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On Mon, Oct 23, 2023 at 10:25:50AM -0700, Doug Anderson wrote:
> On Mon, Oct 23, 2023 at 9:31 AM Yuran Pereira <yuran.pereira(a)hotmail.com> wrote:
> >
> > Since "Clean up checks for already prepared/enabled in panels" has
> > already been done and merged [1], I think there is no longer a need
> > for this item to be in the gpu TODO.
> >
> > [1] https://patchwork.freedesktop.org/patch/551421/
> >
> > Signed-off-by: Yuran Pereira <yuran.pereira(a)hotmail.com>
> > ---
> > Documentation/gpu/todo.rst | 25 -------------------------
> > 1 file changed, 25 deletions(-)
>
> It's not actually all done. It's in a bit of a limbo state right now,
> unfortunately. I landed all of the "simple" cases where panels were
> needlessly tracking prepare/enable, but the less simple cases are
> still outstanding.
>
> Specifically the issue is that many panels have code to properly power
> cycle themselves off at shutdown time and in order to do that they
> need to keep track of the prepare/enable state. After a big, long
> discussion [1] it was decided that we could get rid of all the panel
> code handling shutdown if only all relevant DRM KMS drivers would
> properly call drm_atomic_helper_shutdown().
>
> I made an attempt to get DRM KMS drivers to call
> drm_atomic_helper_shutdown() [2] [3] [4]. I was able to land the
> patches that went through drm-misc, but currently many of the
> non-drm-misc ones are blocked waiting for attention.
>
> ...so things that could be done to help out:
>
> a) Could review patches that haven't landed in [4]. Maybe adding a
> Reviewed-by tag would help wake up maintainers?
>
> b) Could see if you can identify panels that are exclusively used w/
> DRM drivers that have already been converted and then we could post
> patches for just those panels. I have no idea how easy this task would
> be. Is it enough to look at upstream dts files by "compatible" string?
I think it is, yes.
Maxime
In a recent discussion with Philip and Danilo the question came up what
was already tried and never finished to cleanup the dma_fence framework.
So here are the different ideas I came with but never fully finished,
with the patches itself modernized and rebased on top of drm-misc-next.
The main goal of those changes is to make it easier to implement dma_fence
backends and don't enforce unnecessary constrains on implementations.
As first step the locking around the dma_fence_ops.signaled callback is
made consistent by removing the dma_fence_is_signaled_locked() function.
This was mostly used by backends itself, but if polling the HW is desired
the backends can call their own functions for this directly without going
through the dma-fence layer.
XE actually seems to be the only driver which make use of that for a bit
more handling. For all other cases testing the signaled flag should be enough.
Then forcefully calling dma_fence_signaled() is removed from the dma-fence
layer and moved into the backend implementations.
This allows the backend implementations to cleanup after they have
signaled the fence. Such cleanup can include removing now signaled fences
from lists, dropping references, starting work etc....
Especially nouveau seems to have some really messy workaround because of
that involving the DMA_FENCE_FLAG_USER_BITS and installing callbacks
because the reference to the context couldn't be dropped directly after
signaling. This can now be cleaned up as far as I can see.
In the long term this should also allow reworking the error handling, e.g.
removing dma_fence_set_error() and instead giving the error as mandatory
parameter to dma_fence_signal().
Then the last piece is dropping calling enable_signaling callback with the
dma_fence lock held. This makes it possible for backends to acquire locks
which are semantically ordered outside of the dma_fence lock.
This is necessary to allows using the dma_fence inline lock in more cases,
previously backends used some common external lock for their dma_fences to
for example make it possible remove fences from linked lists.
Please comment and review,
Christian.
The entity->last_scheduled field has always been set and read with
special RCU functions in addition to memory barriers. There is no
obvious reason for that, since the entity lock is available and taken at
all places that evaluate the last_scheduled field. The only exception is
drm_sched_entity_error(), which is not performance critical in any way.
