drm/amdkfd: apply trap workaround for gfx11
Due to a HW bug, waves in only half the shader arrays can enter trap. When starting a debug session, relocate all waves to the first shader array of each shader engine and mask off the 2nd shader array as unavailable. When ending a debug session, re-enable the 2nd shader array per shader engine. User CU masking per queue cannot be guaranteed to remain functional if requested during debugging (e.g. user cu mask requests only 2nd shader array as an available resource leading to zero HW resources available) nor can runtime be alerted of any of these changes during execution. Make user CU masking and debugging mutual exclusive with respect to availability. If the debugger tries to attach to a process with a user cu masked queue, return the runtime status as enabled but busy. If the debugger tries to attach and fails to reallocate queue waves to the first shader array of each shader engine, return the runtime status as enabled but with an error. In addition, like any other mutli-process debug supported devices, disable trap temporary setup per-process to avoid performance impact from setup overhead. Signed-off-by: Jonathan Kim <jonathan.kim@amd.com> Reviewed-by: Felix Kuehling <felix.kuehling@amd.com> Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
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