drm/etnaviv: take current primitive into account when checking for hung GPU
Large draws can make the GPU appear to be stuck to the current hangcheck logic as the FE address will not move until the draw is finished. However, the FE has a debug register, which records the current primitive ID within a draw. Using this debug register we can extend the timeout as long as the draw progresses. Reviewed-by: Christian Gmeiner <cgmeiner@igalia.com> Reviewed-by: Philipp Zabel <p.zabel@pengutronix.de> Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
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@@ -144,6 +144,7 @@ struct etnaviv_gpu {
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/* hang detection */
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u32 hangcheck_dma_addr;
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u32 hangcheck_primid;
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u32 hangcheck_fence;
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void __iomem *mmio;
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@@ -11,6 +11,7 @@
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#include "etnaviv_gpu.h"
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#include "etnaviv_sched.h"
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#include "state.xml.h"
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#include "state_hi.xml.h"
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static int etnaviv_job_hang_limit = 0;
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module_param_named(job_hang_limit, etnaviv_job_hang_limit, int , 0444);
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@@ -35,7 +36,7 @@ static enum drm_gpu_sched_stat etnaviv_sched_timedout_job(struct drm_sched_job
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{
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struct etnaviv_gem_submit *submit = to_etnaviv_submit(sched_job);
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struct etnaviv_gpu *gpu = submit->gpu;
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u32 dma_addr;
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u32 dma_addr, primid = 0;
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int change;
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/*
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@@ -52,10 +53,22 @@ static enum drm_gpu_sched_stat etnaviv_sched_timedout_job(struct drm_sched_job
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*/
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dma_addr = gpu_read(gpu, VIVS_FE_DMA_ADDRESS);
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change = dma_addr - gpu->hangcheck_dma_addr;
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if (submit->exec_state == ETNA_PIPE_3D) {
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/* guard against concurrent usage from perfmon_sample */
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mutex_lock(&gpu->lock);
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gpu_write(gpu, VIVS_MC_PROFILE_CONFIG0,
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VIVS_MC_PROFILE_CONFIG0_FE_CURRENT_PRIM <<
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VIVS_MC_PROFILE_CONFIG0_FE__SHIFT);
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primid = gpu_read(gpu, VIVS_MC_PROFILE_FE_READ);
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mutex_unlock(&gpu->lock);
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}
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if (gpu->state == ETNA_GPU_STATE_RUNNING &&
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(gpu->completed_fence != gpu->hangcheck_fence ||
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change < 0 || change > 16)) {
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change < 0 || change > 16 ||
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(submit->exec_state == ETNA_PIPE_3D &&
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gpu->hangcheck_primid != primid))) {
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gpu->hangcheck_dma_addr = dma_addr;
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gpu->hangcheck_primid = primid;
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gpu->hangcheck_fence = gpu->completed_fence;
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goto out_no_timeout;
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}
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