/* if locking succeeded, pin bo: */
- ret = msm_gem_get_iova(&msm_obj->base,
+ ret = msm_gem_get_iova_locked(&msm_obj->base,
submit->gpu->id, &iova);
/* this would break the logic in the fail path.. there is no
/* For now, just map the entire thing. Eventually we probably
* to do it page-by-page, w/ kmap() if not vmap()d..
*/
- ptr = msm_gem_vaddr(&obj->base);
+ ptr = msm_gem_vaddr_locked(&obj->base);
if (IS_ERR(ptr)) {
ret = PTR_ERR(ptr);
{
unsigned i;
- mutex_lock(&submit->dev->struct_mutex);
for (i = 0; i < submit->nr_bos; i++) {
struct msm_gem_object *msm_obj = submit->bos[i].obj;
submit_unlock_unpin_bo(submit, i);
list_del_init(&msm_obj->submit_entry);
drm_gem_object_unreference(&msm_obj->base);
}
- mutex_unlock(&submit->dev->struct_mutex);
ww_acquire_fini(&submit->ticket);
kfree(submit);
if (args->nr_cmds > MAX_CMDS)
return -EINVAL;
+ mutex_lock(&dev->struct_mutex);
+
submit = submit_create(dev, gpu, args->nr_bos);
if (!submit) {
ret = -ENOMEM;
out:
if (submit)
submit_cleanup(submit, !!ret);
+ mutex_unlock(&dev->struct_mutex);
return ret;
}
struct msm_drm_private *priv = dev->dev_private;
int i, ret;
- mutex_lock(&dev->struct_mutex);
-
submit->fence = ++priv->next_fence;
gpu->submitted_fence = submit->fence;
msm_gem_move_to_active(&msm_obj->base, gpu, true, submit->fence);
}
hangcheck_timer_reset(gpu);
- mutex_unlock(&dev->struct_mutex);
return ret;
}