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authorÁlvaro Fernández Rojas <noltari@gmail.com>2019-08-09 19:50:30 +0200
committerÁlvaro Fernández Rojas <noltari@gmail.com>2019-08-27 11:10:01 +0200
commit2340c646e6a5da658e114be2f721ff90853588d4 (patch)
treedf9744d2344e71e8c5d1b75c3e1528bc474313fe /target/linux/brcm2708/patches-4.19/950-0589-drm-v3d-Add-missing-implicit-synchronization.patch
parent81d0da118694feb874f992093063a2852285d194 (diff)
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brcm2708: update to latest patches from RPi foundation
Signed-off-by: Álvaro Fernández Rojas <noltari@gmail.com>
Diffstat (limited to 'target/linux/brcm2708/patches-4.19/950-0589-drm-v3d-Add-missing-implicit-synchronization.patch')
-rw-r--r--target/linux/brcm2708/patches-4.19/950-0589-drm-v3d-Add-missing-implicit-synchronization.patch279
1 files changed, 0 insertions, 279 deletions
diff --git a/target/linux/brcm2708/patches-4.19/950-0589-drm-v3d-Add-missing-implicit-synchronization.patch b/target/linux/brcm2708/patches-4.19/950-0589-drm-v3d-Add-missing-implicit-synchronization.patch
deleted file mode 100644
index a465130c26..0000000000
--- a/target/linux/brcm2708/patches-4.19/950-0589-drm-v3d-Add-missing-implicit-synchronization.patch
+++ /dev/null
@@ -1,279 +0,0 @@
-From 55757fd208de69d0701ac9d6e368d9647549d74f Mon Sep 17 00:00:00 2001
-From: Eric Anholt <eric@anholt.net>
-Date: Wed, 27 Mar 2019 17:44:40 -0700
-Subject: [PATCH 589/725] drm/v3d: Add missing implicit synchronization.
-
-It is the expectation of existing userspace (X11 + Mesa, in
-particular) that jobs submitted to the kernel against a shared BO will
-get implicitly synchronized by their submission order. If we want to
-allow clever userspace to disable implicit synchronization, we should
-do that under its own submit flag (as amdgpu and lima do).
-
-Note that we currently only implicitly sync for the rendering pass,
-not binning -- if you texture-from-pixmap in the binning vertex shader
-(vertex coordinate generation), you'll miss out on synchronization.
-
-Fixes flickering when multiple clients are running in parallel,
-particularly GL apps and compositors.
-
-Signed-off-by: Eric Anholt <eric@anholt.net>
----
- drivers/gpu/drm/v3d/v3d_drv.h | 10 +---
- drivers/gpu/drm/v3d/v3d_gem.c | 98 ++++++++++++++++++++++++++++++---
- drivers/gpu/drm/v3d/v3d_sched.c | 45 ++-------------
- 3 files changed, 96 insertions(+), 57 deletions(-)
-
---- a/drivers/gpu/drm/v3d/v3d_drv.h
-+++ b/drivers/gpu/drm/v3d/v3d_drv.h
-@@ -186,8 +186,9 @@ struct v3d_job {
- struct v3d_bo **bo;
- u32 bo_count;
-
-- /* An optional fence userspace can pass in for the job to depend on. */
-- struct dma_fence *in_fence;
-+ struct dma_fence **deps;
-+ int deps_count;
-+ int deps_size;
-
- /* v3d fence to be signaled by IRQ handler when the job is complete. */
- struct dma_fence *irq_fence;
-@@ -219,11 +220,6 @@ struct v3d_bin_job {
- struct v3d_render_job {
- struct v3d_job base;
-
-- /* Optional fence for the binner, to depend on before starting
-- * our job.
