int msm_gem_prime_pin(struct drm_gem_object *obj);
void msm_gem_prime_unpin(struct drm_gem_object *obj);
void *msm_gem_get_vaddr(struct drm_gem_object *obj);
+void *msm_gem_get_vaddr_active(struct drm_gem_object *obj);
void msm_gem_put_vaddr(struct drm_gem_object *obj);
int msm_gem_madvise(struct drm_gem_object *obj, unsigned madv);
int msm_gem_sync_object(struct drm_gem_object *obj,
return ret;
}
-void *msm_gem_get_vaddr(struct drm_gem_object *obj)
+static void *get_vaddr(struct drm_gem_object *obj, unsigned madv)
{
struct msm_gem_object *msm_obj = to_msm_bo(obj);
int ret = 0;
mutex_lock(&msm_obj->lock);
- if (WARN_ON(msm_obj->madv != MSM_MADV_WILLNEED)) {
+ if (WARN_ON(msm_obj->madv > madv)) {
+ dev_err(obj->dev->dev, "Invalid madv state: %u vs %u\n",
+ msm_obj->madv, madv);
mutex_unlock(&msm_obj->lock);
return ERR_PTR(-EBUSY);
}
return ERR_PTR(ret);
}
+void *msm_gem_get_vaddr(struct drm_gem_object *obj)
+{
+ return get_vaddr(obj, MSM_MADV_WILLNEED);
+}
+
+/*
+ * Don't use this! It is for the very special case of dumping
+ * submits from GPU hangs or faults, were the bo may already
+ * be MSM_MADV_DONTNEED, but we know the buffer is still on the
+ * active list.
+ */
+void *msm_gem_get_vaddr_active(struct drm_gem_object *obj)
+{
+ return get_vaddr(obj, __MSM_MADV_PURGED);
+}
+
void msm_gem_put_vaddr(struct drm_gem_object *obj)
{
struct msm_gem_object *msm_obj = to_msm_bo(obj);