3d_gem.c
+++ b/drivers/gpu/drm/v3d/v3d_gem.c
@@ -322,6 +322,7 @@ void
 v3d_gem_destroy(struct drm_device *dev)
 {
 	struct v3d_dev *v3d = to_v3d_dev(dev);
+	enum v3d_queue q;
 
 	v3d_sched_fini(v3d);
 	v3d_gemfs_fini(v3d);
@@ -329,10 +330,8 @@ v3d_gem_destroy(struct drm_device *dev)
 	/* Waiting for jobs to finish would need to be done before
 	 * unregistering V3D.
 	 */
-	WARN_ON(v3d->bin_job);
-	WARN_ON(v3d->render_job);
-	WARN_ON(v3d->tfu_job);
-	WARN_ON(v3d->csd_job);
+	for (q = 0; q < V3D_MAX_QUEUES; q++)
+		WARN_ON(v3d->queue[q].active_job);
 
 	drm_mm_takedown(&v3d->mm);
 
diff --git a/drivers/gpu/drm/v3d/v3d_irq.c b/drivers/gpu/drm/v3d/v3d_irq.c
index 2cca5d3a26a22cf03d2c4e9ae0688ab57e0eedcd..e96c7fd65a147177993bbc45d573453974ac2e39 100644
--- a/drivers/gpu/drm/v3d/v3d_irq.c
+++ b/drivers/gpu/drm/v3d/v3d_irq.c
@@ -42,6 +42,8 @@ v3d_overflow_mem_work(struct work_struct *work)
 		container_of(work, struct v3d_dev, overflow_mem_work);
 	struct drm_device *dev = &v3d->drm;
 	struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
+	struct v3d_queue_state *queue = &v3d->queue[V3D_BIN];
+	struct v3d_bin_job *bin_job;
 	struct drm_gem_object *obj;
 	unsigned long irqflags;
 
@@ -61,13 +63,15 @@ v3d_overflow_mem_work(struct work_struct *work)
 	 * some binner pool anyway.
 	 */
 	spin_lock_irqsave(&v3d->job_lock, irqflags);
-	if (!v3d->bin_job) {
+	bin_job = (struct v3d_bin_job *)queue->active_job;
+
+	if (!bin_job) {
 		spin_unlock_irqrestore(&v3d->job_lock, irqflags);
 		goto out;
 	}
 
 	drm_gem_object_get(obj);
-	list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
+	list_add_tail(&bo->unref_head, &bin_job->render->unref_list);
 	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
 
 	v3d_mmu_flush_all(v3d);
@@ -79,6 +83,20 @@ v3d_overflow_mem_work(struct work_struct *work)
 	drm_gem_object_put(obj);
 }
 
+static void
+v3d_irq_signal_fence(struct v3d_dev *v3d, enum v3d_queue q,
+		     void (*trace_irq)(struct drm_device *, uint64_t))
+{
+	struct v3d_queue_state *queue = &v3d->queue[q];
+	struct v3d_fence *fence = to_v3d_fence(queue->active_job->irq_fence);
+
+	v3d_job_update_stats(queue->active_job, q);
+	trace_irq(&v3d->drm, fence->seqno);
+
+	queue->active_job = NULL;
+	dma_fence_signal(&fence->base);
+}
+
 static irqreturn_t
 v3d_irq(int irq, void *arg)
 {
@@ -102,41 +120,17 @@ v3d_irq(int irq, void *arg)
 	}
 
 	if (intsts & V3D_INT_FLDONE) {
-		struct v3d_fence *fence =
-			to_v3d_fence(v3d->bin_job->base.irq_fence);
-
-		v3d_job_update_stats(&v3d->bin_job->base, V3D_BIN);
-		trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
-
-		v3d->bin_job = NULL;
-		dma_fence_signal(&fence->base);
-
+		v3d_irq_signal_fence(v3d, V3D_BIN, trace_v3d_bcl_irq);
 		status = IRQ_HANDLED;
 	}
 