-- */
-- struct dma_fence *bin_done_fence;
--
- /* GPU virtual addresses of the start/end of the CL job. */
- u32 start, end;
-
---- a/drivers/gpu/drm/v3d/v3d_gem.c
-+++ b/drivers/gpu/drm/v3d/v3d_gem.c
-@@ -218,6 +218,71 @@ v3d_unlock_bo_reservations(struct v3d_bo
- ww_acquire_fini(acquire_ctx);
- }
-
-+static int
-+v3d_add_dep(struct v3d_job *job, struct dma_fence *fence)
-+{
-+ if (!fence)
-+ return 0;
-+
-+ if (job->deps_size == job->deps_count) {
-+ int new_deps_size = max(job->deps_size * 2, 4);
-+ struct dma_fence **new_deps =
-+ krealloc(job->deps, new_deps_size * sizeof(*new_deps),
-+ GFP_KERNEL);
-+ if (!new_deps) {
-+ dma_fence_put(fence);
-+ return -ENOMEM;
-+ }
-+
-+ job->deps = new_deps;
-+ job->deps_size = new_deps_size;
-+ }
-+
-+ job->deps[job->deps_count++] = fence;
-+
-+ return 0;
-+}
-+
-+/**
-+ * Adds the required implicit fences before executing the job
-+ *
-+ * Userspace (X11 + Mesa) requires that a job submitted against a shared BO
-+ * from one fd will implicitly synchronize against previous jobs submitted
-+ * against that BO from other fds.
-+ *
-+ * Currently we don't bother trying to track the shared BOs, and instead just
-+ * sync everything. However, our synchronization is only for the render pass
-+ * -- the binning stage (VS coordinate calculations) ignores implicit sync,
-+ * since using shared buffers for texture coordinates seems unlikely, and
-+ * implicitly syncing them would break bin/render parallelism. If we want to
-+ * fix that, we should introduce a flag when VS texturing has been used in the
-+ * binning stage, or a set of flags for which BOs are sampled during binning.
-+ */
-+static int
-+v3d_add_implicit_fences(struct v3d_job *job, struct v3d_bo *bo)
-+{
-+ int i, ret, nr_fences;
-+ struct dma_fence **fences;
-+
-+ ret = reservation_object_get_fences_rcu(bo->resv, NULL,
-+ &nr_fences, &fences);
-+ if (ret || !nr_fences)
-+ return ret;
-+
-+ for (i = 0; i < nr_fences; i++) {
-+ ret = v3d_add_dep(job, fences[i]);
-+ if (ret)
-+ break;
-+ }
-+
-+ /* Free any remaining fences after error. */
-+ for (; i < nr_fences; i++)
-+ dma_fence_put(fences[i]);
-+ kfree(fences);
-+
-+ return ret;
-+}
-+
- /* Takes the reservation lock on all the BOs being referenced, so that
- * at queue submit time we can update the reservations.
- *
-@@ -226,10 +291,11 @@ v3d_unlock_bo_reservations(struct v3d_bo
- * to v3d, so we don't attach dma-buf fences to them.
- */
- static int
--v3d_lock_bo_reservations(struct v3d_bo **bos,
-- int bo_count,
-+v3d_lock_bo_reservations(struct v3d_job *job,
- struct ww_acquire_ctx *acquire_ctx)
- {
-+ struct v3d_bo **bos = job->bo;
-+ int bo_count = job->bo_count;
- int contended_lock = -1;
- int i, ret;
-
-@@ -281,6 +347,13 @@ retry:
- * before we commit the CL to the hardware.
