@@ -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;
@@ -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;
@@ -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
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@intel.com> --- 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(-)