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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 10:05:51 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 10:05:51 +0000
commit5d1646d90e1f2cceb9f0828f4b28318cd0ec7744 (patch)
treea94efe259b9009378be6d90eb30d2b019d95c194 /drivers/gpu/drm/v3d
parentInitial commit. (diff)
downloadlinux-5d1646d90e1f2cceb9f0828f4b28318cd0ec7744.tar.xz
linux-5d1646d90e1f2cceb9f0828f4b28318cd0ec7744.zip
Adding upstream version 5.10.209.upstream/5.10.209
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'drivers/gpu/drm/v3d')
-rw-r--r--drivers/gpu/drm/v3d/Kconfig12
-rw-r--r--drivers/gpu/drm/v3d/Makefile19
-rw-r--r--drivers/gpu/drm/v3d/v3d_bo.c234
-rw-r--r--drivers/gpu/drm/v3d/v3d_debugfs.c267
-rw-r--r--drivers/gpu/drm/v3d/v3d_drv.c366
-rw-r--r--drivers/gpu/drm/v3d/v3d_drv.h355
-rw-r--r--drivers/gpu/drm/v3d/v3d_fence.c49
-rw-r--r--drivers/gpu/drm/v3d/v3d_gem.c929
-rw-r--r--drivers/gpu/drm/v3d/v3d_irq.c292
-rw-r--r--drivers/gpu/drm/v3d/v3d_mmu.c125
-rw-r--r--drivers/gpu/drm/v3d/v3d_regs.h497
-rw-r--r--drivers/gpu/drm/v3d/v3d_sched.c472
-rw-r--r--drivers/gpu/drm/v3d/v3d_trace.h297
-rw-r--r--drivers/gpu/drm/v3d/v3d_trace_points.c9
14 files changed, 3923 insertions, 0 deletions
diff --git a/drivers/gpu/drm/v3d/Kconfig b/drivers/gpu/drm/v3d/Kconfig
new file mode 100644
index 000000000..9a5c44606
--- /dev/null
+++ b/drivers/gpu/drm/v3d/Kconfig
@@ -0,0 +1,12 @@
+# SPDX-License-Identifier: GPL-2.0-only
+config DRM_V3D
+ tristate "Broadcom V3D 3.x and newer"
+ depends on ARCH_BCM || ARCH_BCMSTB || COMPILE_TEST
+ depends on DRM
+ depends on COMMON_CLK
+ depends on MMU
+ select DRM_SCHED
+ select DRM_GEM_SHMEM_HELPER
+ help
+ Choose this option if you have a system that has a Broadcom
+ V3D 3.x or newer GPU, such as BCM7268.
diff --git a/drivers/gpu/drm/v3d/Makefile b/drivers/gpu/drm/v3d/Makefile
new file mode 100644
index 000000000..db4cfc155
--- /dev/null
+++ b/drivers/gpu/drm/v3d/Makefile
@@ -0,0 +1,19 @@
+# SPDX-License-Identifier: GPL-2.0-only
+# Please keep these build lists sorted!
+
+# core driver code
+v3d-y := \
+ v3d_bo.o \
+ v3d_drv.o \
+ v3d_fence.o \
+ v3d_gem.o \
+ v3d_irq.o \
+ v3d_mmu.o \
+ v3d_trace_points.o \
+ v3d_sched.o
+
+v3d-$(CONFIG_DEBUG_FS) += v3d_debugfs.o
+
+obj-$(CONFIG_DRM_V3D) += v3d.o
+
+CFLAGS_v3d_trace_points.o := -I$(src)
diff --git a/drivers/gpu/drm/v3d/v3d_bo.c b/drivers/gpu/drm/v3d/v3d_bo.c
new file mode 100644
index 000000000..8b52cb258
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_bo.c
@@ -0,0 +1,234 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2015-2018 Broadcom */
+
+/**
+ * DOC: V3D GEM BO management support
+ *
+ * Compared to VC4 (V3D 2.x), V3D 3.3 introduces an MMU between the
+ * GPU and the bus, allowing us to use shmem objects for our storage
+ * instead of CMA.
+ *
+ * Physically contiguous objects may still be imported to V3D, but the
+ * driver doesn't allocate physically contiguous objects on its own.
+ * Display engines requiring physically contiguous allocations should
+ * look into Mesa's "renderonly" support (as used by the Mesa pl111
+ * driver) for an example of how to integrate with V3D.
+ *
+ * Long term, we should support evicting pages from the MMU when under
+ * memory pressure (thus the v3d_bo_get_pages() refcounting), but
+ * that's not a high priority since our systems tend to not have swap.
+ */
+
+#include <linux/dma-buf.h>
+#include <linux/pfn_t.h>
+
+#include "v3d_drv.h"
+#include "uapi/drm/v3d_drm.h"
+
+/* Called DRM core on the last userspace/kernel unreference of the
+ * BO.
