Currently, v3d_submit_jobs() arms and pushes each job one at a time,
wiring dependencies between consecutive jobs after each push. If
drm_sched_job_add_dependency() fails midway, the already-pushed jobs are
scheduler-owned and will be submitted to the GPU for execution, even though
the subsequent jobs won't be submitted.
This breaks the atomicity of the submissions, as only some of the jobs
from a submission would be submitted to the hardware, while the other part
fails.
Restructure v3d_submit_jobs() into three phases: (1) arm all jobs belonging
to a given submission, (2) wire inter-job dependencies, and (3) push all
jobs to the scheduler unconditionally. Phase (2) can fail; on failure,
it marks every armed job finished fence with an error, so that run_job()
callbacks skip hardware execution.
This guarantees that every armed job is always pushed, either to run
or to be skipped, and it also ensures the atomicity of a submission.
Suggested-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com>
Reviewed-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com>
Link: https://patch.msgid.link/20260604-v3d-sched-misc-fixes-v4-12-c068f5bf5ccf@igalia.com
Signed-off-by: Maíra Canal <mcanal@igalia.com>