From: Rob Clark <robdclark@gmail.com>
To: iommu@lists.linux-foundation.org
Cc: Rob Clark <robdclark@chromium.org>, Will Deacon <will@kernel.org>,
freedreno@lists.freedesktop.org,
open list <linux-kernel@vger.kernel.org>,
Robin Murphy <robin.murphy@arm.com>,
"moderated list:ARM SMMU DRIVERS"
<linux-arm-kernel@lists.infradead.org>
Subject: [PATCH v2] iommu/arm-smmu: fix "hang" when games exit
Date: Mon, 7 Oct 2019 13:49:06 -0700 [thread overview]
Message-ID: <20191007204906.19571-1-robdclark@gmail.com> (raw)
In-Reply-To: <418d8426-f299-1269-2b2e-f86677cf22c2@arm.com>
From: Rob Clark <robdclark@chromium.org>
When games, browser, or anything using a lot of GPU buffers exits, there
can be many hundreds or thousands of buffers to unmap and free. If the
GPU is otherwise suspended, this can cause arm-smmu to resume/suspend
for each buffer, resulting 5-10 seconds worth of reprogramming the
context bank (arm_smmu_write_context_bank()/arm_smmu_write_s2cr()/etc).
To the user it would appear that the system just locked up.
A simple solution is to use pm_runtime_put_autosuspend() instead, so we
don't immediately suspend the SMMU device.
Signed-off-by: Rob Clark <robdclark@chromium.org>
---
v1: original
v2: unconditionally use autosuspend, rather than deciding based on what
consumer does
drivers/iommu/arm-smmu.c | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/drivers/iommu/arm-smmu.c b/drivers/iommu/arm-smmu.c
index 3f1d55fb43c4..b7b41f5001bc 100644
--- a/drivers/iommu/arm-smmu.c
+++ b/drivers/iommu/arm-smmu.c
@@ -289,7 +289,7 @@ static inline int arm_smmu_rpm_get(struct arm_smmu_device *smmu)
static inline void arm_smmu_rpm_put(struct arm_smmu_device *smmu)
{
if (pm_runtime_enabled(smmu->dev))
- pm_runtime_put(smmu->dev);
+ pm_runtime_put_autosuspend(smmu->dev);
}
static struct arm_smmu_domain *to_smmu_domain(struct iommu_domain *dom)
@@ -1445,6 +1445,9 @@ static int arm_smmu_attach_dev(struct iommu_domain *domain, struct device *dev)
/* Looks ok, so add the device to the domain */
ret = arm_smmu_domain_add_master(smmu_domain, fwspec);
+ pm_runtime_set_autosuspend_delay(smmu->dev, 20);
+ pm_runtime_use_autosuspend(smmu->dev);
+
rpm_put:
arm_smmu_rpm_put(smmu);
return ret;
--
2.21.0
_______________________________________________
iommu mailing list
iommu@lists.linux-foundation.org
https://lists.linuxfoundation.org/mailman/listinfo/iommu
WARNING: multiple messages have this Message-ID (diff)
From: Rob Clark <robdclark@gmail.com>
To: iommu@lists.linux-foundation.org
Cc: Rob Clark <robdclark@chromium.org>, Will Deacon <will@kernel.org>,
freedreno@lists.freedesktop.org, Joerg Roedel <joro@8bytes.org>,
open list <linux-kernel@vger.kernel.org>,
Robin Murphy <robin.murphy@arm.com>,
"moderated list:ARM SMMU DRIVERS"
<linux-arm-kernel@lists.infradead.org>
Subject: [PATCH v2] iommu/arm-smmu: fix "hang" when games exit
Date: Mon, 7 Oct 2019 13:49:06 -0700 [thread overview]
Message-ID: <20191007204906.19571-1-robdclark@gmail.com> (raw)
In-Reply-To: <418d8426-f299-1269-2b2e-f86677cf22c2@arm.com>
From: Rob Clark <robdclark@chromium.org>
When games, browser, or anything using a lot of GPU buffers exits, there
can be many hundreds or thousands of buffers to unmap and free. If the
GPU is otherwise suspended, this can cause arm-smmu to resume/suspend
for each buffer, resulting 5-10 seconds worth of reprogramming the
context bank (arm_smmu_write_context_bank()/arm_smmu_write_s2cr()/etc).
To the user it would appear that the system just locked up.
A simple solution is to use pm_runtime_put_autosuspend() instead, so we
don't immediately suspend the SMMU device.