+ */
+void v3d_free_object(struct drm_gem_object *obj)
+{
+ struct v3d_dev *v3d = to_v3d_dev(obj->dev);
+ struct v3d_bo *bo = to_v3d_bo(obj);
+
+ v3d_mmu_remove_ptes(bo);
+
+ mutex_lock(&v3d->bo_lock);
+ v3d->bo_stats.num_allocated--;
+ v3d->bo_stats.pages_allocated -= obj->size >> PAGE_SHIFT;
+ mutex_unlock(&v3d->bo_lock);
+
+ spin_lock(&v3d->mm_lock);
+ drm_mm_remove_node(&bo->node);
+ spin_unlock(&v3d->mm_lock);
+
+ /* GPU execution may have dirtied any pages in the BO. */
+ bo->base.pages_mark_dirty_on_put = true;
+
+ drm_gem_shmem_free_object(obj);
+}
+
+static const struct drm_gem_object_funcs v3d_gem_funcs = {
+ .free = v3d_free_object,
+ .print_info = drm_gem_shmem_print_info,
+ .pin = drm_gem_shmem_pin,
+ .unpin = drm_gem_shmem_unpin,
+ .get_sg_table = drm_gem_shmem_get_sg_table,
+ .vmap = drm_gem_shmem_vmap,
+ .vunmap = drm_gem_shmem_vunmap,
+ .mmap = drm_gem_shmem_mmap,
+};
+
+/* gem_create_object function for allocating a BO struct and doing
+ * early setup.
+ */
+struct drm_gem_object *v3d_create_object(struct drm_device *dev, size_t size)
+{
+ struct v3d_bo *bo;
+ struct drm_gem_object *obj;
+
+ if (size == 0)
+ return NULL;
+
+ bo = kzalloc(sizeof(*bo), GFP_KERNEL);
+ if (!bo)
+ return NULL;
+ obj = &bo->base.base;
+
+ obj->funcs = &v3d_gem_funcs;
+
+ INIT_LIST_HEAD(&bo->unref_head);
+
+ return &bo->base.base;
+}
+
+static int
+v3d_bo_create_finish(struct drm_gem_object *obj)
+{
+ struct v3d_dev *v3d = to_v3d_dev(obj->dev);
+ struct v3d_bo *bo = to_v3d_bo(obj);
+ struct sg_table *sgt;
+ int ret;
+
+ /* So far we pin the BO in the MMU for its lifetime, so use
+ * shmem's helper for getting a lifetime sgt.
+ */
+ sgt = drm_gem_shmem_get_pages_sgt(&bo->base.base);
+ if (IS_ERR(sgt))
+ return PTR_ERR(sgt);
+
+ spin_lock(&v3d->mm_lock);
+ /* Allocate the object's space in the GPU's page tables.
+ * Inserting PTEs will happen later, but the offset is for the
+ * lifetime of the BO.
+ */
+ ret = drm_mm_insert_node_generic(&v3d->mm, &bo->node,
+ obj->size >> PAGE_SHIFT,
+ GMP_GRANULARITY >> PAGE_SHIFT, 0, 0);
+ spin_unlock(&v3d->mm_lock);
+ if (ret)
+ return ret;
+
+ /* Track stats for /debug/dri/n/bo_stats. */
+ mutex_lock(&v3d->bo_lock);
+ v3d->bo_stats.num_allocated++;
+ v3d->bo_stats.pages_allocated += obj->size >> PAGE_SHIFT;
+ mutex_unlock(&v3d->bo_lock);
+
+ v3d_mmu_insert_ptes(bo);
+
+ return 0;
+}
+
+struct v3d_bo *v3d_bo_create(struct drm_device *dev, struct drm_file *file_priv,
+ size_t unaligned_size)
+{
+ struct drm_gem_shmem_object *shmem_obj;
+ struct v3d_bo *bo;
+ int ret;
+
+ shmem_obj = drm_gem_shmem_create(dev, unaligned_size);
+ if (IS_ERR(shmem_obj))
+ return ERR_CAST(shmem_obj);
+ bo = to_v3d_bo(&shmem_obj->base);
+
+ ret = v3d_bo_create_finish(&shmem_obj->base);
+ if (ret)
+ goto free_obj;
+
+ return bo;
+
+free_obj:
+ drm_gem_shmem_free_object(&shmem_obj->base);
+ return ERR_PTR(ret);
+}
+
+struct drm_gem_object *
+v3d_prime_import_sg_table(struct drm_device *dev,
+ struct dma_buf_attachment *attach,
+ struct sg_table *sgt)
+{
+ struct drm_gem_object *obj;
+ int ret;
+
+ obj = drm_gem_shmem_prime_import_sg_table(dev, attach, sgt);
+ if (IS_ERR(obj))
+ return obj;
+
+ ret = v3d_bo_create_finish(obj);
+ if (ret) {