 	if (intsts & V3D_INT_FRDONE) {
-		struct v3d_fence *fence =
-			to_v3d_fence(v3d->render_job->base.irq_fence);
-
-		v3d_job_update_stats(&v3d->render_job->base, V3D_RENDER);
-		trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
-
-		v3d->render_job = NULL;
-		dma_fence_signal(&fence->base);
-
+		v3d_irq_signal_fence(v3d, V3D_RENDER, trace_v3d_rcl_irq);
 		status = IRQ_HANDLED;
 	}
 
 	if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
-		struct v3d_fence *fence =
-			to_v3d_fence(v3d->csd_job->base.irq_fence);
-
-		v3d_job_update_stats(&v3d->csd_job->base, V3D_CSD);
-		trace_v3d_csd_irq(&v3d->drm, fence->seqno);
-
-		v3d->csd_job = NULL;
-		dma_fence_signal(&fence->base);
-
+		v3d_irq_signal_fence(v3d, V3D_CSD, trace_v3d_csd_irq);
 		status = IRQ_HANDLED;
 	}
 
@@ -168,15 +162,7 @@ v3d_hub_irq(int irq, void *arg)
 	V3D_WRITE(V3D_HUB_INT_CLR, intsts);
 
 	if (intsts & V3D_HUB_INT_TFUC) {
-		struct v3d_fence *fence =
-			to_v3d_fence(v3d->tfu_job->base.irq_fence);
-
-		v3d_job_update_stats(&v3d->tfu_job->base, V3D_TFU);
-		trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
-
-		v3d->tfu_job = NULL;
-		dma_fence_signal(&fence->base);
-
+		v3d_irq_signal_fence(v3d, V3D_TFU, trace_v3d_tfu_irq);
 		status = IRQ_HANDLED;
 	}
 
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
index 797aac34481c8a72cff3e16d9d7abebc570e4983..4fbcd662b4c4e69d5680d77171ed85fb869959bd 100644
--- a/drivers/gpu/drm/v3d/v3d_sched.c
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -228,7 +228,7 @@ static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
 
 	if (unlikely(job->base.base.s_fence->finished.error)) {
 		spin_lock_irqsave(&v3d->job_lock, irqflags);
-		v3d->bin_job = NULL;
+		v3d->queue[V3D_BIN].active_job = NULL;
 		spin_unlock_irqrestore(&v3d->job_lock, irqflags);
 		return NULL;
 	}
@@ -237,7 +237,7 @@ static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
 	 * v3d_overflow_mem_work().
 	 */
 	spin_lock_irqsave(&v3d->job_lock, irqflags);
-	v3d->bin_job = job;
+	v3d->queue[V3D_BIN].active_job = to_v3d_job(sched_job);
 	/* Clear out the overflow allocation, so we don't
 	 * reuse the overflow attached to a previous job.
 	 */
@@ -286,11 +286,11 @@ static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
 	struct dma_fence *fence;
 
 	if (unlikely(job->base.base.s_fence->finished.error)) {
-		v3d->render_job = NULL;
+		v3d->queue[V3D_RENDER].active_job = NULL;
 		return NULL;
 	}
 
-	v3d->render_job = job;
+	v3d->queue[V3D_RENDER].active_job = to_v3d_job(sched_job);
 
 	/* Can we avoid this flush?  We need to be careful of
 	 * scheduling, though -- imagine job0 rendering to texture and
@@ -334,11 +334,11 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
 	struct dma_fence *fence;
 
 	if (unlikely(job->base.base.s_fence->finished.error)) {
-		v3d->tfu_job = NULL;
+		v3d->queue[V3D_TFU].active_job = NULL;
 		return NULL;
 	}
 
-	v3d->tfu_job = job;
+	v3d->queue[V3D_TFU].active_job = to_v3d_job(sched_job);
 
 	fence = v3d_fence_create(v3d, V3D_TFU);
 	if (IS_ERR(fence))
@@ -382,11 +382,11 @@ v3d_csd_job_run(struct drm_sched_job *sched_job)
 	int i, csd_cfg0_reg;
 
 	if (unlikely(job->base.base.s_fence->finished.error)) {
-		v3d->csd_job = NULL;
+		v3d->queue[V3D_CSD].active_job = NULL;
 		return NULL;
 	}
 
-	v3d->csd_job = job;
+	v3d->queue[V3D_CSD].active_job = to_v3d_job(sched_job);
 
 	v3d_invalidate_caches(v3d);
 

-- 
2.50.0



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