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-rw-r--r--target/linux/brcm2708/patches-4.19/950-0538-drm-v3d-Refactor-job-management.patch1104
1 files changed, 1104 insertions, 0 deletions
diff --git a/target/linux/brcm2708/patches-4.19/950-0538-drm-v3d-Refactor-job-management.patch b/target/linux/brcm2708/patches-4.19/950-0538-drm-v3d-Refactor-job-management.patch
new file mode 100644
index 0000000000..1192b166d4
--- /dev/null
+++ b/target/linux/brcm2708/patches-4.19/950-0538-drm-v3d-Refactor-job-management.patch
@@ -0,0 +1,1104 @@
+From ccf319a0265bfdb4a622a52645f159461bc88079 Mon Sep 17 00:00:00 2001
+From: Eric Anholt <eric@anholt.net>
+Date: Thu, 27 Dec 2018 12:11:52 -0800
+Subject: [PATCH] drm/v3d: Refactor job management.
+
+The CL submission had two jobs embedded in an exec struct. When I
+added TFU support, I had to replicate some of the exec stuff and some
+of the job stuff. As I went to add CSD, it became clear that actually
+what was in exec should just be in the two CL jobs, and it would let
+us share a lot more code between the 4 queues.
+
+Signed-off-by: Eric Anholt <eric@anholt.net>
+---
+ drivers/gpu/drm/v3d/v3d_drv.h | 77 ++++----
+ drivers/gpu/drm/v3d/v3d_gem.c | 331 +++++++++++++++++---------------
+ drivers/gpu/drm/v3d/v3d_irq.c | 8 +-
+ drivers/gpu/drm/v3d/v3d_sched.c | 264 ++++++++++++++-----------
+ 4 files changed, 373 insertions(+), 307 deletions(-)
+
+--- a/drivers/gpu/drm/v3d/v3d_drv.h
++++ b/drivers/gpu/drm/v3d/v3d_drv.h
+@@ -67,8 +67,8 @@ struct v3d_dev {
+
+ struct work_struct overflow_mem_work;
+
+- struct v3d_exec_info *bin_job;
+- struct v3d_exec_info *render_job;
++ struct v3d_bin_job *bin_job;
++ struct v3d_render_job *render_job;
+ struct v3d_tfu_job *tfu_job;
+
+ struct v3d_queue_state queue[V3D_MAX_QUEUES];
+@@ -132,7 +132,7 @@ struct v3d_bo {
+ struct list_head vmas; /* list of v3d_vma */
+
+ /* List entry for the BO's position in
+- * v3d_exec_info->unref_list
++ * v3d_render_job->unref_list
+ */
+ struct list_head unref_head;
+
+@@ -176,7 +176,15 @@ to_v3d_fence(struct dma_fence *fence)
+ struct v3d_job {
+ struct drm_sched_job base;
+
+- struct v3d_exec_info *exec;
++ struct kref refcount;
++
++ struct v3d_dev *v3d;
++
++ /* This is the array of BOs that were looked up at the start
++ * of submission.
++ */
++ 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;
+@@ -184,59 +192,53 @@ struct v3d_job {
+ /* v3d fence to be signaled by IRQ handler when the job is complete. */
+ struct dma_fence *irq_fence;
+
++ /* scheduler fence for when the job is considered complete and
++ * the BO reservations can be released.
++ */
++ struct dma_fence *done_fence;
++
++ /* Callback for the freeing of the job on refcount going to 0. */
++ void (*free)(struct kref *ref);
++};
++
++struct v3d_bin_job {
++ struct v3d_job base;
++
+ /* GPU virtual addresses of the start/end of the CL job. */
+ u32 start, end;
+
+ u32 timedout_ctca, timedout_ctra;
+-};
+
+-struct v3d_exec_info {
+- struct v3d_dev *v3d;
++ /* Corresponding render job, for attaching our overflow memory. */
++ struct v3d_render_job *render;
++
++ /* Submitted tile memory allocation start/size, tile state. */
++ u32 qma, qms, qts;
++};
+
+- struct v3d_job bin, render;
++struct v3d_render_job {
++ struct v3d_job base;
+
+- /* Fence for when the scheduler considers the binner to be
+- * done, for render to depend on.
++ /* Optional fence for the binner, to depend on before starting
++ * our job.
+ */
+ struct dma_fence *bin_done_fence;
+
+- /* Fence for when the scheduler considers the render to be
+- * done, for when the BOs reservations should be complete.
+- */
+- struct dma_fence *render_done_fence;
+-
+- struct kref refcount;
++ /* GPU virtual addresses of the start/end of the CL job. */
++ u32 start, end;
+
+- /* This is the array of BOs that were looked up at the start of exec. */
+- struct v3d_bo **bo;
+- u32 bo_count;
++ u32 timedout_ctca, timedout_ctra;
+
+ /* List of overflow BOs used in the job that need to be
+ * released once the job is complete.
