[3/3] drm/vc4: Don't liberate the binner BO at runtime suspend

Submitted by Paul Kocialkowski on March 15, 2019, 4:25 p.m.

Details

Message ID 20190315162538.4120-3-paul.kocialkowski@bootlin.com
State New
Headers show
Series "Series without cover letter" ( rev: 1 ) in DRI devel

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Commit Message

Paul Kocialkowski March 15, 2019, 4:25 p.m.
The binner BO is a pre-requisite to GPU operations, so we must ensure
that it is always allocated when the GPU is in use.

Because the buffer is allocated from the same pool as other GPU buffers,
we might run into a situation where we are out of memory at runtime
resume. This causes the binner BO allocation to fail and results in all
subsequent operations to fail, resulting in a major hang in userspace.

Now that we allocate the buffer at firstopen and liberate it at
lastclose, we can just keep it alive during runtime suspend.

Signed-off-by: Paul Kocialkowski <paul.kocialkowski@bootlin.com>
---
 drivers/gpu/drm/vc4/vc4_v3d.c | 7 -------
 1 file changed, 7 deletions(-)

Patch hide | download patch | download mbox

diff --git a/drivers/gpu/drm/vc4/vc4_v3d.c b/drivers/gpu/drm/vc4/vc4_v3d.c
index ab15e71df001..e04a51a75f01 100644
--- a/drivers/gpu/drm/vc4/vc4_v3d.c
+++ b/drivers/gpu/drm/vc4/vc4_v3d.c
@@ -303,9 +303,6 @@  static int vc4_v3d_runtime_suspend(struct device *dev)
 
 	vc4_irq_uninstall(vc4->dev);
 
-	drm_gem_object_put_unlocked(&vc4->bin_bo->base.base);
-	vc4->bin_bo = NULL;
-
 	clk_disable_unprepare(v3d->clk);
 
 	return 0;
@@ -317,10 +314,6 @@  static int vc4_v3d_runtime_resume(struct device *dev)
 	struct vc4_dev *vc4 = v3d->vc4;
 	int ret;
 
-	ret = vc4_allocate_bin_bo(vc4->dev);
-	if (ret)
-		return ret;
-
 	ret = clk_prepare_enable(v3d->clk);
 	if (ret != 0)
 		return ret;

Comments


Hi,

Le samedi 16 mars 2019 à 11:58 -0700, Eric Anholt a écrit :
> Paul Kocialkowski <paul.kocialkowski@bootlin.com> writes:
> 
> > The binner BO is a pre-requisite to GPU operations, so we must ensure
> > that it is always allocated when the GPU is in use.
> > 
> > Because the buffer is allocated from the same pool as other GPU buffers,
> > we might run into a situation where we are out of memory at runtime
> > resume. This causes the binner BO allocation to fail and results in all
> > subsequent operations to fail, resulting in a major hang in userspace.
> > 
> > Now that we allocate the buffer at firstopen and liberate it at
> > lastclose, we can just keep it alive during runtime suspend.
> 
> I think this needs to be squashed into the previous patch, as otherwise
> coming from suspended, a firstopen -> resume -> render will leak a copy
> of the bin BO.

Woops, you're definitely right: vc4_allocate_bin_bo won't check whether
we already have allocated it or not. I'll send a new version with both
patches squashed.

Cheers,

Paul