From 0d3768826d38c0ac740f8b45cd13346630535f2b Mon Sep 17 00:00:00 2001 From: =?utf8?q?Ma=C3=ADra=20Canal?= Date: Tue, 26 Aug 2025 11:18:59 -0300 Subject: [PATCH] drm/v3d: Store the active job inside the queue's state MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit 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`. Reviewed-by: Iago Toral Quiroga Reviewed-by: Melissa Wen Link: https://lore.kernel.org/r/20250826-v3d-queue-lock-v3-2-979efc43e490@igalia.com Signed-off-by: Maíra Canal --- 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 951a302336ce5..d557caca5c4b8 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 @@ -159,11 +162,6 @@ 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 37bf5eecdd2c1..cfa09b73c1ed0 100644 --- a/drivers/gpu/drm/v3d/v3d_gem.c +++ b/drivers/gpu/drm/v3d/v3d_gem.c @@ -324,6 +324,7 @@ 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); @@ -331,10 +332,8 @@ 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 a515a301e4802..6605ec2008281 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 @@ out: 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 1846030c5f3a5..65375e2d4922e 100644 --- a/drivers/gpu/drm/v3d/v3d_sched.c +++ b/drivers/gpu/drm/v3d/v3d_sched.c @@ -232,7 +232,7 @@ 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; } @@ -241,7 +241,7 @@ 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 = &job->base; /* Clear out the overflow allocation, so we don't * reuse the overflow attached to a previous job. */ @@ -290,11 +290,11 @@ 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 = &job->base; /* Can we avoid this flush? We need to be careful of * scheduling, though -- imagine job0 rendering to texture and @@ -338,11 +338,11 @@ 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 = &job->base; fence = v3d_fence_create(v3d, V3D_TFU); if (IS_ERR(fence)) @@ -386,11 +386,11 @@ 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 = &job->base; v3d_invalidate_caches(v3d); -- 2.47.3