+ */
+ struct list_head unref_list;
+-
+- /* Submitted tile memory allocation start/size, tile state. */
+- u32 qma, qms, qts;
+ };
+
+ struct v3d_tfu_job {
+- struct drm_sched_job base;
++ struct v3d_job base;
+
+ struct drm_v3d_submit_tfu args;
+-
+- /* An optional fence userspace can pass in for the job to depend on. */
+- struct dma_fence *in_fence;
+-
+- /* v3d fence to be signaled by IRQ handler when the job is complete. */
+- struct dma_fence *irq_fence;
+-
+- struct v3d_dev *v3d;
+-
+- struct kref refcount;
+-
+- /* This is the array of BOs that were looked up at the start of exec. */
+- struct v3d_bo *bo[4];
+ };
+
+ /**
+@@ -306,8 +308,7 @@ int v3d_submit_tfu_ioctl(struct drm_devi
+ struct drm_file *file_priv);
+ int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+-void v3d_exec_put(struct v3d_exec_info *exec);
+-void v3d_tfu_job_put(struct v3d_tfu_job *exec);
++void v3d_job_put(struct v3d_job *job);
+ void v3d_reset(struct v3d_dev *v3d);
+ void v3d_invalidate_caches(struct v3d_dev *v3d);
+
+--- a/drivers/gpu/drm/v3d/v3d_gem.c
++++ b/drivers/gpu/drm/v3d/v3d_gem.c
+@@ -293,11 +293,11 @@ retry:
+ }
+
+ /**
+- * v3d_cl_lookup_bos() - Sets up exec->bo[] with the GEM objects
++ * v3d_lookup_bos() - Sets up job->bo[] with the GEM objects
+ * referenced by the job.
+ * @dev: DRM device
+ * @file_priv: DRM file for this fd
+- * @exec: V3D job being set up
++ * @job: V3D job being set up
+ *
+ * The command validator needs to reference BOs by their index within
+ * the submitted job's BO list. This does the validation of the job's
+@@ -307,18 +307,19 @@ retry:
+ * failure, because that will happen at v3d_exec_cleanup() time.
+ */
+ static int
+-v3d_cl_lookup_bos(struct drm_device *dev,
+- struct drm_file *file_priv,
+- struct drm_v3d_submit_cl *args,
+- struct v3d_exec_info *exec)
++v3d_lookup_bos(struct drm_device *dev,
++ struct drm_file *file_priv,
++ struct v3d_job *job,
++ u64 bo_handles,
++ u32 bo_count)
+ {
+ u32 *handles;
+ int ret = 0;
+ int i;
+
+- exec->bo_count = args->bo_handle_count;
++ job->bo_count = bo_count;
+
+- if (!exec->bo_count) {
++ if (!job->bo_count) {
+ /* See comment on bo_index for why we have to check
+ * this.
+ */
+@@ -326,15 +327,15 @@ v3d_cl_lookup_bos(struct drm_device *dev
+ return -EINVAL;
+ }
+
+- exec->bo = kvmalloc_array(exec->bo_count,
+- sizeof(struct drm_gem_cma_object *),
+- GFP_KERNEL | __GFP_ZERO);
+- if (!exec->bo) {
++ job->bo = kvmalloc_array(job->bo_count,
++ sizeof(struct drm_gem_cma_object *),
++ GFP_KERNEL | __GFP_ZERO);
++ if (!job->bo) {
+ DRM_DEBUG("Failed to allocate validated BO pointers\n");
+ return -ENOMEM;
+ }
+
+- handles = kvmalloc_array(exec->bo_count, sizeof(u32), GFP_KERNEL);
++ handles = kvmalloc_array(job->bo_count, sizeof(u32), GFP_KERNEL);
+ if (!handles) {
+ ret = -ENOMEM;
+ DRM_DEBUG("Failed to allocate incoming GEM handles\n");
+@@ -342,15 +343,15 @@ v3d_cl_lookup_bos(struct drm_device *dev
+ }
+
+ if (copy_from_user(handles,
+- (void __user *)(uintptr_t)args->bo_handles,
+- exec->bo_count * sizeof(u32))) {
++ (void __user *)(uintptr_t)bo_handles,
++ job->bo_count * sizeof(u32))) {
+ ret = -EFAULT;
+ DRM_DEBUG("Failed to copy in GEM handles\n");
+ goto fail;
+ }
+
+ spin_lock(&file_priv->table_lock);
+- for (i = 0; i < exec->bo_count; i++) {
++ for (i = 0; i < job->bo_count; i++) {
+ struct drm_gem_object *bo = idr_find(&file_priv->object_idr,
+ handles[i]);
+ if (!bo) {
+@@ -361,7 +362,7 @@ v3d_cl_lookup_bos(struct drm_device *dev
+ goto fail;
+ }
+ drm_gem_object_get(bo);
+- exec->bo[i] = to_v3d_bo(bo);
++ job->bo[i] = to_v3d_bo(bo);
+ }
+ spin_unlock(&file_priv->table_lock);
+
