From: Rob Clark <robdclark@gmail.com>
To: Robin Murphy <robin.murphy@arm.com>
Cc: Rob Clark <robdclark@chromium.org>,
Jordan Crouse <jcrouse@codeaurora.org>,
Will Deacon <will@kernel.org>,
linux-arm-msm <linux-arm-msm@vger.kernel.org>,
Joerg Roedel <joro@8bytes.org>,
open list <linux-kernel@vger.kernel.org>,
"list@263.net:IOMMU DRIVERS <iommu@lists.linux-foundation.org>,
Joerg Roedel <joro@8bytes.org>,
" <iommu@lists.linux-foundation.org>,
freedreno <freedreno@lists.freedesktop.org>,
"moderated list:ARM SMMU DRIVERS"
<linux-arm-kernel@lists.infradead.org>
Subject: Re: [PATCH] iommu/arm-smmu: fix "hang" when games exit
Date: Tue, 10 Sep 2019 08:45:27 -0700 [thread overview]
Message-ID: <CAF6AEGtd7kr2MckVy99ERQs4gmxjY6DteNdTLknBgpAZRpDgrA@mail.gmail.com> (raw)
In-Reply-To: <418d8426-f299-1269-2b2e-f86677cf22c2@arm.com>
On Tue, Sep 10, 2019 at 8:01 AM Robin Murphy <robin.murphy@arm.com> wrote:
>
> On 07/09/2019 18:50, Rob Clark wrote:
> > 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 is 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>
> > ---
> > Note: I've tied the autosuspend enable/delay to the consumer device,
> > based on the reasoning that if the consumer device benefits from using
> > an autosuspend delay, then it's corresponding SMMU probably does too.
> > Maybe that is overkill and we should just unconditionally enable
> > autosuspend.
>
> I'm not sure there's really any reason to expect that a supplier's usage
> model when doing things for itself bears any relation to that of its
> consumer(s), so I'd certainly lean towards the "unconditional" argument
> myself.
Sounds good, I'll respin w/ unconditional autosuspend
> Of course ideally we'd skip resuming altogether in the map/unmap paths
> (since resume implies a full TLB reset anyway), but IIRC that approach
> started to get messy in the context of the initial RPM patchset. I'm
> planning to fiddle around a bit more to clean up the implementation of
> the new iommu_flush_ops stuff, so I've made a note to myself to revisit
> RPM to see if there's a sufficiently clean way to do better. In the
> meantime, though, I don't have any real objection to using some
> reasonable autosuspend delay on the principle that if we've been woken
> up to map/unmap one page, there's a high likelihood that more will
> follow in short order (and in the configuration slow-paths it won't have
> much impact either way).
It does sort of remind me about something I was chatting with Jordan
the other day.. about how we could possibly skip the TLB inv for
unmaps from non-current pagetables once we have per-context
pagetables.
The challenge is, since the GPU's command parser is the one switching
pagetables, we don't have any race-free way to know which pagetables
are current. But we do know which contexts have work queued up for
the GPU, so we can know either that a given context definitely isn't
current, or that it might be current. And in the "definitely not
current" case we could skip TLB inv.
BR,
-R
>
> Robin.
>
> > drivers/iommu/arm-smmu.c | 11 ++++++++++-
> > 1 file changed, 10 insertions(+), 1 deletion(-)
> >
> > diff --git a/drivers/iommu/arm-smmu.c b/drivers/iommu/arm-smmu.c
> > index c2733b447d9c..73a0dd53c8a3 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 +1445,15 @@ 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);
> >
> > +#ifdef CONFIG_PM
> > + /* TODO maybe device_link_add() should do this for us? */
> > + if (dev->power.use_autosuspend) {
> > + pm_runtime_set_autosuspend_delay(smmu->dev,
> > + dev->power.autosuspend_delay);
> > + pm_runtime_use_autosuspend(smmu->dev);
> > + }
> > +#endif
> > +
> > rpm_put:
> > arm_smmu_rpm_put(smmu);
> > return ret;
> >
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next prev parent reply other threads:[~2019-09-10 15:45 UTC|newest]
Thread overview: 9+ 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
2019-09-10 15:01 ` Robin Murphy
2019-09-10 15:45 ` Rob Clark [this message]
2019-10-07 20:49 ` [PATCH v2] " Rob Clark
2019-10-09 10:10 ` Robin Murphy
2019-10-28 22:20 ` Will Deacon
2019-10-28 22:38 ` Rob Clark
2019-10-28 22:51 ` Robin Murphy
2019-10-29 11:15 ` Will Deacon
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