+ drm_gem_shmem_free_object(obj);
+ return ERR_PTR(ret);
+ }
+
+ return obj;
+}
+
+int v3d_create_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct drm_v3d_create_bo *args = data;
+ struct v3d_bo *bo = NULL;
+ int ret;
+
+ if (args->flags != 0) {
+ DRM_INFO("unknown create_bo flags: %d\n", args->flags);
+ return -EINVAL;
+ }
+
+ bo = v3d_bo_create(dev, file_priv, PAGE_ALIGN(args->size));
+ if (IS_ERR(bo))
+ return PTR_ERR(bo);
+
+ args->offset = bo->node.start << PAGE_SHIFT;
+
+ ret = drm_gem_handle_create(file_priv, &bo->base.base, &args->handle);
+ drm_gem_object_put(&bo->base.base);
+
+ return ret;
+}
+
+int v3d_mmap_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct drm_v3d_mmap_bo *args = data;
+ struct drm_gem_object *gem_obj;
+
+ if (args->flags != 0) {
+ DRM_INFO("unknown mmap_bo flags: %d\n", args->flags);
+ return -EINVAL;
+ }
+
+ gem_obj = drm_gem_object_lookup(file_priv, args->handle);
+ if (!gem_obj) {
+ DRM_DEBUG("Failed to look up GEM BO %d\n", args->handle);
+ return -ENOENT;
+ }
+
+ args->offset = drm_vma_node_offset_addr(&gem_obj->vma_node);
+ drm_gem_object_put(gem_obj);
+
+ return 0;
+}
+
+int v3d_get_bo_offset_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct drm_v3d_get_bo_offset *args = data;
+ struct drm_gem_object *gem_obj;
+ struct v3d_bo *bo;
+
+ gem_obj = drm_gem_object_lookup(file_priv, args->handle);
+ if (!gem_obj) {
+ DRM_DEBUG("Failed to look up GEM BO %d\n", args->handle);
+ return -ENOENT;
+ }
+ bo = to_v3d_bo(gem_obj);
+
+ args->offset = bo->node.start << PAGE_SHIFT;
+
+ drm_gem_object_put(gem_obj);
+ return 0;
+}
diff --git a/drivers/gpu/drm/v3d/v3d_debugfs.c b/drivers/gpu/drm/v3d/v3d_debugfs.c
new file mode 100644
index 000000000..e76b24bb8
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_debugfs.c
@@ -0,0 +1,267 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2014-2018 Broadcom */
+
+#include <linux/circ_buf.h>
+#include <linux/ctype.h>
+#include <linux/debugfs.h>
+#include <linux/pm_runtime.h>
+#include <linux/seq_file.h>
+
+#include <drm/drm_debugfs.h>
+
+#include "v3d_drv.h"
+#include "v3d_regs.h"
+
+#define REGDEF(reg) { reg, #reg }
+struct v3d_reg_def {
+ u32 reg;
+ const char *name;
+};
+
+static const struct v3d_reg_def v3d_hub_reg_defs[] = {
+ REGDEF(V3D_HUB_AXICFG),
+ REGDEF(V3D_HUB_UIFCFG),
+ REGDEF(V3D_HUB_IDENT0),
+ REGDEF(V3D_HUB_IDENT1),
+ REGDEF(V3D_HUB_IDENT2),
+ REGDEF(V3D_HUB_IDENT3),
+ REGDEF(V3D_HUB_INT_STS),
+ REGDEF(V3D_HUB_INT_MSK_STS),
+
+ REGDEF(V3D_MMU_CTL),
+ REGDEF(V3D_MMU_VIO_ADDR),
+ REGDEF(V3D_MMU_VIO_ID),
+ REGDEF(V3D_MMU_DEBUG_INFO),
+};
+
+static const struct v3d_reg_def v3d_gca_reg_defs[] = {
+ REGDEF(V3D_GCA_SAFE_SHUTDOWN),
+ REGDEF(V3D_GCA_SAFE_SHUTDOWN_ACK),
+};
+
+static const struct v3d_reg_def v3d_core_reg_defs[] = {
+ REGDEF(V3D_CTL_IDENT0),
+ REGDEF(V3D_CTL_IDENT1),
+ REGDEF(V3D_CTL_IDENT2),
+ REGDEF(V3D_CTL_MISCCFG),
+ REGDEF(V3D_CTL_INT_STS),
+ REGDEF(V3D_CTL_INT_MSK_STS),
+ REGDEF(V3D_CLE_CT0CS),
+ REGDEF(V3D_CLE_CT0CA),
+ REGDEF(V3D_CLE_CT0EA),
+ REGDEF(V3D_CLE_CT1CS),
+ REGDEF(V3D_CLE_CT1CA),
+ REGDEF(V3D_CLE_CT1EA),
+
+ REGDEF(V3D_PTB_BPCA),
+ REGDEF(V3D_PTB_BPCS),
+
+ REGDEF(V3D_GMP_STATUS),
+ REGDEF(V3D_GMP_CFG),
