drm/scheduler: Fix lockup in drm_sched_entity_kill()

The drm_sched_entity_kill() is invoked twice by drm_sched_entity_destroy()
while userspace process is exiting or being killed. First time it's invoked
when sched entity is flushed and second time when entity is released. This
causes a lockup within wait_for_completion(entity_idle) due to how completion
API works.

Calling wait_for_completion() more times than complete() was invoked is a
error condition that causes lockup because completion internally uses
counter for complete/wait calls. The complete_all() must be used instead
in such cases.

This patch fixes lockup of Panfrost driver that is reproducible by killing
any application in a middle of 3d drawing operation.

Fixes: 2fdb8a8f07 ("drm/scheduler: rework entity flush, kill and fini")
Signed-off-by: Dmitry Osipenko <dmitry.osipenko@collabora.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Tested-by: Guilherme G. Piccoli <gpiccoli@igalia.com> # Steam Deck
Link: https://patchwork.freedesktop.org/patch/msgid/20221123001303.533968-1-dmitry.osipenko@collabora.com
This commit is contained in:
Dmitry Osipenko 2022-11-23 03:13:03 +03:00
parent 523dfa96ad
commit 03dec92c4f
2 changed files with 3 additions and 3 deletions

View file

@ -81,7 +81,7 @@ int drm_sched_entity_init(struct drm_sched_entity *entity,
init_completion(&entity->entity_idle);
/* We start in an idle state. */
complete(&entity->entity_idle);
complete_all(&entity->entity_idle);
spin_lock_init(&entity->rq_lock);
spsc_queue_init(&entity->job_queue);

View file

@ -987,7 +987,7 @@ static int drm_sched_main(void *param)
sched_job = drm_sched_entity_pop_job(entity);
if (!sched_job) {
complete(&entity->entity_idle);
complete_all(&entity->entity_idle);
continue;
}
@ -998,7 +998,7 @@ static int drm_sched_main(void *param)
trace_drm_run_job(sched_job, entity);
fence = sched->ops->run_job(sched_job);
complete(&entity->entity_idle);
complete_all(&entity->entity_idle);
drm_sched_fence_scheduled(s_fence);
if (!IS_ERR_OR_NULL(fence)) {