[Intel-gfx] [PATCH v4 09/18] drm/v3d: Use scheduler dependency handling
Melissa Wen
mwen at igalia.com
Wed Jul 14 09:37:11 UTC 2021
On 07/12, Daniel Vetter wrote:
> 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.
>
> Cc: Melissa Wen <melissa.srw at gmail.com>
> Signed-off-by: Daniel Vetter <daniel.vetter at intel.com>
> Cc: Cc: Emma Anholt <emma at anholt.net>
> ---
> 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 1d870261eaac..f80f4ff1f7aa 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 5eccd3658938..42b07ffbea5e 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);
>
> @@ -452,7 +445,6 @@ 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)
> @@ -462,7 +454,7 @@ v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
> if (ret == -EINVAL)
> goto fail_job;
>
> - ret = drm_gem_fence_array_add(&job->deps, in_fence);
> + ret = drm_sched_job_await_fence(&job->base, in_fence);
> if (ret)
> goto fail_job;
>
> @@ -472,7 +464,6 @@ v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
> fail_job:
> drm_sched_job_cleanup(&job->base);
> fail:
> - xa_destroy(&job->deps);
> pm_runtime_put_autosuspend(v3d->drm.dev);
> return ret;
> }
> @@ -619,8 +610,8 @@ 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;
> }
> @@ -630,7 +621,7 @@ 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);
> @@ -820,8 +811,8 @@ 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 3f352d73af9c..f0de584f452c 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.
> */
> @@ -62,28 +62,6 @@ v3d_sched_job_free(struct drm_sched_job *sched_job)
> v3d_job_cleanup(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);
> @@ -356,35 +334,30 @@ 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_sched_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_sched_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_sched_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_sched_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_sched_job_free
Also here.
Reviewed-by: Melissa Wen <mwen at igalia.com>
> --
> 2.32.0
>
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