+ REGDEF(V3D_GMP_VIO_ADDR),
+
+ REGDEF(V3D_ERR_FDBGO),
+ REGDEF(V3D_ERR_FDBGB),
+ REGDEF(V3D_ERR_FDBGS),
+ REGDEF(V3D_ERR_STAT),
+};
+
+static const struct v3d_reg_def v3d_csd_reg_defs[] = {
+ REGDEF(V3D_CSD_STATUS),
+ REGDEF(V3D_CSD_CURRENT_CFG0),
+ REGDEF(V3D_CSD_CURRENT_CFG1),
+ REGDEF(V3D_CSD_CURRENT_CFG2),
+ REGDEF(V3D_CSD_CURRENT_CFG3),
+ REGDEF(V3D_CSD_CURRENT_CFG4),
+ REGDEF(V3D_CSD_CURRENT_CFG5),
+ REGDEF(V3D_CSD_CURRENT_CFG6),
+};
+
+static int v3d_v3d_debugfs_regs(struct seq_file *m, void *unused)
+{
+ struct drm_info_node *node = (struct drm_info_node *)m->private;
+ struct drm_device *dev = node->minor->dev;
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ int i, core;
+
+ for (i = 0; i < ARRAY_SIZE(v3d_hub_reg_defs); i++) {
+ seq_printf(m, "%s (0x%04x): 0x%08x\n",
+ v3d_hub_reg_defs[i].name, v3d_hub_reg_defs[i].reg,
+ V3D_READ(v3d_hub_reg_defs[i].reg));
+ }
+
+ if (v3d->ver < 41) {
+ for (i = 0; i < ARRAY_SIZE(v3d_gca_reg_defs); i++) {
+ seq_printf(m, "%s (0x%04x): 0x%08x\n",
+ v3d_gca_reg_defs[i].name,
+ v3d_gca_reg_defs[i].reg,
+ V3D_GCA_READ(v3d_gca_reg_defs[i].reg));
+ }
+ }
+
+ for (core = 0; core < v3d->cores; core++) {
+ for (i = 0; i < ARRAY_SIZE(v3d_core_reg_defs); i++) {
+ seq_printf(m, "core %d %s (0x%04x): 0x%08x\n",
+ core,
+ v3d_core_reg_defs[i].name,
+ v3d_core_reg_defs[i].reg,
+ V3D_CORE_READ(core,
+ v3d_core_reg_defs[i].reg));
+ }
+
+ if (v3d_has_csd(v3d)) {
+ for (i = 0; i < ARRAY_SIZE(v3d_csd_reg_defs); i++) {
+ seq_printf(m, "core %d %s (0x%04x): 0x%08x\n",
+ core,
+ v3d_csd_reg_defs[i].name,
+ v3d_csd_reg_defs[i].reg,
+ V3D_CORE_READ(core,
+ v3d_csd_reg_defs[i].reg));
+ }
+ }
+ }
+
+ return 0;
+}
+
+static int v3d_v3d_debugfs_ident(struct seq_file *m, void *unused)
+{
+ struct drm_info_node *node = (struct drm_info_node *)m->private;
+ struct drm_device *dev = node->minor->dev;
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ u32 ident0, ident1, ident2, ident3, cores;
+ int ret, core;
+
+ ret = pm_runtime_get_sync(v3d->drm.dev);
+ if (ret < 0)
+ return ret;
+
+ ident0 = V3D_READ(V3D_HUB_IDENT0);
+ ident1 = V3D_READ(V3D_HUB_IDENT1);
+ ident2 = V3D_READ(V3D_HUB_IDENT2);
+ ident3 = V3D_READ(V3D_HUB_IDENT3);
+ cores = V3D_GET_FIELD(ident1, V3D_HUB_IDENT1_NCORES);
+
+ seq_printf(m, "Revision: %d.%d.%d.%d\n",
+ V3D_GET_FIELD(ident1, V3D_HUB_IDENT1_TVER),
+ V3D_GET_FIELD(ident1, V3D_HUB_IDENT1_REV),
+ V3D_GET_FIELD(ident3, V3D_HUB_IDENT3_IPREV),
+ V3D_GET_FIELD(ident3, V3D_HUB_IDENT3_IPIDX));
+ seq_printf(m, "MMU: %s\n",
+ (ident2 & V3D_HUB_IDENT2_WITH_MMU) ? "yes" : "no");
+ seq_printf(m, "TFU: %s\n",
+ (ident1 & V3D_HUB_IDENT1_WITH_TFU) ? "yes" : "no");
+ seq_printf(m, "TSY: %s\n",
+ (ident1 & V3D_HUB_IDENT1_WITH_TSY) ? "yes" : "no");
+ seq_printf(m, "MSO: %s\n",
+ (ident1 & V3D_HUB_IDENT1_WITH_MSO) ? "yes" : "no");
+ seq_printf(m, "L3C: %s (%dkb)\n",
+ (ident1 & V3D_HUB_IDENT1_WITH_L3C) ? "yes" : "no",
+ V3D_GET_FIELD(ident2, V3D_HUB_IDENT2_L3C_NKB));
+
+ for (core = 0; core < cores; core++) {
+ u32 misccfg;
+ u32 nslc, ntmu, qups;
+
+ ident0 = V3D_CORE_READ(core, V3D_CTL_IDENT0);
+ ident1 = V3D_CORE_READ(core, V3D_CTL_IDENT1);
+ ident2 = V3D_CORE_READ(core, V3D_CTL_IDENT2);
+ misccfg = V3D_CORE_READ(core, V3D_CTL_MISCCFG);