Improve robustness, readability and maintainability by replacing RCU and
barriers with the lock.
As a preparational step, while at it, also guard spsc_queue_pop() with
the lock, since spsc_queue is deprecated and supposed to be replaced
with a locked list.
Signed-off-by: Philipp Stanner <phasta(a)kernel.org>
---
Changes since v1:
- Add a helper variable to drop the last_scheduled reference without
the entity lock being held; just to be more robust.
- Write additional comment to detail the WRITE_ONCE().
---
drivers/gpu/drm/scheduler/sched_entity.c | 58 +++++++++++++-----------
include/drm/gpu_scheduler.h | 9 ++--
2 files changed, 35 insertions(+), 32 deletions(-)
diff --git a/drivers/gpu/drm/scheduler/sched_entity.c b/drivers/gpu/drm/scheduler/sched_entity.c
index c51101ec70c1..12fd695c6d46 100644
--- a/drivers/gpu/drm/scheduler/sched_entity.c
+++ b/drivers/gpu/drm/scheduler/sched_entity.c
@@ -135,7 +135,6 @@ int drm_sched_entity_init(struct drm_sched_entity *entity,
entity->num_sched_list = num_sched_list;
entity->sched_list = num_sched_list > 1 ? sched_list : NULL;
entity->rq = &sched_list[0]->rq;
- RCU_INIT_POINTER(entity->last_scheduled, NULL);
RB_CLEAR_NODE(&entity->rb_tree_node);
init_completion(&entity->entity_idle);
@@ -201,10 +200,10 @@ int drm_sched_entity_error(struct drm_sched_entity *entity)
struct dma_fence *fence;
int r;
- rcu_read_lock();
- fence = rcu_dereference(entity->last_scheduled);
+ spin_lock(&entity->lock);
+ fence = entity->last_scheduled;
r = fence ? fence->error : 0;
- rcu_read_unlock();
+ spin_unlock(&entity->lock);
return r;
}
@@ -288,8 +287,10 @@ void drm_sched_entity_kill(struct drm_sched_entity *entity)
wait_for_completion(&entity->entity_idle);
/* The entity is guaranteed to not be used by the scheduler */
- prev = rcu_dereference_check(entity->last_scheduled, true);
+ spin_lock(&entity->lock);
+ prev = entity->last_scheduled;
dma_fence_get(prev);
+ spin_unlock(&entity->lock);
while ((job = drm_sched_entity_queue_pop(entity))) {
struct drm_sched_fence *s_fence = job->s_fence;
@@ -381,8 +382,12 @@ void drm_sched_entity_fini(struct drm_sched_entity *entity)
entity->dependency = NULL;
}
- dma_fence_put(rcu_dereference_check(entity->last_scheduled, true));
- RCU_INIT_POINTER(entity->last_scheduled, NULL);
+ dma_fence_put(entity->last_scheduled);
+ /*
+ * Normally all users should be gone now, but since drm_sched has
+ * experienced many layering violations in the past, better be safe.
+ */
+ WRITE_ONCE(entity->last_scheduled, NULL);
drm_sched_entity_stats_put(entity->stats);
}
EXPORT_SYMBOL(drm_sched_entity_fini);
@@ -507,6 +512,10 @@ drm_sched_job_dependency(struct drm_sched_job *job,
struct drm_sched_job *drm_sched_entity_pop_job(struct drm_sched_entity *entity)
{
+ /* Helper to avoid dropping the reference while the entity lock is held,
+ * just to have some more robustness.
