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Date:   Thu, 9 Apr 2020 17:59:56 +0200
From:   Peter Zijlstra <peterz@...radead.org>
To:     Christian König <christian.koenig@....com>
Cc:     Jann Horn <jannh@...gle.com>,
        Harry Wentland <harry.wentland@....com>,
        Leo Li <sunpeng.li@....com>, amd-gfx@...ts.freedesktop.org,
        Alex Deucher <alexander.deucher@....com>,
        "David (ChunMing) Zhou" <David1.Zhou@....com>,
        Thomas Gleixner <tglx@...utronix.de>,
        Ingo Molnar <mingo@...hat.com>, Borislav Petkov <bp@...en8.de>,
        "H. Peter Anvin" <hpa@...or.com>,
        the arch/x86 maintainers <x86@...nel.org>,
        kernel list <linux-kernel@...r.kernel.org>,
        Josh Poimboeuf <jpoimboe@...hat.com>,
        Andy Lutomirski <luto@...nel.org>,
        Arnaldo Carvalho de Melo <acme@...nel.org>,
        mhiramat@...nel.org
Subject: Re: AMD DC graphics display code enables -mhard-float, -msse, -msse2
 without any visible FPU state protection

On Thu, Apr 02, 2020 at 04:13:08PM +0200, Peter Zijlstra wrote:
> On Thu, Apr 02, 2020 at 09:33:54AM +0200, Christian König wrote:

> > yes, using the floating point calculations in the display code has been a
> > source of numerous problems and confusion in the past.
> > 
> > The calls to kernel_fpu_begin() and kernel_fpu_end() are hidden behind the
> > DC_FP_START() and DC_FP_END() macros which are supposed to hide the
> > architecture depend handling for x86 and PPC64.
> > 
> > This originated from the graphics block integrated into AMD CPU (where we
> > knew which fp unit we had), but as far as I know is now also used for
> > dedicated AMD GPUs as well.
> > 
> > I'm not really a fan of this either, but so far we weren't able to convince
> > the hardware engineers to not use floating point calculations for the
> > display stuff.
> 
> Might I complain that:
> 
> 	make O=allmodconfig-build drivers/gpu/drm/amd/display/dc/
> 
> does not in fact work?

Worse; allmodconfig doesn't select these, and hence I did not in fact
build-test them for a while :/

Anyway, I now have a config that includes them and I get plenty fail
with my objtool patch. In part because this is spread over multiple
object files and in part because of the forrest of indirect calls Jann
already mentioned.

The multi-unit issue can be fixed by simply sticking all the related .o
files in an archive and running objtool on that, but the pointer crap is
much harder.

I'll need another approach, let me consider.

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