+
+ nslc = V3D_GET_FIELD(ident1, V3D_IDENT1_NSLC);
+ ntmu = V3D_GET_FIELD(ident1, V3D_IDENT1_NTMU);
+ qups = V3D_GET_FIELD(ident1, V3D_IDENT1_QUPS);
+
+ seq_printf(m, "Core %d:\n", core);
+ seq_printf(m, " Revision: %d.%d\n",
+ V3D_GET_FIELD(ident0, V3D_IDENT0_VER),
+ V3D_GET_FIELD(ident1, V3D_IDENT1_REV));
+ seq_printf(m, " Slices: %d\n", nslc);
+ seq_printf(m, " TMUs: %d\n", nslc * ntmu);
+ seq_printf(m, " QPUs: %d\n", nslc * qups);
+ seq_printf(m, " Semaphores: %d\n",
+ V3D_GET_FIELD(ident1, V3D_IDENT1_NSEM));
+ seq_printf(m, " BCG int: %d\n",
+ (ident2 & V3D_IDENT2_BCG_INT) != 0);
+ seq_printf(m, " Override TMU: %d\n",
+ (misccfg & V3D_MISCCFG_OVRTMUOUT) != 0);
+ }
+
+ pm_runtime_mark_last_busy(v3d->drm.dev);
+ pm_runtime_put_autosuspend(v3d->drm.dev);
+
+ return 0;
+}
+
+static int v3d_debugfs_bo_stats(struct seq_file *m, void *unused)
+{
+ struct drm_info_node *node = (struct drm_info_node *)m->private;
+ struct drm_device *dev = node->minor->dev;
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+
+ mutex_lock(&v3d->bo_lock);
+ seq_printf(m, "allocated bos: %d\n",
+ v3d->bo_stats.num_allocated);
+ seq_printf(m, "allocated bo size (kb): %ld\n",
+ (long)v3d->bo_stats.pages_allocated << (PAGE_SHIFT - 10));
+ mutex_unlock(&v3d->bo_lock);
+
+ return 0;
+}
+
+static int v3d_measure_clock(struct seq_file *m, void *unused)
+{
+ struct drm_info_node *node = (struct drm_info_node *)m->private;
+ struct drm_device *dev = node->minor->dev;
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ uint32_t cycles;
+ int core = 0;
+ int measure_ms = 1000;
+ int ret;
+
+ ret = pm_runtime_get_sync(v3d->drm.dev);
+ if (ret < 0)
+ return ret;
+
+ if (v3d->ver >= 40) {
+ V3D_CORE_WRITE(core, V3D_V4_PCTR_0_SRC_0_3,
+ V3D_SET_FIELD(V3D_PCTR_CYCLE_COUNT,
+ V3D_PCTR_S0));
+ V3D_CORE_WRITE(core, V3D_V4_PCTR_0_CLR, 1);
+ V3D_CORE_WRITE(core, V3D_V4_PCTR_0_EN, 1);
+ } else {
+ V3D_CORE_WRITE(core, V3D_V3_PCTR_0_PCTRS0,
+ V3D_PCTR_CYCLE_COUNT);
+ V3D_CORE_WRITE(core, V3D_V3_PCTR_0_CLR, 1);
+ V3D_CORE_WRITE(core, V3D_V3_PCTR_0_EN,
+ V3D_V3_PCTR_0_EN_ENABLE |
+ 1);
+ }
+ msleep(measure_ms);
+ cycles = V3D_CORE_READ(core, V3D_PCTR_0_PCTR0);
+
+ seq_printf(m, "cycles: %d (%d.%d Mhz)\n",
+ cycles,
+ cycles / (measure_ms * 1000),
+ (cycles / (measure_ms * 100)) % 10);
+
+ pm_runtime_mark_last_busy(v3d->drm.dev);
+ pm_runtime_put_autosuspend(v3d->drm.dev);
+
+ return 0;
+}
+
+static const struct drm_info_list v3d_debugfs_list[] = {
+ {"v3d_ident", v3d_v3d_debugfs_ident, 0},
+ {"v3d_regs", v3d_v3d_debugfs_regs, 0},
+ {"measure_clock", v3d_measure_clock, 0},
+ {"bo_stats", v3d_debugfs_bo_stats, 0},
+};
+
+void
+v3d_debugfs_init(struct drm_minor *minor)
+{
+ drm_debugfs_create_files(v3d_debugfs_list,
+ ARRAY_SIZE(v3d_debugfs_list),
+ minor->debugfs_root, minor);
+}
diff --git a/drivers/gpu/drm/v3d/v3d_drv.c b/drivers/gpu/drm/v3d/v3d_drv.c
new file mode 100644
index 000000000..9f7c26193
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_drv.c
@@ -0,0 +1,366 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2014-2018 Broadcom */
+
+/**
+ * DOC: Broadcom V3D Graphics Driver
+ *
+ * This driver supports the Broadcom V3D 3.3 and 4.1 OpenGL ES GPUs.
