Commit Graph

15 Commits

Author SHA1 Message Date
Chris Wilson
a8ad0bd84f drm: Remove unused drm_device from drm_gem_object_lookup()
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>
2016-05-17 08:47:30 +02:00
Varad Gautam
ca26d28bba drm/vc4: improve throughput by pipelining binning and rendering jobs
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>
2016-03-13 17:05:05 -07:00
Eric Anholt
36cb6253f9 drm/vc4: Use runtime PM to power cycle the device when the GPU hangs.
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>
2016-02-16 12:21:01 -08:00
Eric Anholt
001bdb55d9 drm/vc4: Enable runtime PM.
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>
2016-02-16 12:21:00 -08:00
Eric Anholt
c4ce60dc30 drm/vc4: Fix spurious GPU resets due to BO reuse.
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>
2016-02-16 12:21:00 -08:00
Eric Anholt
2ee94657e2 drm/vc4: Drop error message on seqno wait timeouts.
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>
2016-02-16 12:20:59 -08:00
Eric Anholt
13cf8909ea drm/vc4: Fix -ERESTARTSYS error return from BO waits.
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>
2016-02-16 12:20:59 -08:00
Eric Anholt
2c68f1fcfb drm/vc4: Return an ERR_PTR from BO creation instead of NULL.
Fixes igt vc4_create_bo/create-bo-0 by returning -EINVAL from the
ioctl instead of -ENOMEM.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-02-16 12:20:58 -08:00
Eric Anholt
e001523666 drm/vc4: Validate that WAIT_BO padding is cleared.
This is ABI future-proofing if we ever want to extend the pad to mean
something.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-02-16 12:20:57 -08:00
Dan Carpenter
5645e785ce drm/vc4: fix an error code
"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>
2015-12-17 11:40:30 -08:00
Dan Carpenter
7e5082fbc0 drm/vc4: allocate enough memory in vc4_save_hang_state()
"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>
2015-12-17 11:40:21 -08:00
Dan Carpenter
65c4777de5 drm/vc4: copy_to_user() returns the number of bytes remaining
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>
2015-12-17 11:40:11 -08:00
Eric Anholt
214613656b drm/vc4: Add an interface for capturing the GPU state after a hang.
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>
2015-12-07 20:49:49 -08:00
Eric Anholt
b501bacc60 drm/vc4: Add support for async pageflips.
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>
2015-12-07 20:10:03 -08:00
Eric Anholt
d5b1a78a77 drm/vc4: Add support for drawing 3D frames.
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>
2015-12-07 20:05:10 -08:00