* @rdev: radeon device pointer
* @target_seq: sequence number(s) we want to wait for
* @intr: use interruptable sleep
- * @lock_ring: whether the ring should be locked or not
*
* Wait for the requested sequence number(s) to be written by any ring
* (all asics). Sequnce number array is indexed by ring id.
* -EDEADLK is returned when a GPU lockup has been detected.
*/
static int radeon_fence_wait_seq(struct radeon_device *rdev, u64 *target_seq,
- bool intr, bool lock_ring)
+ bool intr)
{
uint64_t last_seq[RADEON_NUM_RINGS];
bool signaled;
if (i != RADEON_NUM_RINGS)
continue;
- if (lock_ring)
- mutex_lock(&rdev->ring_lock);
-
for (i = 0; i < RADEON_NUM_RINGS; ++i) {
if (!target_seq[i])
continue;
/* remember that we need an reset */
rdev->needs_reset = true;
- if (lock_ring)
- mutex_unlock(&rdev->ring_lock);
wake_up_all(&rdev->fence_queue);
return -EDEADLK;
}
-
- if (lock_ring)
- mutex_unlock(&rdev->ring_lock);
}
}
return 0;
if (seq[fence->ring] == RADEON_FENCE_SIGNALED_SEQ)
return 0;
- r = radeon_fence_wait_seq(fence->rdev, seq, intr, true);
+ r = radeon_fence_wait_seq(fence->rdev, seq, intr);
if (r)
return r;
if (num_rings == 0)
return -ENOENT;
- r = radeon_fence_wait_seq(rdev, seq, intr, true);
+ r = radeon_fence_wait_seq(rdev, seq, intr);
if (r) {
return r;
}
}
/**
- * radeon_fence_wait_locked - wait for a fence to signal
- *
- * @fence: radeon fence object
- *
- * Wait for the requested fence to signal (all asics).
- * Returns 0 if the fence has passed, error for all other cases.
- */
-int radeon_fence_wait_locked(struct radeon_fence *fence)
-{
- uint64_t seq[RADEON_NUM_RINGS] = {};
- int r;
-
- if (fence == NULL) {
- WARN(1, "Querying an invalid fence : %p !\n", fence);
- return -EINVAL;
- }
-
- seq[fence->ring] = fence->seq;
- if (seq[fence->ring] == RADEON_FENCE_SIGNALED_SEQ)
- return 0;
-
- r = radeon_fence_wait_seq(fence->rdev, seq, false, false);
- if (r)
- return r;
-
- fence->seq = RADEON_FENCE_SIGNALED_SEQ;
- return 0;
-}
-
-/**
- * radeon_fence_wait_next_locked - wait for the next fence to signal
+ * radeon_fence_wait_next - wait for the next fence to signal
*
* @rdev: radeon device pointer
* @ring: ring index the fence is associated with
* Returns 0 if the next fence has passed, error for all other cases.
* Caller must hold ring lock.
*/
-int radeon_fence_wait_next_locked(struct radeon_device *rdev, int ring)
+int radeon_fence_wait_next(struct radeon_device *rdev, int ring)
{
uint64_t seq[RADEON_NUM_RINGS] = {};
already the last emited fence */
return -ENOENT;
}
- return radeon_fence_wait_seq(rdev, seq, false, false);
+ return radeon_fence_wait_seq(rdev, seq, false);
}
/**
- * radeon_fence_wait_empty_locked - wait for all fences to signal
+ * radeon_fence_wait_empty - wait for all fences to signal
*
* @rdev: radeon device pointer
* @ring: ring index the fence is associated with
* Returns 0 if the fences have passed, error for all other cases.
* Caller must hold ring lock.
*/
-int radeon_fence_wait_empty_locked(struct radeon_device *rdev, int ring)
+int radeon_fence_wait_empty(struct radeon_device *rdev, int ring)
{
uint64_t seq[RADEON_NUM_RINGS] = {};
int r;
if (!seq[ring])
return 0;
- r = radeon_fence_wait_seq(rdev, seq, false, false);
+ r = radeon_fence_wait_seq(rdev, seq, false);
if (r) {
if (r == -EDEADLK)
return -EDEADLK;
for (ring = 0; ring < RADEON_NUM_RINGS; ring++) {
if (!rdev->fence_drv[ring].initialized)
continue;
- r = radeon_fence_wait_empty_locked(rdev, ring);
+ r = radeon_fence_wait_empty(rdev, ring);
if (r) {
/* no need to trigger GPU reset as we are unloading */
radeon_fence_driver_force_completion(rdev);
if (++count > RADEON_NUM_SYNCS) {
/* not enough room, wait manually */
- radeon_fence_wait_locked(fence);
+ r = radeon_fence_wait(fence, false);
+ if (r)
+ return r;
continue;
}
if (!radeon_semaphore_emit_signal(rdev, i, semaphore)) {
/* signaling wasn't successful wait manually */
radeon_ring_undo(&rdev->ring[i]);
- radeon_fence_wait_locked(fence);
+ r = radeon_fence_wait(fence, false);
+ if (r)
+ return r;
continue;
}
if (!radeon_semaphore_emit_wait(rdev, ring, semaphore)) {
/* waiting wasn't successful wait manually */
radeon_ring_undo(&rdev->ring[i]);
- radeon_fence_wait_locked(fence);
+ r = radeon_fence_wait(fence, false);
+ if (r)
+ return r;
continue;
}