- */
- for (i = 0; i < bo_count; i++) {
-+ ret = v3d_add_implicit_fences(job, bos[i]);
-+ if (ret) {
-+ v3d_unlock_bo_reservations(bos, bo_count,
-+ acquire_ctx);
-+ return ret;
-+ }
-+
- ret = reservation_object_reserve_shared(bos[i]->resv);
- if (ret) {
- v3d_unlock_bo_reservations(bos, bo_count,
-@@ -383,7 +456,10 @@ v3d_job_free(struct kref *ref)
- }
- kvfree(job->bo);
-
-- dma_fence_put(job->in_fence);
-+ for (i = 0; i < job->deps_count; i++)
-+ dma_fence_put(job->deps[i]);
-+ kfree(job->deps);
-+
- dma_fence_put(job->irq_fence);
- dma_fence_put(job->done_fence);
-
-@@ -464,15 +540,20 @@ v3d_job_init(struct v3d_dev *v3d, struct
- struct v3d_job *job, void (*free)(struct kref *ref),
- u32 in_sync)
- {
-+ struct dma_fence *in_fence = NULL;
- int ret;
-
- job->v3d = v3d;
- job->free = free;
-
-- ret = drm_syncobj_find_fence(file_priv, in_sync, 0, &job->in_fence);
-+ ret = drm_syncobj_find_fence(file_priv, in_sync, 0, &in_fence);
- if (ret == -EINVAL)
- return ret;
-
-+ ret = v3d_add_dep(job, in_fence);
-+ if (ret)
-+ return ret;
-+
- kref_init(&job->refcount);
-
- return 0;
-@@ -590,8 +671,7 @@ v3d_submit_cl_ioctl(struct drm_device *d
- if (ret)
- goto fail;
-
-- ret = v3d_lock_bo_reservations(render->base.bo, render->base.bo_count,
-- &acquire_ctx);
-+ ret = v3d_lock_bo_reservations(&render->base, &acquire_ctx);
- if (ret)
- goto fail;
-
-@@ -601,7 +681,8 @@ v3d_submit_cl_ioctl(struct drm_device *d
- if (ret)
- goto fail_unreserve;
-
-- render->bin_done_fence = dma_fence_get(bin->base.done_fence);
-+ ret = v3d_add_dep(&render->base,
-+ dma_fence_get(bin->base.done_fence));
- }
-
- ret = v3d_push_job(v3d_priv, &render->base, V3D_RENDER);
-@@ -692,8 +773,7 @@ v3d_submit_tfu_ioctl(struct drm_device *
- }
- spin_unlock(&file_priv->table_lock);
-
-- ret = v3d_lock_bo_reservations(job->base.bo, job->base.bo_count,
-- &acquire_ctx);
-+ ret = v3d_lock_bo_reservations(&job->base, &acquire_ctx);
- if (ret)
- goto fail;
-
---- a/drivers/gpu/drm/v3d/v3d_sched.c
-+++ b/drivers/gpu/drm/v3d/v3d_sched.c
-@@ -67,47 +67,10 @@ v3d_job_dependency(struct drm_sched_job
- struct drm_sched_entity *s_entity)
- {
- struct v3d_job *job = to_v3d_job(sched_job);
-- struct dma_fence *fence;
--
-- fence = job->in_fence;
-- if (fence) {
-- job->in_fence = NULL;
-- return fence;
-- }
--
-- return NULL;
--}
-
--/**
-- * Returns the fences that the render job depends on, one by one.
-- * v3d_job_run() won't be called until all of them have been signaled.
-- */
--static struct dma_fence *
--v3d_render_job_dependency(struct drm_sched_job *sched_job,
-- struct drm_sched_entity *s_entity)
--{
-- struct v3d_render_job *job = to_render_job(sched_job);
-- struct dma_fence *fence;
--
-- fence = v3d_job_dependency(sched_job, s_entity);
-- if (fence)
-- return fence;
--
-- /* If we had a bin job, the render job definitely depends on
-- * it. We first have to wait for bin to be scheduled, so that
-- * its done_fence is created.
-- */
-- fence = job->bin_done_fence;
-- if (fence) {
-- job->bin_done_fence = NULL;
-- return fence;
-- }
--
-- /* XXX: Wait on a fence for switching the GMP if necessary,
-- * and then do so.
-- */
--
-- return fence;
-+ if (!job->deps_count)
-+ return NULL;
-+ return job->deps[--job->deps_count];
- }
-
- static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
-@@ -329,7 +292,7 @@ static const struct drm_sched_backend_op
- };
-
- static const struct drm_sched_backend_ops v3d_render_sched_ops = {
-- .dependency = v3d_render_job_dependency,
-+ .dependency = v3d_job_dependency,
- .run_job = v3d_render_job_run,
- .timedout_job = v3d_render_job_timedout,
- .free_job = v3d_job_free,