drm_gem_object_lookup() has never required the drm_device for its file
local translation of the user handle to the GEM object. Let's remove the
unused parameter and save some space.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Cc: dri-devel@lists.freedesktop.org
Cc: Dave Airlie <airlied@redhat.com>
Cc: Daniel Vetter <daniel.vetter@ffwll.ch>
[danvet: Fixup kerneldoc too.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
The hardware provides us with separate threads for binning and
rendering, and the existing model waits for them both to complete
before submitting the next job.
Splitting the binning and rendering submissions reduces idle time and
gives us approx 20-30% speedup with some x11perf tests such as -line10
and -tilerect1. Improves openarena performance by 1.01897% +/-
0.247857% (n=16).
Thanks to anholt for suggesting this.
v2: Rebase on the spurious resets fix (change by anholt).
Signed-off-by: Varad Gautam <varadgautam@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Eric Anholt <eric@anholt.net>
This gets us functional GPU reset again, like we had until a refactor
at merge time. Tested with a little patch to stuff in a broken binner
job every 100 frames.
Signed-off-by: Eric Anholt <eric@anholt.net>
This may actually get us a feature that the closed driver didn't have:
turning off the GPU in between rendering jobs, while the V3D device is
still opened by the client.
There may be some tuning to be applied here to use autosuspend so that
we don't bounce the device's power so much, but in steady-state
GPU-bound rendering we keep the power on (since we keep multiple jobs
outstanding) and even if we power cycle on every job we can still
manage at least 680 fps.
More importantly, though, runtime PM will allow us to power off the
device to do a GPU reset.
v2: Switch #ifdef to CONFIG_PM not CONFIG_PM_SLEEP (caught by kbuild
test robot)
Signed-off-by: Eric Anholt <eric@anholt.net>
We were tracking the "where are the head pointers pointing" globally,
so if another job reused the same BOs and execution was at the same
point as last time we checked, we'd stop and trigger a reset even
though the GPU had made progress.
Signed-off-by: Eric Anholt <eric@anholt.net>
These ioctls end up getting exposed to fairly directly to GL users,
and having normal user operations print DRM errors is obviously wrong.
The message was originally to give us some idea of what happened when
a hang occurred, but we have a DRM_INFO from reset for that.
Signed-off-by: Eric Anholt <eric@anholt.net>
This caused the wait ioctls to claim that waiting had completed when
we actually got interrupted by a signal before it was done. Fixes
broken rendering throttling that produced serious lag in X window
dragging.
Signed-off-by: Eric Anholt <eric@anholt.net>
"exec->exec_bo" is NULL at this point so this code returns success. We
want to return -ENOMEM.
Fixes: d5b1a78a77 ('drm/vc4: Add support for drawing 3D frames.')
Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
"state" is smaller than "kernel_state" so we end up corrupting memory.
Fixes: 214613656b ('drm/vc4: Add an interface for capturing the GPU state after a hang.')
Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
The copy_to/from_user() functions return the number of bytes remaining
to be copied. We want to return error codes here.
Also it's a bad idea to print an error message if a copy from user fails
because users can use that to spam /var/log/messages which is annoying
so I removed those.
Fixes: 214613656b ('drm/vc4: Add an interface for capturing the GPU state after a hang.')
Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This can be parsed with vc4-gpu-tools tools for trying to figure out
what was going on.
v2: Use __u32-style types.
Signed-off-by: Eric Anholt <eric@anholt.net>
An async pageflip stores the modeset to be done and executes it once
the BOs are ready to be displayed. This gets us about 3x performance
in full screen rendering with pageflipping.
Signed-off-by: Eric Anholt <eric@anholt.net>
The user submission is basically a pointer to a command list and a
pointer to uniforms. We copy those in to the kernel, validate and
relocate them, and store the result in a GPU BO which we queue for
execution.
v2: Drop support for NV shader recs (not necessary for GL), simplify
vc4_use_bo(), improve bin flush/semaphore checks, use __u32 style
types.
Signed-off-by: Eric Anholt <eric@anholt.net>