On Tue, Jun 11, 2013 at 04:01:21PM -0700, Stéphane Marchesin wrote:
> 
> On Tue, Jun 11, 2013 at 3:57 PM, Chris Wilson <ch...@chris-wilson.co.uk> 
> wrote:
> > On Tue, Jun 11, 2013 at 03:49:27PM -0700, Stéphane Marchesin wrote:
> >> During suspend all fences are reset, including their pin_count which
> >> is reset to 0. However a framebuffer can be bound across
> >> suspend/resume, which means that when the buffer is unbound after
> >> resume, the pin count for the buffer will be negative. Since the
> >> fence pin count is now negative when available and zero when in use,
> >> the buffer's fence will get recycled when the fence is in use which
> >> is the opposite of what we want. The visible effect is that since the
> >> fence is recycled the tiling mode goes away while the buffer is being
> >> displayed and we get lines/screens of garbage.
> >>
> >> To fix this, we repin the fences for all bound fbs on resume, which
> >> ensures the pin count is right.
> >
> > Yikes. So why do we not just keep the fences alive during suspend (not
> > touching their pin_count), and then just iterate over the list of fences
> > rewriting the register as required upon resume? That would seem less
> > error prone than trying to reconstruct the lost pin_count.
> 
> I suspect they'd need to be saved/restored at the hw level as well,
> which AFAICS isn't happening today...

Ugh, I introduced this bug 30 months ago - saved by the VT switch on
resume. But we can restore the fences from dev_priv->fence_regs...
Actually we have a very similar problem after a GPU reset where we
should restore fences for pinned objects (i.e. the scanout). The patch
to fix both looks fairly straightforward.
-Chris

-- 
Chris Wilson, Intel Open Source Technology Centre
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