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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>
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>
I've tested and confirmed that it doesn't actually work. We'll need
to sort out how to do this properly later, but for now just remove it
since it also caused build breakage due to using CONFIG_PM_SLEEP
functions without our Kconfig depending on PM_SLEEP.
Signed-off-by: Eric Anholt <eric@anholt.net>
Acked-by: Sudip Mukherjee <sudipm.mukherjee@gmail.com>
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>