Signed-off-by: Rob Clark <robdclark@chromium.org>
---
v1: original
v2: unconditionally use autosuspend, rather than deciding based on what
consumer does
drivers/iommu/arm-smmu.c | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/drivers/iommu/arm-smmu.c b/drivers/iommu/arm-smmu.c
index 3f1d55fb43c4..b7b41f5001bc 100644
--- a/drivers/iommu/arm-smmu.c
+++ b/drivers/iommu/arm-smmu.c
@@ -289,7 +289,7 @@ static inline int arm_smmu_rpm_get(struct arm_smmu_device *smmu)
static inline void arm_smmu_rpm_put(struct arm_smmu_device *smmu)
{
if (pm_runtime_enabled(smmu->dev))
- pm_runtime_put(smmu->dev);
+ pm_runtime_put_autosuspend(smmu->dev);
}
static struct arm_smmu_domain *to_smmu_domain(struct iommu_domain *dom)
@@ -1445,6 +1445,9 @@ static int arm_smmu_attach_dev(struct iommu_domain *domain, struct device *dev)
/* Looks ok, so add the device to the domain */
ret = arm_smmu_domain_add_master(smmu_domain, fwspec);
+ pm_runtime_set_autosuspend_delay(smmu->dev, 20);
+ pm_runtime_use_autosuspend(smmu->dev);
+
rpm_put:
arm_smmu_rpm_put(smmu);
return ret;
--
2.21.0
_______________________________________________
linux-arm-kernel mailing list
linux-arm-kernel@lists.infradead.org
http://lists.infradead.org/mailman/listinfo/linux-arm-kernel
WARNING: multiple messages have this Message-ID (diff)
From: Rob Clark <robdclark@gmail.com>
To: iommu@lists.linux-foundation.org
Cc: freedreno@lists.freedesktop.org,
Robin Murphy <robin.murphy@arm.com>,
Rob Clark <robdclark@chromium.org>, Will Deacon <will@kernel.org>,
Joerg Roedel <joro@8bytes.org>,
linux-arm-kernel@lists.infradead.org (moderated list:ARM SMMU
DRIVERS), linux-kernel@vger.kernel.org (open list)
Subject: [PATCH v2] iommu/arm-smmu: fix "hang" when games exit
Date: Mon, 7 Oct 2019 13:49:06 -0700 [thread overview]
Message-ID: <20191007204906.19571-1-robdclark@gmail.com> (raw)
In-Reply-To: <418d8426-f299-1269-2b2e-f86677cf22c2@arm.com>
From: Rob Clark <robdclark@chromium.org>
When games, browser, or anything using a lot of GPU buffers exits, there
can be many hundreds or thousands of buffers to unmap and free. If the
GPU is otherwise suspended, this can cause arm-smmu to resume/suspend
for each buffer, resulting 5-10 seconds worth of reprogramming the
context bank (arm_smmu_write_context_bank()/arm_smmu_write_s2cr()/etc).
To the user it would appear that the system just locked up.
A simple solution is to use pm_runtime_put_autosuspend() instead, so we
don't immediately suspend the SMMU device.
Signed-off-by: Rob Clark <robdclark@chromium.org>
---
v1: original
v2: unconditionally use autosuspend, rather than deciding based on what
consumer does
drivers/iommu/arm-smmu.c | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/drivers/iommu/arm-smmu.c b/drivers/iommu/arm-smmu.c
index 3f1d55fb43c4..b7b41f5001bc 100644
--- a/drivers/iommu/arm-smmu.c
+++ b/drivers/iommu/arm-smmu.c
@@ -289,7 +289,7 @@ static inline int arm_smmu_rpm_get(struct arm_smmu_device *smmu)
static inline void arm_smmu_rpm_put(struct arm_smmu_device *smmu)
{
if (pm_runtime_enabled(smmu->dev))
- pm_runtime_put(smmu->dev);
+ pm_runtime_put_autosuspend(smmu->dev);
}
static struct arm_smmu_domain *to_smmu_domain(struct iommu_domain *dom)
@@ -1445,6 +1445,9 @@ static int arm_smmu_attach_dev(struct iommu_domain *domain, struct device *dev)
/* Looks ok, so add the device to the domain */
ret = arm_smmu_domain_add_master(smmu_domain, fwspec);
+ pm_runtime_set_autosuspend_delay(smmu->dev, 20);
+ pm_runtime_use_autosuspend(smmu->dev);
+
rpm_put:
arm_smmu_rpm_put(smmu);
return ret;
--
2.21.0
next prev parent reply other threads:[~2019-10-07 20:51 UTC|newest]
Thread overview: 27+ messages / expand[flat|nested] mbox.gz Atom feed top
2019-09-07 17:50 [PATCH] iommu/arm-smmu: fix "hang" when games exit Rob Clark
2019-09-07 17:50 ` Rob Clark
2019-09-07 17:50 ` Rob Clark
2019-09-10 15:01 ` Robin Murphy
2019-09-10 15:01 ` Robin Murphy
2019-09-10 15:01 ` Robin Murphy
2019-09-10 15:45 ` Rob Clark
2019-09-10 15:45 ` Rob Clark
2019-09-10 15:45 ` Rob Clark
2019-10-07 20:49 ` Rob Clark [this message]
2019-10-07 20:49 ` [PATCH v2] " Rob Clark
2019-10-07 20:49 ` Rob Clark
2019-10-09 10:10 ` Robin Murphy
2019-10-09 10:10 ` Robin Murphy
2019-10-09 10:10 ` Robin Murphy
2019-10-28 22:20 ` Will Deacon
2019-10-28 22:20 ` Will Deacon
2019-10-28 22:20 ` Will Deacon
2019-10-28 22:38 ` Rob Clark
2019-10-28 22:38 ` Rob Clark
2019-10-28 22:38 ` Rob Clark
2019-10-28 22:51 ` Robin Murphy
2019-10-28 22:51 ` Robin Murphy
2019-10-28 22:51 ` Robin Murphy
2019-10-29 11:15 ` Will Deacon
2019-10-29 11:15 ` Will Deacon
2019-10-29 11:15 ` Will Deacon
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