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* drm/vc4: Use runtime autosuspend to avoid thrashing V3D power state.Eric Anholt2016-11-041-2/+4
| | | | | | | | | | | | The pm_runtime_put() we were using immediately released power on the device, which meant that we were generally turning the device off and on once per frame. In many profiles I've looked at, that added up to about 1% of CPU time, but this could get worse in the case of frequent rendering and readback (as may happen in X rendering). By keeping the device on until we've been idle for a couple of frames, we drop the overhead of runtime PM down to sub-.1%. Signed-off-by: Eric Anholt <eric@anholt.net>
* drm/vc4: Fix a couple error codes in vc4_cl_lookup_bos()Dan Carpenter2016-10-171-4/+5
| | | | | | | | | | If the allocation fails the current code returns success. If copy_from_user() fails it returns the number of bytes remaining instead of -EFAULT. Fixes: d5b1a78a772f ("drm/vc4: Add support for drawing 3D frames.") Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com> Reviewed-by: Eric Anholt <eric@anholt.net>
* drm/vc4: Fix races when the CS reads from render targets.Eric Anholt2016-10-061-0/+13
| | | | | | | | | | | | | With the introduction of bin/render pipelining, the previous job may not be completed when we start binning the next one. If the previous job wrote our VBO, IB, or CS textures, then the binning stage might get stale or uninitialized results. Fixes the major rendering failure in glmark2 -b terrain. Signed-off-by: Eric Anholt <eric@anholt.net> Fixes: ca26d28bbaa3 ("drm/vc4: improve throughput by pipelining binning and rendering jobs") Cc: stable@vger.kernel.org
* Merge tag 'v4.8-rc8' into drm-nextDave Airlie2016-09-281-9/+9
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Linux 4.8-rc8 There was a lot of fallout in the imx/amdgpu/i915 drivers, so backmerge it now to avoid troubles. * tag 'v4.8-rc8': (1442 commits) Linux 4.8-rc8 fault_in_multipages_readable() throws set-but-unused error mm: check VMA flags to avoid invalid PROT_NONE NUMA balancing radix tree: fix sibling entry handling in radix_tree_descend() radix tree test suite: Test radix_tree_replace_slot() for multiorder entries fix memory leaks in tracing_buffers_splice_read() tracing: Move mutex to protect against resetting of seq data MIPS: Fix delay slot emulation count in debugfs MIPS: SMP: Fix possibility of deadlock when bringing CPUs online mm: delete unnecessary and unsafe init_tlb_ubc() huge tmpfs: fix Committed_AS leak shmem: fix tmpfs to handle the huge= option properly blk-mq: skip unmapped queues in blk_mq_alloc_request_hctx MIPS: Fix pre-r6 emulation FPU initialisation arm64: kgdb: handle read-only text / modules arm64: Call numa_store_cpu_info() earlier. locking/hung_task: Fix typo in CONFIG_DETECT_HUNG_TASK help text nvme-rdma: only clear queue flags after successful connect i2c: qup: skip qup_i2c_suspend if the device is already runtime suspended perf/core: Limit matching exclusive events to one PMU ...
| * drm/vc4: Fix oops when userspace hands in a bad BO.Eric Anholt2016-08-191-1/+1
| | | | | | | | | | | | | | | | | | We'd end up NULL pointer dereferencing because we didn't take the error path out in the parent. Fixes igt vc4_lookup_fail test. Signed-off-by: Eric Anholt <eric@anholt.net> Fixes: d5b1a78a772f ("drm/vc4: Add support for drawing 3D frames.") Cc: stable@vger.kernel.org
| * drm/vc4: Free hang state before destroying BO cache.Eric Anholt2016-08-191-2/+2
| | | | | | | | | | | | | | | | | | The BO cache will complain if BOs are still allocated when we try to destroy it (since freeing those BOs would try to hit the cache). You could hit this if you were to unload the module after a GPU hang. Signed-off-by: Eric Anholt <eric@anholt.net> Fixes: 214613656b51 ("drm/vc4: Add an interface for capturing the GPU state after a hang.")