+ * For V3D 2.x support, see the VC4 driver.
+ *
+ * The V3D GPU includes a tiled render (composed of a bin and render
+ * pipelines), the TFU (texture formatting unit), and the CSD (compute
+ * shader dispatch).
+ */
+
+#include <linux/clk.h>
+#include <linux/device.h>
+#include <linux/dma-mapping.h>
+#include <linux/io.h>
+#include <linux/module.h>
+#include <linux/of_platform.h>
+#include <linux/platform_device.h>
+#include <linux/pm_runtime.h>
+#include <linux/reset.h>
+
+#include <drm/drm_drv.h>
+#include <drm/drm_fb_cma_helper.h>
+#include <drm/drm_fb_helper.h>
+#include <drm/drm_managed.h>
+#include <uapi/drm/v3d_drm.h>
+
+#include "v3d_drv.h"
+#include "v3d_regs.h"
+
+#define DRIVER_NAME "v3d"
+#define DRIVER_DESC "Broadcom V3D graphics"
+#define DRIVER_DATE "20180419"
+#define DRIVER_MAJOR 1
+#define DRIVER_MINOR 0
+#define DRIVER_PATCHLEVEL 0
+
+#ifdef CONFIG_PM
+static int v3d_runtime_suspend(struct device *dev)
+{
+ struct drm_device *drm = dev_get_drvdata(dev);
+ struct v3d_dev *v3d = to_v3d_dev(drm);
+
+ v3d_irq_disable(v3d);
+
+ clk_disable_unprepare(v3d->clk);
+
+ return 0;
+}
+
+static int v3d_runtime_resume(struct device *dev)
+{
+ struct drm_device *drm = dev_get_drvdata(dev);
+ struct v3d_dev *v3d = to_v3d_dev(drm);
+ int ret;
+
+ ret = clk_prepare_enable(v3d->clk);
+ if (ret != 0)
+ return ret;
+
+ /* XXX: VPM base */
+
+ v3d_mmu_set_page_table(v3d);
+ v3d_irq_enable(v3d);
+
+ return 0;
+}
+#endif
+
+static const struct dev_pm_ops v3d_v3d_pm_ops = {
+ SET_RUNTIME_PM_OPS(v3d_runtime_suspend, v3d_runtime_resume, NULL)
+};
+
+static int v3d_get_param_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ struct drm_v3d_get_param *args = data;
+ int ret;
+ static const u32 reg_map[] = {
+ [DRM_V3D_PARAM_V3D_UIFCFG] = V3D_HUB_UIFCFG,
+ [DRM_V3D_PARAM_V3D_HUB_IDENT1] = V3D_HUB_IDENT1,
+ [DRM_V3D_PARAM_V3D_HUB_IDENT2] = V3D_HUB_IDENT2,
+ [DRM_V3D_PARAM_V3D_HUB_IDENT3] = V3D_HUB_IDENT3,
+ [DRM_V3D_PARAM_V3D_CORE0_IDENT0] = V3D_CTL_IDENT0,
+ [DRM_V3D_PARAM_V3D_CORE0_IDENT1] = V3D_CTL_IDENT1,
+ [DRM_V3D_PARAM_V3D_CORE0_IDENT2] = V3D_CTL_IDENT2,
+ };
+
+ if (args->pad != 0)
+ return -EINVAL;
+
+ /* Note that DRM_V3D_PARAM_V3D_CORE0_IDENT0 is 0, so we need
+ * to explicitly allow it in the "the register in our
+ * parameter map" check.