+@@ -371,59 +372,41 @@ fail:
+ }
+
+ static void
+-v3d_exec_cleanup(struct kref *ref)
++v3d_job_free(struct kref *ref)
+ {
+- struct v3d_exec_info *exec = container_of(ref, struct v3d_exec_info,
+- refcount);
+- unsigned int i;
+- struct v3d_bo *bo, *save;
+-
+- dma_fence_put(exec->bin.in_fence);
+- dma_fence_put(exec->render.in_fence);
+-
+- dma_fence_put(exec->bin.irq_fence);
+- dma_fence_put(exec->render.irq_fence);
+-
+- dma_fence_put(exec->bin_done_fence);
+- dma_fence_put(exec->render_done_fence);
+-
+- for (i = 0; i < exec->bo_count; i++)
+- drm_gem_object_put_unlocked(&exec->bo[i]->base);
+- kvfree(exec->bo);
++ struct v3d_job *job = container_of(ref, struct v3d_job, refcount);
++ int i;
+
+- list_for_each_entry_safe(bo, save, &exec->unref_list, unref_head) {
+- drm_gem_object_put_unlocked(&bo->base);
++ for (i = 0; i < job->bo_count; i++) {
++ if (job->bo[i])
++ drm_gem_object_put_unlocked(&job->bo[i]->base);
+ }
++ kvfree(job->bo);
+
+- kfree(exec);
+-}
++ dma_fence_put(job->in_fence);
++ dma_fence_put(job->irq_fence);
++ dma_fence_put(job->done_fence);
+
+-void v3d_exec_put(struct v3d_exec_info *exec)
+-{
+- kref_put(&exec->refcount, v3d_exec_cleanup);
++ kfree(job);
+ }
+
+ static void
+-v3d_tfu_job_cleanup(struct kref *ref)
++v3d_render_job_free(struct kref *ref)
+ {
+- struct v3d_tfu_job *job = container_of(ref, struct v3d_tfu_job,
+- refcount);
+- unsigned int i;
+-
+- dma_fence_put(job->in_fence);
+- dma_fence_put(job->irq_fence);
++ struct v3d_render_job *job = container_of(ref, struct v3d_render_job,
++ base.refcount);
++ struct v3d_bo *bo, *save;
+
+- for (i = 0; i < ARRAY_SIZE(job->bo); i++) {
+- if (job->bo[i])
+- drm_gem_object_put_unlocked(&job->bo[i]->base);
++ list_for_each_entry_safe(bo, save, &job->unref_list, unref_head) {
++ drm_gem_object_put_unlocked(&bo->base);
+ }
+
+- kfree(job);
++ v3d_job_free(ref);
+ }
+
+-void v3d_tfu_job_put(struct v3d_tfu_job *job)
++void v3d_job_put(struct v3d_job *job)
+ {
+- kref_put(&job->refcount, v3d_tfu_job_cleanup);
++ kref_put(&job->refcount, job->free);
+ }
+
+ int
+@@ -476,6 +459,65 @@ v3d_wait_bo_ioctl(struct drm_device *dev
+ return ret;
+ }
+
++static int
++v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
++ struct v3d_job *job, void (*free)(struct kref *ref),
++ u32 in_sync)
++{
++ int ret;
++
++ job->v3d = v3d;
++ job->free = free;
++
++ ret = drm_syncobj_find_fence(file_priv, in_sync, 0, &job->in_fence);
++ if (ret == -EINVAL)
++ return ret;
++
++ kref_init(&job->refcount);
++
++ return 0;
++}
++
++static int
++v3d_push_job(struct v3d_file_priv *v3d_priv,
++ struct v3d_job *job, enum v3d_queue queue)
++{
++ int ret;
++
++ ret = drm_sched_job_init(&job->base, &v3d_priv->sched_entity[queue],
++ v3d_priv);
++ if (ret)
++ return ret;
++
++ job->done_fence = dma_fence_get(&job->base.s_fence->finished);
++
++ /* put by scheduler job completion */
++ kref_get(&job->refcount);
++
++ drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[queue]);
++
++ return 0;
++}
++
++static void
++v3d_attach_fences_and_unlock_reservation(struct drm_file *file_priv,
++ struct v3d_job *job,
++ struct ww_acquire_ctx *acquire_ctx,
++ u32 out_sync)
++{
++ struct drm_syncobj *sync_out;
++
++ v3d_attach_object_fences(job->bo, job->bo_count, job->done_fence);
++ v3d_unlock_bo_reservations(job->bo, job->bo_count, acquire_ctx);
++
++ /* Update the return sync object for the job */
++ sync_out = drm_syncobj_find(file_priv, out_sync);
++ if (sync_out) {
++ drm_syncobj_replace_fence(sync_out, job->done_fence);
++ drm_syncobj_put(sync_out);
++ }
++}
++
+ /**
+ * v3d_submit_cl_ioctl() - Submits a job (frame) to the V3D.