+ */
+ struct dma_fence *prev_last_scheduled;
struct drm_sched_job *sched_job;
sched_job = drm_sched_entity_queue_peek(entity);
@@ -523,19 +532,20 @@ struct drm_sched_job *drm_sched_entity_pop_job(struct drm_sched_entity *entity)
if (entity->guilty && atomic_read(entity->guilty))
dma_fence_set_error(&sched_job->s_fence->finished, -ECANCELED);
- dma_fence_put(rcu_dereference_check(entity->last_scheduled, true));
- rcu_assign_pointer(entity->last_scheduled,
- dma_fence_get(&sched_job->s_fence->finished));
+ spin_lock(&entity->lock);
+ prev_last_scheduled = entity->last_scheduled;
+ entity->last_scheduled = dma_fence_get(&sched_job->s_fence->finished);
- /*
- * If the queue is empty we allow drm_sched_entity_select_rq() to
- * locklessly access ->last_scheduled. This only works if we set the
- * pointer before we dequeue and if we a write barrier here.
+ /* A recent rework required taking the spinlock above. Since spsc_queue
+ * is scheduled for removal as per the DRM-TODO-list, we access it here
+ * locked already to prepare for that cleanup.
+ *
+ * TODO: Fully replace spsc_queue with a locked (h)list.
*/
- smp_wmb();
-
spsc_queue_pop(&entity->job_queue);
+ spin_unlock(&entity->lock);
+ dma_fence_put(prev_last_scheduled);
drm_sched_rq_pop_entity(entity);
/* Jobs and entities might have different lifecycles. Since we're
@@ -561,21 +571,15 @@ void drm_sched_entity_select_rq(struct drm_sched_entity *entity)
if (spsc_queue_count(&entity->job_queue))
return;
- /*
- * Only when the queue is empty are we guaranteed that
- * drm_sched_run_job_work() cannot change entity->last_scheduled. To
- * enforce ordering we need a read barrier here. See
- * drm_sched_entity_pop_job() for the other side.
- */
- smp_rmb();
-
- fence = rcu_dereference_check(entity->last_scheduled, true);
+ spin_lock(&entity->lock);
+ fence = entity->last_scheduled;
/* stay on the same engine if the previous job hasn't finished */
- if (fence && !dma_fence_is_signaled(fence))
+ if (fence && !dma_fence_is_signaled(fence)) {
+ spin_unlock(&entity->lock);
return;
+ }
- spin_lock(&entity->lock);
sched = drm_sched_pick_best(entity->sched_list, entity->num_sched_list);
rq = sched ? &sched->rq : NULL;
if (rq != entity->rq) {
diff --git a/include/drm/gpu_scheduler.h b/include/drm/gpu_scheduler.h
index d61c19e78182..176ff1f936cd 100644
--- a/include/drm/gpu_scheduler.h
+++ b/include/drm/gpu_scheduler.h
@@ -100,7 +100,8 @@ struct drm_sched_entity {
* @lock:
*
* Lock protecting the run-queue (@rq) to which this entity belongs,
- * @priority and the list of schedulers (@sched_list, @num_sched_list).
+ * @priority, @last_scheduled and the list of schedulers (@sched_list,
+ * @num_sched_list).
*/
spinlock_t lock;
@@ -202,11 +203,9 @@ struct drm_sched_entity {
/**
* @last_scheduled:
*
- * Points to the finished fence of the last scheduled job. Only written
- * by drm_sched_entity_pop_job(). Can be accessed locklessly from
- * drm_sched_job_arm() if the queue is empty.
+ * Points to the finished fence of the last scheduled job.
*/
- struct dma_fence __rcu *last_scheduled;
+ struct dma_fence *last_scheduled;
/**
* @last_user: last group leader pushing a job into the entity.
--
2.54.0
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Geometry-based jump games have become a phenomenon in casual gaming, and for good reason. There's something deeply satisfying about timing a perfect jump, watching your character soar through geometric obstacles, and finally reaching that "just one more level" feeling at 11 PM on a Tuesday. If you've never experienced this particular brand of digital frustration and joy, let me walk you through what makes these games tick—and why your reflexes might thank you (or curse you) for giving them a try.
