Paul Kocialkowski writes: > Since the OOM interrupt directly deals with the binner bo, it doesn't > make sense to try and handle it without a binner buffer registered. > The interrupt will kick again in due time, so we can safely ignore it > without a binner bo allocated. > > Signed-off-by: Paul Kocialkowski > --- > drivers/gpu/drm/vc4/vc4_irq.c | 3 +++ > 1 file changed, 3 insertions(+) > > diff --git a/drivers/gpu/drm/vc4/vc4_irq.c b/drivers/gpu/drm/vc4/vc4_irq.c > index ffd0a4388752..723dc86b4511 100644 > --- a/drivers/gpu/drm/vc4/vc4_irq.c > +++ b/drivers/gpu/drm/vc4/vc4_irq.c > @@ -64,6 +64,9 @@ vc4_overflow_mem_work(struct work_struct *work) > struct vc4_exec_info *exec; > unsigned long irqflags; Since OOM handling is tricky, could we add a comment to help the next person try to understand it: /* The OOM IRQ is level-triggered, so we'll see one at power-on before * any jobs are submitted. The OOM IRQ is masked when this work is * scheduled, so we can safely return if there's no binner memory * (because no client is currently using 3D). When a bin job is * later submitted, its tile memory allocation will end up bringing us * back to a non-OOM state so the OOM can be triggered again. */ But, actually, I don't see how the OOM IRQ will ever get re-enabled.