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++) {