The Beautiful Simplicity of Jumping Through Shapes
At their core, geometry jump games strip gaming down to its essence: move, jump, survive, repeat. Take Geometry Dash as our primary example. The concept sounds almost comically simple—you control a geometric shape (typically a square) and must navigate it through an obstacle course of spikes, platforms, and other hazards, all synchronized to music. That's it. No complex storylines, no resource management, no unnecessary mechanics getting in the way.
The genius lies in how this simplicity becomes a foundation for incredible complexity. Early levels ease you in with gentle slopes and straightforward obstacles. But as you progress, the game introduces new mechanics: your shape might transform into a ship that flies and falls with different physics, or a cube that can jump at precise intervals, or a ball that rolls with its own momentum. Each transformation changes how you perceive and interact with the space around you, keeping the experience fresh despite the unchanging core mechanic.
What really hooks players is the relationship between gameplay and sound design. In these games, your jumps, movements, and even collisions sync with the background music. This isn't just eye candy—it creates a rhythm that your brain naturally wants to follow. Successfully nailing a sequence of jumps that align with the beat feels almost musical, like you're dancing through geometry rather than simply fighting your way through it.
How the Experience Actually Works
When you first launch a geometry jump game, you'll notice the visual style leans toward minimalism. Bright colors contrast against dark backgrounds. Obstacles are clearly defined geometric shapes. There's no confusion about what you can and can't touch—a spike is a spike, a platform is a platform. This clarity is crucial because the game demands precision, and it delivers that demand through an uncluttered visual language.
The difficulty curve in these games teaches an important lesson about game design. Early levels act as a tutorial without ever pausing to explain things. You learn through doing. You discover that holding the jump button longer makes you jump higher (in certain modes). You realize that some obstacles require split-second timing while others reward patience. The game respects your intelligence enough not to spell everything out, yet supports you enough that progress feels achievable.
Progression in these games works differently than traditional level-based structures. Levels often exceed three or four minutes of continuous gameplay. A single mistake near the end sends you back to the beginning. This sounds punishing, and initially it is, but it creates something interesting: players develop the ability to stay focused under pressure. You learn to accept failure as part of the process. That 47th attempt doesn't feel like torture—it feels like you're getting closer.
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If you're thinking about diving into a geometry jump experience, here are some things that will make your journey more enjoyable. First, play with sound on (with headphones if possible). The audio design isn't decorative—it's genuinely part of the game. Your brain will start anticipating jumps based on musical cues.
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What keeps people returning to geometry jump games isn't just the challenge—it's the feeling of growth. You watch your own improvement in real-time. That level that seemed impossible yesterday becomes a warm-up today. Your fingers develop instinctive knowledge of the physics without your brain consciously calculating them.
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At its core, Geometry Dash Lite is a rhythm-based platformer. You control a small, customizable icon (usually a square, but you can unlock others) that automatically moves forward through a series of levels. Your sole objective is to navigate these levels, avoiding an onslaught of spikes, sawblades, and other cleverly designed traps, all perfectly synced to an energetic soundtrack. The game's beauty lies in its simplicity: tap to jump. That's it. But within this simple mechanic lies a world of nuanced timing, precise execution, and a surprising amount of strategic thinking.
The "Lite" version of the game offers a selection of levels from the full Geometry Dash experience, allowing players to get a taste of what the full game has to offer without any initial commitment. It's a perfect sampler, showcasing the core mechanics, the diverse level design, and the infectious music that defines the series. For those curious to explore further or even play on their PC, you can find more information about Geometry Dash Lite at Geometry Dash Lite
Gameplay: A Symphony of Taps and Jumps
The gameplay loop of Geometry Dash Lite is incredibly straightforward, yet it offers a satisfying and often frustrating challenge.
Your Icon:Â Your main character is a small geometric shape that continuously moves forward. Its movement speed is constant within a given segment of a level.
The Obstacles:Â Levels are littered with various obstacles, primarily spikes and sawblades, designed to instantly destroy your icon upon contact.