+ */
+ if (args->param < ARRAY_SIZE(reg_map) &&
+ (reg_map[args->param] ||
+ args->param == DRM_V3D_PARAM_V3D_CORE0_IDENT0)) {
+ u32 offset = reg_map[args->param];
+
+ if (args->value != 0)
+ return -EINVAL;
+
+ ret = pm_runtime_get_sync(v3d->drm.dev);
+ if (ret < 0)
+ return ret;
+ if (args->param >= DRM_V3D_PARAM_V3D_CORE0_IDENT0 &&
+ args->param <= DRM_V3D_PARAM_V3D_CORE0_IDENT2) {
+ args->value = V3D_CORE_READ(0, offset);
+ } else {
+ args->value = V3D_READ(offset);
+ }
+ pm_runtime_mark_last_busy(v3d->drm.dev);
+ pm_runtime_put_autosuspend(v3d->drm.dev);
+ return 0;
+ }
+
+
+ switch (args->param) {
+ case DRM_V3D_PARAM_SUPPORTS_TFU:
+ args->value = 1;
+ return 0;
+ case DRM_V3D_PARAM_SUPPORTS_CSD:
+ args->value = v3d_has_csd(v3d);
+ return 0;
+ case DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH:
+ args->value = 1;
+ return 0;
+ default:
+ DRM_DEBUG("Unknown parameter %d\n", args->param);
+ return -EINVAL;
+ }
+}
+
+static int
+v3d_open(struct drm_device *dev, struct drm_file *file)
+{
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ struct v3d_file_priv *v3d_priv;
+ struct drm_gpu_scheduler *sched;
+ int i;
+
+ v3d_priv = kzalloc(sizeof(*v3d_priv), GFP_KERNEL);
+ if (!v3d_priv)
+ return -ENOMEM;
+
+ v3d_priv->v3d = v3d;
+
+ for (i = 0; i < V3D_MAX_QUEUES; i++) {
+ sched = &v3d->queue[i].sched;
+ drm_sched_entity_init(&v3d_priv->sched_entity[i],
+ DRM_SCHED_PRIORITY_NORMAL, &sched,
+ 1, NULL);
+ }
+
+ file->driver_priv = v3d_priv;
+
+ return 0;
+}
+
+static void
+v3d_postclose(struct drm_device *dev, struct drm_file *file)
+{
+ struct v3d_file_priv *v3d_priv = file->driver_priv;
+ enum v3d_queue q;
+
+ for (q = 0; q < V3D_MAX_QUEUES; q++) {
+ drm_sched_entity_destroy(&v3d_priv->sched_entity[q]);
+ }
+
+ kfree(v3d_priv);
+}
+
+DEFINE_DRM_GEM_FOPS(v3d_drm_fops);
+
+/* DRM_AUTH is required on SUBMIT_CL for now, while we don't have GMP
+ * protection between clients. Note that render nodes would be be
+ * able to submit CLs that could access BOs from clients authenticated
+ * with the master node. The TFU doesn't use the GMP, so it would
+ * need to stay DRM_AUTH until we do buffer size/offset validation.
+ */
+static const struct drm_ioctl_desc v3d_drm_ioctls[] = {
+ DRM_IOCTL_DEF_DRV(V3D_SUBMIT_CL, v3d_submit_cl_ioctl, DRM_RENDER_ALLOW | DRM_AUTH),
+ DRM_IOCTL_DEF_DRV(V3D_WAIT_BO, v3d_wait_bo_ioctl, DRM_RENDER_ALLOW),
+ DRM_IOCTL_DEF_DRV(V3D_CREATE_BO, v3d_create_bo_ioctl, DRM_RENDER_ALLOW),
+ DRM_IOCTL_DEF_DRV(V3D_MMAP_BO, v3d_mmap_bo_ioctl, DRM_RENDER_ALLOW),
+ DRM_IOCTL_DEF_DRV(V3D_GET_PARAM, v3d_get_param_ioctl, DRM_RENDER_ALLOW),
+ DRM_IOCTL_DEF_DRV(V3D_GET_BO_OFFSET, v3d_get_bo_offset_ioctl, DRM_RENDER_ALLOW),
+ DRM_IOCTL_DEF_DRV(V3D_SUBMIT_TFU, v3d_submit_tfu_ioctl, DRM_RENDER_ALLOW | DRM_AUTH),
+ DRM_IOCTL_DEF_DRV(V3D_SUBMIT_CSD, v3d_submit_csd_ioctl, DRM_RENDER_ALLOW | DRM_AUTH),
+};
+
+static struct drm_driver v3d_drm_driver = {
+ .driver_features = (DRIVER_GEM |
+ DRIVER_RENDER |
+ DRIVER_SYNCOBJ),
+
+ .open = v3d_open,
+ .postclose = v3d_postclose,
+
+#if defined(CONFIG_DEBUG_FS)
+ .debugfs_init = v3d_debugfs_init,
+#endif
+
+ .gem_create_object = v3d_create_object,
+ .prime_handle_to_fd = drm_gem_prime_handle_to_fd,
+ .prime_fd_to_handle = drm_gem_prime_fd_to_handle,