+ * @dev: DRM device
+@@ -495,9 +537,9 @@ v3d_submit_cl_ioctl(struct drm_device *d
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
+ struct drm_v3d_submit_cl *args = data;
+- struct v3d_exec_info *exec;
++ struct v3d_bin_job *bin = NULL;
++ struct v3d_render_job *render;
+ struct ww_acquire_ctx acquire_ctx;
+- struct drm_syncobj *sync_out;
+ int ret = 0;
+
+ trace_v3d_submit_cl_ioctl(&v3d->drm, args->rcl_start, args->rcl_end);
+@@ -507,95 +549,84 @@ v3d_submit_cl_ioctl(struct drm_device *d
+ return -EINVAL;
+ }
+
+- exec = kcalloc(1, sizeof(*exec), GFP_KERNEL);
+- if (!exec)
++ render = kcalloc(1, sizeof(*render), GFP_KERNEL);
++ if (!render)
+ return -ENOMEM;
+
+- kref_init(&exec->refcount);
++ render->start = args->rcl_start;
++ render->end = args->rcl_end;
++ INIT_LIST_HEAD(&render->unref_list);
+
+- ret = drm_syncobj_find_fence(file_priv, args->in_sync_bcl,
+- 0, &exec->bin.in_fence);
+- if (ret == -EINVAL)
+- goto fail;
++ ret = v3d_job_init(v3d, file_priv, &render->base,
++ v3d_render_job_free, args->in_sync_rcl);
++ if (ret) {
++ kfree(bin);
++ kfree(render);
++ return ret;
++ }
+
+- ret = drm_syncobj_find_fence(file_priv, args->in_sync_rcl,
+- 0, &exec->render.in_fence);
+- if (ret == -EINVAL)
+- goto fail;
++ if (args->bcl_start != args->bcl_end) {
++ bin = kcalloc(1, sizeof(*bin), GFP_KERNEL);
++ if (!bin)
++ return -ENOMEM;
++
++ ret = v3d_job_init(v3d, file_priv, &bin->base,
++ v3d_job_free, args->in_sync_bcl);
++ if (ret) {
++ v3d_job_put(&render->base);
++ return ret;
++ }
+
+- exec->qma = args->qma;
+- exec->qms = args->qms;
+- exec->qts = args->qts;
+- exec->bin.exec = exec;
+- exec->bin.start = args->bcl_start;
+- exec->bin.end = args->bcl_end;
+- exec->render.exec = exec;
+- exec->render.start = args->rcl_start;
+- exec->render.end = args->rcl_end;
+- exec->v3d = v3d;
+- INIT_LIST_HEAD(&exec->unref_list);
++ bin->start = args->bcl_start;
++ bin->end = args->bcl_end;
++ bin->qma = args->qma;
++ bin->qms = args->qms;
++ bin->qts = args->qts;
++ bin->render = render;
++ }
+
+- ret = v3d_cl_lookup_bos(dev, file_priv, args, exec);
++ ret = v3d_lookup_bos(dev, file_priv, &render->base,
++ args->bo_handles, args->bo_handle_count);
+ if (ret)
+ goto fail;
+
+- ret = v3d_lock_bo_reservations(exec->bo, exec->bo_count,
++ ret = v3d_lock_bo_reservations(render->base.bo, render->base.bo_count,
+ &acquire_ctx);
+ if (ret)
+ goto fail;
+
+ mutex_lock(&v3d->sched_lock);
+- if (exec->bin.start != exec->bin.end) {
+- ret = drm_sched_job_init(&exec->bin.base,
+- &v3d_priv->sched_entity[V3D_BIN],
+- v3d_priv);
++ if (bin) {
++ ret = v3d_push_job(v3d_priv, &bin->base, V3D_BIN);
+ if (ret)
+ goto fail_unreserve;
+
+- exec->bin_done_fence =
+- dma_fence_get(&exec->bin.base.s_fence->finished);
+-
+- kref_get(&exec->refcount); /* put by scheduler job completion */
+- drm_sched_entity_push_job(&exec->bin.base,
+- &v3d_priv->sched_entity[V3D_BIN]);
++ render->bin_done_fence = dma_fence_get(bin->base.done_fence);
+ }
+
+- ret = drm_sched_job_init(&exec->render.base,
+- &v3d_priv->sched_entity[V3D_RENDER],
+- v3d_priv);
++ ret = v3d_push_job(v3d_priv, &render->base, V3D_RENDER);
+ if (ret)
+ goto fail_unreserve;
+-
+- exec->render_done_fence =
+- dma_fence_get(&exec->render.base.s_fence->finished);
+-
+- kref_get(&exec->refcount); /* put by scheduler job completion */
+- drm_sched_entity_push_job(&exec->render.base,
+- &v3d_priv->sched_entity[V3D_RENDER]);
+ mutex_unlock(&v3d->sched_lock);
+
+- v3d_attach_object_fences(exec->bo, exec->bo_count,
+- exec->render_done_fence);
+-
+- v3d_unlock_bo_reservations(exec->bo, exec->bo_count, &acquire_ctx);
+-
+- /* Update the return sync object for the */
+- sync_out = drm_syncobj_find(file_priv, args->out_sync);
+- if (sync_out) {
+- drm_syncobj_replace_fence(sync_out,
+- exec->render_done_fence);
+- drm_syncobj_put(sync_out);
+- }
+-
+- v3d_exec_put(exec);
++ v3d_attach_fences_and_unlock_reservation(file_priv,