The Tap to Jump:Â Your only control is to tap the screen. A single tap initiates a small jump. Holding down your finger allows for a longer jump. This simple interaction is the key to navigating the complex layouts.
Portals and Gravity:Â As you progress, you'll encounter various portals that change your icon's behavior. These can include:
Gravity Portals:Â These flip your icon's gravity, making it move on the ceiling instead of the floor, or vice versa.
Ship Portals:Â Your icon transforms into a ship, allowing you to fly freely by holding down your finger to ascend and releasing to descend. This introduces a whole new dimension of control.
Ball Portals:Â Your icon becomes a ball, which rolls and can stick to surfaces when you tap, creating unique platforming opportunities.
UFO Portals:Â These transform your icon into a UFO, allowing for a "flappy bird" like tapping mechanic to ascend.
Wave Portals:Â Your icon becomes a wave, moving diagonally up and down with taps, requiring very precise timing.
Music Synchronization: Every jump, every obstacle, and every portal change is meticulously synchronized with the background music. This is not just an aesthetic choice; it’s a crucial gameplay element. Learning the rhythm of each level is as important as memorizing its layout.
Practice Mode:Â One of the most player-friendly features is the practice mode. In this mode, you can place checkpoints anywhere in the level, allowing you to repeatedly attempt difficult sections without having to restart from the beginning. This is invaluable for learning and improving.
Attempts Counter:Â A relentless counter at the top of the screen tracks how many attempts it takes you to complete a level. This often fuels a competitive spirit and a desire to achieve fewer attempts.
Tips for Conquering the Geometric Gauntlet
While Geometry Dash Lite can feel overwhelming at first, a few key strategies can significantly improve your experience and help you conquer even the most daunting levels.
1. Start Slow and Steady:Â Don't jump into the hardest level immediately. Begin with the introductory levels to get a feel for the controls, the different portal mechanics, and the rhythm. "Stereo Madness" is a classic starting point.
2. Embrace Practice Mode:Â This cannot be stressed enough. When you hit a wall, switch to practice mode. Break down the level into smaller, manageable segments. Practice each difficult section until you can consistently clear it.
3. Listen to the Music:Â The music isn't just background noise; it's your guide. Pay close attention to the beats, the drops, and the changes in tempo. Often, the timing of your jumps will align perfectly with the musical cues.
4. Memorization is Key:Â While reflexes are important, Geometry Dash Lite is also a memory game. As you repeatedly play a level, you'll start to internalize the layout and the sequence of obstacles.
5. Identify Patterns:Â Many levels feature recurring patterns of obstacles. Once you recognize these patterns, you can apply the same strategy to clear them each time they appear.
6. Don't Get Frustrated (Easily): This game will test your patience. You will die countless times on the same obstacle. Take a break if you feel yourself getting angry. Come back with a fresh perspective. Sometimes, a short break is all it takes to clear a section you were stuck on.
7. Watch Others Play:Â If you're truly stuck, watching videos of experienced players completing the level can provide valuable insights into optimal timing and strategies.
8. Customize Your Icon:Â While purely aesthetic, customizing your icon can make the experience feel more personal and enjoyable. Unlock new colors and shapes as you progress.
9. Focus on Small Victories:Â Don't aim to complete the entire level in one go initially. Celebrate clearing a new section, reaching a further point, or successfully navigating a tricky portal sequence.
Conclusion: A Rewarding Test of Skill and Rhythm
Geometry Dash Lite is more than just a simple mobile game; it's a testament to the power of straightforward mechanics combined with clever design. It offers a rewarding challenge that, while demanding, never feels truly unfair. The satisfaction of finally completing a difficult level, feeling your fingers dance across the screen in perfect sync with the music, is an experience few other games can replicate. So, if you're looking for a game that will push your reflexes and your rhythm to their limits, all while delivering a surprisingly addictive and fun experience, dive into the world of Geometry Dash Lite. You might just find your next obsession.