Re: [PATCH v2] iommu/arm-smmu: fix "hang" when games exit

From: Robin Murphy
Date: Mon Oct 28 2019 - 18:51:58 EST


On 2019-10-28 10:38 pm, Rob Clark wrote:
On Mon, Oct 28, 2019 at 3:20 PM Will Deacon <will@xxxxxxxxxx> wrote:

Hi Rob,

On Mon, Oct 07, 2019 at 01:49:06PM -0700, Rob Clark wrote:
From: Rob Clark <robdclark@xxxxxxxxxxxx>

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.

Please can you reword the subject to be a bit more useful? The commit
message is great, but the subject is a bit like "fix bug in code" to me.

yeah, not the best $subject, but I wasn't quite sure how to fit
something better in a reasonable # of chars.. maybe something like:
"iommu/arm-smmu: optimize unmap but avoiding toggling runpm state"?

FWIW, I'd be inclined to frame it as something like "avoid pathological RPM behaviour for unmaps".

Robin.