++ &render->base, &acquire_ctx,
++ args->out_sync);
++
++ if (bin)
++ v3d_job_put(&bin->base);
++ v3d_job_put(&render->base);
+
+ return 0;
+
+ fail_unreserve:
+ mutex_unlock(&v3d->sched_lock);
+- v3d_unlock_bo_reservations(exec->bo, exec->bo_count, &acquire_ctx);
++ v3d_unlock_bo_reservations(render->base.bo,
++ render->base.bo_count, &acquire_ctx);
+ fail:
+- v3d_exec_put(exec);
++ if (bin)
++ v3d_job_put(&bin->base);
++ v3d_job_put(&render->base);
+
+ return ret;
+ }
+@@ -618,10 +649,7 @@ v3d_submit_tfu_ioctl(struct drm_device *
+ struct drm_v3d_submit_tfu *args = data;
+ struct v3d_tfu_job *job;
+ struct ww_acquire_ctx acquire_ctx;
+- struct drm_syncobj *sync_out;
+- struct dma_fence *sched_done_fence;
+ int ret = 0;
+- int bo_count;
+
+ trace_v3d_submit_tfu_ioctl(&v3d->drm, args->iia);
+
+@@ -629,75 +657,66 @@ v3d_submit_tfu_ioctl(struct drm_device *
+ if (!job)
+ return -ENOMEM;
+
+- kref_init(&job->refcount);
+-
+- ret = drm_syncobj_find_fence(file_priv, args->in_sync,
+- 0, &job->in_fence);
+- if (ret == -EINVAL)
+- goto fail;
++ ret = v3d_job_init(v3d, file_priv, &job->base,
++ v3d_job_free, args->in_sync);
++ if (ret) {
++ kfree(job);
++ return ret;
++ }
+
++ job->base.bo = kcalloc(ARRAY_SIZE(args->bo_handles),
++ sizeof(*job->base.bo), GFP_KERNEL);
+ job->args = *args;
+- job->v3d = v3d;
+
+ spin_lock(&file_priv->table_lock);
+- for (bo_count = 0; bo_count < ARRAY_SIZE(job->bo); bo_count++) {
++ for (job->base.bo_count = 0;
++ job->base.bo_count < ARRAY_SIZE(args->bo_handles);
++ job->base.bo_count++) {
+ struct drm_gem_object *bo;
+
+- if (!args->bo_handles[bo_count])
++ if (!args->bo_handles[job->base.bo_count])
+ break;
+
+ bo = idr_find(&file_priv->object_idr,
+- args->bo_handles[bo_count]);
++ args->bo_handles[job->base.bo_count]);
+ if (!bo) {
+ DRM_DEBUG("Failed to look up GEM BO %d: %d\n",
+- bo_count, args->bo_handles[bo_count]);
++ job->base.bo_count,
++ args->bo_handles[job->base.bo_count]);
+ ret = -ENOENT;
+ spin_unlock(&file_priv->table_lock);
+ goto fail;
+ }
+ drm_gem_object_get(bo);
+- job->bo[bo_count] = to_v3d_bo(bo);
++ job->base.bo[job->base.bo_count] = to_v3d_bo(bo);
+ }
+ spin_unlock(&file_priv->table_lock);
+
+- ret = v3d_lock_bo_reservations(job->bo, bo_count, &acquire_ctx);
++ ret = v3d_lock_bo_reservations(job->base.bo, job->base.bo_count,
++ &acquire_ctx);
+ if (ret)
+ goto fail;
+
+ mutex_lock(&v3d->sched_lock);
+- ret = drm_sched_job_init(&job->base,
+- &v3d_priv->sched_entity[V3D_TFU],
+- v3d_priv);
++ ret = v3d_push_job(v3d_priv, &job->base, V3D_TFU);
+ if (ret)
+ goto fail_unreserve;
+-
+- sched_done_fence = dma_fence_get(&job->base.s_fence->finished);
+-
+- kref_get(&job->refcount); /* put by scheduler job completion */
+- drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[V3D_TFU]);
+ mutex_unlock(&v3d->sched_lock);
+
+- v3d_attach_object_fences(job->bo, bo_count, sched_done_fence);
+-
+- v3d_unlock_bo_reservations(job->bo, bo_count, &acquire_ctx);
+-
+- /* Update the return sync object */
+- sync_out = drm_syncobj_find(file_priv, args->out_sync);
+- if (sync_out) {
+- drm_syncobj_replace_fence(sync_out, sched_done_fence);
+- drm_syncobj_put(sync_out);
+- }
+- dma_fence_put(sched_done_fence);
++ v3d_attach_fences_and_unlock_reservation(file_priv,
++ &job->base, &acquire_ctx,
++ args->out_sync);
+
+- v3d_tfu_job_put(job);
++ v3d_job_put(&job->base);
+
+ return 0;
+
+ fail_unreserve:
+ mutex_unlock(&v3d->sched_lock);
+- v3d_unlock_bo_reservations(job->bo, bo_count, &acquire_ctx);
++ v3d_unlock_bo_reservations(job->base.bo, job->base.bo_count,
++ &acquire_ctx);
+ fail:
+- v3d_tfu_job_put(job);
++ v3d_job_put(&job->base);
+
+ return ret;
+ }
+@@ -755,7 +774,7 @@ v3d_gem_destroy(struct drm_device *dev)
+
+ v3d_sched_fini(v3d);
+
+- /* Waiting for exec to finish would need to be done before
++ /* Waiting for jobs to finish would need to be done before
+ * unregistering V3D.
