Re: [PATCH v4 3/4] drm/vc4: Check for the binner bo before handling OOM interrupt

From: Eric Anholt
Date: Wed Apr 03 2019 - 14:58:06 EST

Paul Kocialkowski <paul.kocialkowski@xxxxxxxxxxx> 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 <paul.kocialkowski@xxxxxxxxxxx>
> ---
> 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.

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