mutex_lock(&v3d->reset_lock);
/* block scheduler */
- for (q = 0; q < V3D_MAX_QUEUES; q++) {
- struct drm_gpu_scheduler *sched = &v3d->queue[q].sched;
-
- drm_sched_stop(sched);
+ for (q = 0; q < V3D_MAX_QUEUES; q++)
+ drm_sched_stop(&v3d->queue[q].sched);
- if(sched_job)
- drm_sched_increase_karma(sched_job);
- }
+ if (sched_job)
+ drm_sched_increase_karma(sched_job);
/* get the GPU back into the init state */
v3d_reset(v3d);
for (q = 0; q < V3D_MAX_QUEUES; q++)
- drm_sched_resubmit_jobs(sched_job->sched);
+ drm_sched_resubmit_jobs(&v3d->queue[q].sched);
/* Unblock schedulers and restart their jobs. */
for (q = 0; q < V3D_MAX_QUEUES; q++) {