+ */
+ WARN_ON(v3d->bin_job);
+--- a/drivers/gpu/drm/v3d/v3d_irq.c
++++ b/drivers/gpu/drm/v3d/v3d_irq.c
+@@ -60,7 +60,7 @@ v3d_overflow_mem_work(struct work_struct
+ }
+
+ drm_gem_object_get(&bo->base);
+- list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
++ list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
+ spin_unlock_irqrestore(&v3d->job_lock, irqflags);
+
+ V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
+@@ -93,7 +93,7 @@ v3d_irq(int irq, void *arg)
+
+ if (intsts & V3D_INT_FLDONE) {
+ struct v3d_fence *fence =
+- to_v3d_fence(v3d->bin_job->bin.irq_fence);
++ to_v3d_fence(v3d->bin_job->base.irq_fence);
+
+ trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+@@ -102,7 +102,7 @@ v3d_irq(int irq, void *arg)
+
+ if (intsts & V3D_INT_FRDONE) {
+ struct v3d_fence *fence =
+- to_v3d_fence(v3d->render_job->render.irq_fence);
++ to_v3d_fence(v3d->render_job->base.irq_fence);
+
+ trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+@@ -138,7 +138,7 @@ v3d_hub_irq(int irq, void *arg)
+
+ if (intsts & V3D_HUB_INT_TFUC) {
+ struct v3d_fence *fence =
+- to_v3d_fence(v3d->tfu_job->irq_fence);
++ to_v3d_fence(v3d->tfu_job->base.irq_fence);
+
+ trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+--- a/drivers/gpu/drm/v3d/v3d_sched.c
++++ b/drivers/gpu/drm/v3d/v3d_sched.c
+@@ -30,39 +30,43 @@ to_v3d_job(struct drm_sched_job *sched_j
+ return container_of(sched_job, struct v3d_job, base);
+ }
+
+-static struct v3d_tfu_job *
+-to_tfu_job(struct drm_sched_job *sched_job)
++static struct v3d_bin_job *
++to_bin_job(struct drm_sched_job *sched_job)
+ {
+- return container_of(sched_job, struct v3d_tfu_job, base);
++ return container_of(sched_job, struct v3d_bin_job, base.base);
+ }
+
+-static void
+-v3d_job_free(struct drm_sched_job *sched_job)
++static struct v3d_render_job *
++to_render_job(struct drm_sched_job *sched_job)
+ {
+- struct v3d_job *job = to_v3d_job(sched_job);
++ return container_of(sched_job, struct v3d_render_job, base.base);
++}
+
+- v3d_exec_put(job->exec);
++static struct v3d_tfu_job *
++to_tfu_job(struct drm_sched_job *sched_job)
++{
++ return container_of(sched_job, struct v3d_tfu_job, base.base);
+ }
+
+ static void
+-v3d_tfu_job_free(struct drm_sched_job *sched_job)
++v3d_job_free(struct drm_sched_job *sched_job)
+ {
+- struct v3d_tfu_job *job = to_tfu_job(sched_job);
++ struct v3d_job *job = to_v3d_job(sched_job);
+
+- v3d_tfu_job_put(job);
++ v3d_job_put(job);
+ }
+
+ /**
+- * Returns the fences that the bin or render job depends on, one by one.
+- * v3d_job_run() won't be called until all of them have been signaled.
