提交 aee4aa73 编写于 作者: C Christian König

drm/radeon: improve ring lockup detection code v2

Use atomics and jiffies_64, so that we don't need to have the
ring mutex locked any more and avoid wrap arounds.

v2: fix some checkpatch warnings
Signed-off-by: NChristian König <christian.koenig@amd.com>
Reviewed-by: NAlex Deucher <alexander.deucher@amd.com>
上级 4d538b79
......@@ -805,8 +805,8 @@ struct radeon_ring {
unsigned ring_size;
unsigned ring_free_dw;
int count_dw;
unsigned long last_activity;
unsigned last_rptr;
atomic_t last_rptr;
atomic64_t last_activity;
uint64_t gpu_addr;
uint32_t align_mask;
uint32_t ptr_mask;
......
......@@ -485,8 +485,8 @@ void radeon_ring_unlock_undo(struct radeon_device *rdev, struct radeon_ring *rin
void radeon_ring_lockup_update(struct radeon_device *rdev,
struct radeon_ring *ring)
{
ring->last_rptr = radeon_ring_get_rptr(rdev, ring);
ring->last_activity = jiffies;
atomic_set(&ring->last_rptr, radeon_ring_get_rptr(rdev, ring));
atomic64_set(&ring->last_activity, jiffies_64);
}
/**
......@@ -498,22 +498,19 @@ void radeon_ring_lockup_update(struct radeon_device *rdev,
bool radeon_ring_test_lockup(struct radeon_device *rdev, struct radeon_ring *ring)
{
uint32_t rptr = radeon_ring_get_rptr(rdev, ring);
unsigned long cjiffies, elapsed;
uint64_t last = atomic64_read(&ring->last_activity);
uint64_t elapsed;
cjiffies = jiffies;
if (!time_after(cjiffies, ring->last_activity)) {
/* likely a wrap around */
if (rptr != atomic_read(&ring->last_rptr)) {
/* ring is still working, no lockup */
radeon_ring_lockup_update(rdev, ring);
return false;
}
if (rptr != ring->last_rptr) {
/* CP is still working no lockup */
radeon_ring_lockup_update(rdev, ring);
return false;
}
elapsed = jiffies_to_msecs(cjiffies - ring->last_activity);
elapsed = jiffies_to_msecs(jiffies_64 - last);
if (radeon_lockup_timeout && elapsed >= radeon_lockup_timeout) {
dev_err(rdev->dev, "GPU lockup CP stall for more than %lumsec\n", elapsed);
dev_err(rdev->dev, "ring %d stalled for more than %llumsec\n",
ring->idx, elapsed);
return true;
}
/* give a chance to the GPU ... */
......
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