| * drm/vc4: Use drm_malloc_ab to fix large rendering jobs.Eric Anholt2016-08-191-5/+5
| | | | | | | | | | | | | | | | | | | | If you exceeded the size that kmalloc would return, you'd get a dmesg warning and a return from the job submit. We can handle much allocations with vmalloc, and drm_malloc_ab makes that decision. Fixes failure in piglit's scissor-many. Signed-off-by: Eric Anholt <eric@anholt.net>
| * drm/vc4: Use drm_free_large() on handles to match its allocation.Eric Anholt2016-08-191-1/+1
| | | | | | | | | | | | | | | | | | If you managed to exceed the limit to switch to vmalloc, we'd use the wrong free. Signed-off-by: Eric Anholt <eric@anholt.net> Fixes: d5b1a78a772f ("drm/vc4: Add support for drawing 3D frames.") Cc: stable@vger.kernel.org
* | drm/vc4: Don't force new binner overflow allocation per draw.Eric Anholt2016-08-191-4/+0
|/ | | | | | | | | This came from the initial bringup code, which always idled the GPU and always reset the overflow. That massively increases the size of the working set when you're doing lots of small draws, though, as is common on X desktops or piglit. Signed-off-by: Eric Anholt <eric@anholt.net>
* drm/vc4: Use drm_gem_object_unreference_unlockedDaniel Vetter2016-05-311-8/+3
| | | | | | | | | | | | | | | | | | | Since my last struct_mutex crusade someone escaped! This already has the advantage that for the common case when someone else holds a ref the unref won't even acquire dev->struct_mutex. And I'm working on code to allow drivers to completely opt-out of any and all dev->struct_mutex usage, but that only works if they use the _unlocked variants everywhere. v2: Drop comment too. v3: Drop the other comment too. Cc: Eric Anholt <eric@anholt.net> Reviewed-by: Eric Anholt <eric@anholt.net> Signed-off-by: Daniel Vetter <daniel.vetter@intel.com> Link: http://patchwork.freedesktop.org/patch/msgid/1464630800-30786-15-git-send-email-daniel.vetter@ffwll.ch
* drm: Remove unused drm_device from drm_gem_object_lookup()Chris Wilson2016-05-171-1/+1
| | | | | | | | | | | | | 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>
* drm/vc4: improve throughput by pipelining binning and rendering jobsVarad Gautam2016-03-131-34/+89
| | | | | | | | | | | | | | | | | | | 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>
* drm/vc4: Use runtime PM to power cycle the device when the GPU hangs.Eric Anholt2016-02-161-5/+21
| | | | | | | | 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>
* drm/vc4: Enable runtime PM.Eric Anholt2016-02-161-0/+10
| | | | | | | | | | | | | | | | | | | | 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>
* drm/vc4: Fix spurious GPU resets due to BO reuse.Eric Anholt2016-02-161-5/+14
| | | | | | | | | 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>
* drm/vc4: Drop error message on seqno wait timeouts.Eric Anholt2016-02-161-3/+0
| | | | | | | | | 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>
* drm/vc4: Fix -ERESTARTSYS error return from BO waits.Eric Anholt2016-02-161-4/+2
| | | | | | | | | 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>
* drm/vc4: Return an ERR_PTR from BO creation instead of NULL.Eric Anholt2016-02-161-2/+2
| | | | | | | 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>
* drm/vc4: Validate that WAIT_BO padding is cleared.Eric Anholt2016-02-161-0/+3
| | | | | | | This is ABI future-proofing if we ever want to extend the pad to mean something. Signed-off-by: Eric Anholt <eric@anholt.net>
* drm/vc4: fix an error codeDan Carpenter2015-12-171-1/+1
| | | | | | | | | "exec->exec_bo" is NULL at this point so this code returns success. We want to return -ENOMEM. Fixes: d5b1a78a772f ('drm/vc4: Add support for drawing 3D frames.') Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com> Reviewed-by: Eric Anholt <eric@anholt.net>
* drm/vc4: allocate enough memory in vc4_save_hang_state()Dan Carpenter2015-12-171-1/+1
| | | | | | | | "state" is smaller than "kernel_state" so we end up corrupting memory. Fixes: 214613656b51 ('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>
* drm/vc4: copy_to_user() returns the number of bytes remainingDan Carpenter2015-12-171-19/+18
| | | | | | | | | | | | | 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: 214613656b51 ('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>
* drm/vc4: Add an interface for capturing the GPU state after a hang.Eric Anholt2015-12-071-0/+185
| | | | | | | | | 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>
* drm/vc4: Add support for async pageflips.Eric Anholt2015-12-071-0/+40
| | | | | | | | 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>
* drm/vc4: Add support for drawing 3D frames.Eric Anholt2015-12-071-0/+642
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>