Paul Kocialkowski <[email protected]> writes: > The binner BO is not required until the V3D is in use, so avoid > allocating it at probe and do it on the first non-dumb BO allocation. > > Keep track of which clients are using the V3D and liberate the buffer > when there is none left, using a kref. Protect the logic with a > mutex to avoid race conditions. > > The binner BO is created at the time of the first render ioctl and is > destroyed when there is no client and no exec job using it left. > > The Out-Of-Memory (OOM) interrupt also gets some tweaking, to avoid > enabling it before having allocated a binner bo. > > We also want to keep the BO alive during runtime suspend/resume to avoid > failing to allocate it at resume. This happens when the CMA pool is > full at that point and results in a hard crash. > > Signed-off-by: Paul Kocialkowski <[email protected]>
> @@ -313,6 +321,49 @@ static int bin_bo_alloc(struct vc4_dev *vc4)
> return ret;
> }
>
> +int vc4_v3d_bin_bo_get(struct vc4_dev *vc4, bool *used)
> +{
> + int ret = 0;
> +
> + mutex_lock(&vc4->bin_bo_lock);
> +
> + if (used && *used)
> + goto complete;
> +
> + if (used)
> + *used = true;
> +
> + if (vc4->bin_bo) {
> + kref_get(&vc4->bin_bo_kref);
> + goto complete;
> + }
> +
> + ret = bin_bo_alloc(vc4);
I think this block wants to be:
if (vc4->bin_bo)
kref_get(&vc4->bin_bo_kref);
else
ret = bin_bo_alloc(vc4);
if (ret == 0 && used)
*used = true;
(so we don't flag used if bin_bo_alloc fails)
If you agree, then the series is:
Reviewed-by: Eric Anholt <[email protected]>
> +
> +complete:
> + mutex_unlock(&vc4->bin_bo_lock);
> +
> + return ret;
> +}
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