++ * 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);
+- struct v3d_exec_info *exec = job->exec;
+- enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
+ struct dma_fence *fence;
+
+ fence = job->in_fence;
+@@ -71,113 +75,132 @@ v3d_job_dependency(struct drm_sched_job
+ return fence;
+ }
+
+- if (q == V3D_RENDER) {
+- /* 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 = exec->bin_done_fence;
+- if (fence) {
+- exec->bin_done_fence = NULL;
+- return fence;
+- }
+- }
+-
+- /* XXX: Wait on a fence for switching the GMP if necessary,
+- * and then do so.
+- */
+-
+- return fence;
++ return NULL;
+ }
+
+ /**
+- * Returns the fences that the TFU job depends on, one by one.
+- * v3d_tfu_job_run() won't be called until all of them have been
+- * signaled.
++ * 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_tfu_job_dependency(struct drm_sched_job *sched_job,
+- struct drm_sched_entity *s_entity)
++v3d_render_job_dependency(struct drm_sched_job *sched_job,
++ struct drm_sched_entity *s_entity)
+ {
+- struct v3d_tfu_job *job = to_tfu_job(sched_job);
++ struct v3d_render_job *job = to_render_job(sched_job);
+ struct dma_fence *fence;
+
+- fence = job->in_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->in_fence = NULL;
++ job->bin_done_fence = NULL;
+ return fence;
+ }
+
+- return NULL;
++ /* XXX: Wait on a fence for switching the GMP if necessary,
++ * and then do so.
++ */
++
++ return fence;
+ }
+
+-static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
++static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
+ {
+- struct v3d_job *job = to_v3d_job(sched_job);
+- struct v3d_exec_info *exec = job->exec;
+- enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
+- struct v3d_dev *v3d = exec->v3d;
++ struct v3d_bin_job *job = to_bin_job(sched_job);
++ struct v3d_dev *v3d = job->base.v3d;
+ struct drm_device *dev = &v3d->drm;
+ struct dma_fence *fence;
+ unsigned long irqflags;
+
+- if (unlikely(job->base.s_fence->finished.error))
++ if (unlikely(job->base.base.s_fence->finished.error))
+ return NULL;
+
+ /* Lock required around bin_job update vs
+ * v3d_overflow_mem_work().
+ */
+ spin_lock_irqsave(&v3d->job_lock, irqflags);
+- if (q == V3D_BIN) {
+- v3d->bin_job = job->exec;
++ v3d->bin_job = job;
++ /* Clear out the overflow allocation, so we don't
++ * reuse the overflow attached to a previous job.
++ */
++ V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
++ spin_unlock_irqrestore(&v3d->job_lock, irqflags);
++
++ v3d_invalidate_caches(v3d);
+
+- /* Clear out the overflow allocation, so we don't
+- * reuse the overflow attached to a previous job.
+- */
+- V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
+- } else {
+- v3d->render_job = job->exec;
++ fence = v3d_fence_create(v3d, V3D_BIN);
++ if (IS_ERR(fence))
++ return NULL;
++
++ if (job->base.irq_fence)
++ dma_fence_put(job->base.irq_fence);
++ job->base.irq_fence = dma_fence_get(fence);
++
++ trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
++ job->start, job->end);
++
++ /* Set the current and end address of the control list.
++ * Writing the end register is what starts the job.
++ */
++ if (job->qma) {
++ V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
++ V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
+ }
+- spin_unlock_irqrestore(&v3d->job_lock, irqflags);
++ if (job->qts) {
++ V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
++ V3D_CLE_CT0QTS_ENABLE |
++ job->qts);
++ }
++ V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
++ V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
++
++ return fence;
++}
++
++static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
++{
++ struct v3d_render_job *job = to_render_job(sched_job);
++ struct v3d_dev *v3d = job->base.v3d;
++ struct drm_device *dev = &v3d->drm;
++ struct dma_fence *fence;
++
++ if (unlikely(job->base.base.s_fence->finished.error))
++ return NULL;
+
+- /* Can we avoid this flush when q==RENDER? We need to be
+- * careful of scheduling, though -- imagine job0 rendering to
+- * texture and job1 reading, and them being executed as bin0,
+- * bin1, render0, render1, so that render1's flush at bin time
++ v3d->render_job = job;
++
++ /* Can we avoid this flush? We need to be careful of
++ * scheduling, though -- imagine job0 rendering to texture and
++ * job1 reading, and them being executed as bin0, bin1,
++ * render0, render1, so that render1's flush at bin time
+ * wasn't enough.
+ */
+ v3d_invalidate_caches(v3d);
+
+- fence = v3d_fence_create(v3d, q);
++ fence = v3d_fence_create(v3d, V3D_RENDER);
+ if (IS_ERR(fence))
+ return NULL;
+
+- if (job->irq_fence)
+- dma_fence_put(job->irq_fence);
+- job->irq_fence = dma_fence_get(fence);
++ if (job->base.irq_fence)
++ dma_fence_put(job->base.irq_fence);
++ job->base.irq_fence = dma_fence_get(fence);
+
+- trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
++ trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
+ job->start, job->end);
+
+- if (q == V3D_BIN) {
+- if (exec->qma) {
+- V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
+- V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
+- }
+- if (exec->qts) {
+- V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
+- V3D_CLE_CT0QTS_ENABLE |
+- exec->qts);
+- }
+- } else {
+- /* XXX: Set the QCFG */
+- }
++ /* XXX: Set the QCFG */
+
+ /* Set the current and end address of the control list.
