In V3D, the conclusion of a job is indicated by a IRQ. When a job
finishes, then we update the local and the global GPU stats of that
queue. But, while the GPU stats are being updated, a user might be
reading the stats from sysfs or fdinfo.
For example, on `gpu_stats_show()`, we could think about a scenario where
`v3d->queue[queue].start_ns != 0`, then an interrupt happens, we update
the value of `v3d->queue[queue].start_ns` to 0, we come back to
`gpu_stats_show()` to calculate `active_runtime` and now,
`active_runtime = timestamp`.
In this simple example, the user would see a spike in the queue usage,
that didn't match reality.
In order to address this issue properly, use a seqcount to protect read
and write sections of the code.
Fixes: 09a93cc4f7d1 ("drm/v3d: Implement show_fdinfo() callback for GPU usage stats")
Reported-by: Tvrtko Ursulin <tursulin@igalia.com>
Signed-off-by: Maíra Canal <mcanal@igalia.com>
Reviewed-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com>
Link: https://patchwork.freedesktop.org/patch/msgid/20240420213632.339941-7-mcanal@igalia.com
                                      1, NULL);
 
                memset(&v3d_priv->stats[i], 0, sizeof(v3d_priv->stats[i]));
+               seqcount_init(&v3d_priv->stats[i].lock);
        }
 
        v3d_perfmon_open_file(v3d_priv);
 void v3d_get_stats(const struct v3d_stats *stats, u64 timestamp,
                   u64 *active_runtime, u64 *jobs_completed)
 {
-       *active_runtime = stats->enabled_ns;
-       if (stats->start_ns)
-               *active_runtime += timestamp - stats->start_ns;
-       *jobs_completed = stats->jobs_completed;
+       unsigned int seq;
+
+       do {
+               seq = read_seqcount_begin(&stats->lock);
+               *active_runtime = stats->enabled_ns;
+               if (stats->start_ns)
+                       *active_runtime += timestamp - stats->start_ns;
+               *jobs_completed = stats->jobs_completed;
+       } while (read_seqcount_retry(&stats->lock, seq));
 }
 
 static void v3d_show_fdinfo(struct drm_printer *p, struct drm_file *file)
 
        u64 start_ns;
        u64 enabled_ns;
        u64 jobs_completed;
+
+       /*
+        * This seqcount is used to protect the access to the GPU stats
+        * variables. It must be used as, while we are reading the stats,
+        * IRQs can happen and the stats can be updated.
+        */
+       seqcount_t lock;
 };
 
 struct v3d_queue_state {
 
 
                queue->fence_context = dma_fence_context_alloc(1);
                memset(&queue->stats, 0, sizeof(queue->stats));
+               seqcount_init(&queue->stats.lock);
        }
 
        spin_lock_init(&v3d->mm_lock);
 
        struct v3d_stats *local_stats = &file->stats[queue];
        u64 now = local_clock();
 
+       write_seqcount_begin(&local_stats->lock);
        local_stats->start_ns = now;
+       write_seqcount_end(&local_stats->lock);
+
+       write_seqcount_begin(&global_stats->lock);
        global_stats->start_ns = now;
+       write_seqcount_end(&global_stats->lock);
 }
 
 static void
 v3d_stats_update(struct v3d_stats *stats, u64 now)
 {
+       write_seqcount_begin(&stats->lock);
        stats->enabled_ns += now - stats->start_ns;
        stats->jobs_completed++;
        stats->start_ns = 0;
+       write_seqcount_end(&stats->lock);
 }
 
 void