+ * Writing the end register is what starts the job.
+ */
+- V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
+- V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
++ V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
++ V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
+
+ return fence;
+ }
+@@ -186,7 +209,7 @@ static struct dma_fence *
+ v3d_tfu_job_run(struct drm_sched_job *sched_job)
+ {
+ struct v3d_tfu_job *job = to_tfu_job(sched_job);
+- struct v3d_dev *v3d = job->v3d;
++ struct v3d_dev *v3d = job->base.v3d;
+ struct drm_device *dev = &v3d->drm;
+ struct dma_fence *fence;
+
+@@ -195,9 +218,9 @@ v3d_tfu_job_run(struct drm_sched_job *sc
+ return NULL;
+
+ v3d->tfu_job = job;
+- if (job->irq_fence)
+- dma_fence_put(job->irq_fence);
+- job->irq_fence = dma_fence_get(fence);
++ if (job->base.irq_fence)
++ dma_fence_put(job->base.irq_fence);
++ job->base.irq_fence = dma_fence_get(fence);
+
+ trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
+
+@@ -247,25 +270,23 @@ v3d_gpu_reset_for_timeout(struct v3d_dev
+ mutex_unlock(&v3d->reset_lock);
+ }
+
++/* If the current address or return address have changed, then the GPU
++ * has probably made progress and we should delay the reset. This
++ * could fail if the GPU got in an infinite loop in the CL, but that
++ * is pretty unlikely outside of an i-g-t testcase.
++ */
+ static void
+-v3d_job_timedout(struct drm_sched_job *sched_job)
++v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
++ u32 *timedout_ctca, u32 *timedout_ctra)
+ {
+ struct v3d_job *job = to_v3d_job(sched_job);
+- struct v3d_exec_info *exec = job->exec;
+- struct v3d_dev *v3d = exec->v3d;
+- enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
+- u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
+- u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
+-
+- /* If the current address or return address have changed, then
+- * the GPU has probably made progress and we should delay the
+- * reset. This could fail if the GPU got in an infinite loop
+- * in the CL, but that is pretty unlikely outside of an i-g-t
+- * testcase.
+- */
+- if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
+- job->timedout_ctca = ctca;
+- job->timedout_ctra = ctra;
++ struct v3d_dev *v3d = job->v3d;
++ u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
++ u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
++
++ if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
++ *timedout_ctca = ctca;
++ *timedout_ctra = ctra;
+ schedule_delayed_work(&job->base.work_tdr,
+ job->base.sched->timeout);
+ return;
+@@ -275,25 +296,50 @@ v3d_job_timedout(struct drm_sched_job *s
+ }
+
+ static void
++v3d_bin_job_timedout(struct drm_sched_job *sched_job)
++{
++ struct v3d_bin_job *job = to_bin_job(sched_job);
++
++ v3d_cl_job_timedout(sched_job, V3D_BIN,
++ &job->timedout_ctca, &job->timedout_ctra);
++}
++
++static void
++v3d_render_job_timedout(struct drm_sched_job *sched_job)
++{
++ struct v3d_render_job *job = to_render_job(sched_job);
++
++ v3d_cl_job_timedout(sched_job, V3D_RENDER,
++ &job->timedout_ctca, &job->timedout_ctra);
++}
++
++static void
+ v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
+ {
+- struct v3d_tfu_job *job = to_tfu_job(sched_job);
++ struct v3d_job *job = to_v3d_job(sched_job);
+
+ v3d_gpu_reset_for_timeout(job->v3d, sched_job);
+ }
+
+-static const struct drm_sched_backend_ops v3d_sched_ops = {
++static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
+ .dependency = v3d_job_dependency,
+- .run_job = v3d_job_run,
+- .timedout_job = v3d_job_timedout,
+- .free_job = v3d_job_free
++ .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_render_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_tfu_job_dependency,
++ .dependency = v3d_job_dependency,
+ .run_job = v3d_tfu_job_run,
+ .timedout_job = v3d_tfu_job_timedout,
+- .free_job = v3d_tfu_job_free
++ .free_job = v3d_job_free,
+ };
+
+ int
+@@ -305,7 +351,7 @@ v3d_sched_init(struct v3d_dev *v3d)
+ int ret;
+
+ ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
+- &v3d_sched_ops,
++ &v3d_bin_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_bin");
+@@ -315,7 +361,7 @@ v3d_sched_init(struct v3d_dev *v3d)
+ }
+
+ ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
+- &v3d_sched_ops,
++ &v3d_render_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_render");