+ .gem_prime_import_sg_table = v3d_prime_import_sg_table,
+ .gem_prime_mmap = drm_gem_prime_mmap,
+
+ .ioctls = v3d_drm_ioctls,
+ .num_ioctls = ARRAY_SIZE(v3d_drm_ioctls),
+ .fops = &v3d_drm_fops,
+
+ .name = DRIVER_NAME,
+ .desc = DRIVER_DESC,
+ .date = DRIVER_DATE,
+ .major = DRIVER_MAJOR,
+ .minor = DRIVER_MINOR,
+ .patchlevel = DRIVER_PATCHLEVEL,
+};
+
+static const struct of_device_id v3d_of_match[] = {
+ { .compatible = "brcm,7268-v3d" },
+ { .compatible = "brcm,7278-v3d" },
+ {},
+};
+MODULE_DEVICE_TABLE(of, v3d_of_match);
+
+static int
+map_regs(struct v3d_dev *v3d, void __iomem **regs, const char *name)
+{
+ struct resource *res =
+ platform_get_resource_byname(v3d_to_pdev(v3d), IORESOURCE_MEM, name);
+
+ *regs = devm_ioremap_resource(v3d->drm.dev, res);
+ return PTR_ERR_OR_ZERO(*regs);
+}
+
+static int v3d_platform_drm_probe(struct platform_device *pdev)
+{
+ struct device *dev = &pdev->dev;
+ struct drm_device *drm;
+ struct v3d_dev *v3d;
+ int ret;
+ u32 mmu_debug;
+ u32 ident1;
+
+
+ v3d = devm_drm_dev_alloc(dev, &v3d_drm_driver, struct v3d_dev, drm);
+ if (IS_ERR(v3d))
+ return PTR_ERR(v3d);
+
+ drm = &v3d->drm;
+
+ platform_set_drvdata(pdev, drm);
+
+ ret = map_regs(v3d, &v3d->hub_regs, "hub");
+ if (ret)
+ return ret;
+
+ ret = map_regs(v3d, &v3d->core_regs[0], "core0");
+ if (ret)
+ return ret;
+
+ mmu_debug = V3D_READ(V3D_MMU_DEBUG_INFO);
+ dev->coherent_dma_mask =
+ DMA_BIT_MASK(30 + V3D_GET_FIELD(mmu_debug, V3D_MMU_PA_WIDTH));
+ v3d->va_width = 30 + V3D_GET_FIELD(mmu_debug, V3D_MMU_VA_WIDTH);
+
+ ident1 = V3D_READ(V3D_HUB_IDENT1);
+ v3d->ver = (V3D_GET_FIELD(ident1, V3D_HUB_IDENT1_TVER) * 10 +
+ V3D_GET_FIELD(ident1, V3D_HUB_IDENT1_REV));
+ v3d->cores = V3D_GET_FIELD(ident1, V3D_HUB_IDENT1_NCORES);
+ WARN_ON(v3d->cores > 1); /* multicore not yet implemented */
+
+ v3d->reset = devm_reset_control_get_exclusive(dev, NULL);
+ if (IS_ERR(v3d->reset)) {
+ ret = PTR_ERR(v3d->reset);
+
+ if (ret == -EPROBE_DEFER)
+ return ret;
+
+ v3d->reset = NULL;
+ ret = map_regs(v3d, &v3d->bridge_regs, "bridge");
+ if (ret) {
+ dev_err(dev,
+ "Failed to get reset control or bridge regs\n");
+ return ret;
+ }
+ }
+
+ if (v3d->ver < 41) {
+ ret = map_regs(v3d, &v3d->gca_regs, "gca");
+ if (ret)
+ return ret;
+ }
+
+ v3d->mmu_scratch = dma_alloc_wc(dev, 4096, &v3d->mmu_scratch_paddr,
+ GFP_KERNEL | __GFP_NOWARN | __GFP_ZERO);
+ if (!v3d->mmu_scratch) {
+ dev_err(dev, "Failed to allocate MMU scratch page\n");
+ return -ENOMEM;
+ }
+
+ pm_runtime_use_autosuspend(dev);
+ pm_runtime_set_autosuspend_delay(dev, 50);
+ pm_runtime_enable(dev);
+
+ ret = v3d_gem_init(drm);
+ if (ret)
+ goto dma_free;
+
+ ret = v3d_irq_init(v3d);
+ if (ret)
+ goto gem_destroy;
+
+ ret = drm_dev_register(drm, 0);
+ if (ret)
+ goto irq_disable;
+
+ return 0;
+
+irq_disable:
+ v3d_irq_disable(v3d);
+gem_destroy:
+ v3d_gem_destroy(drm);
+dma_free:
+ dma_free_wc(dev, 4096, v3d->mmu_scratch, v3d->mmu_scratch_paddr);
+ return ret;
+}
+
+static int v3d_platform_drm_remove(struct platform_device *pdev)
+{
+ struct drm_device *drm = platform_get_drvdata(pdev);
+ struct v3d_dev *v3d = to_v3d_dev(drm);
+
+ drm_dev_unregister(drm);
+
+ v3d_gem_destroy(drm);
+
+ dma_free_wc(v3d->drm.dev, 4096, v3d->mmu_scratch,
+ v3d->mmu_scratch_paddr);
+
+ return 0;
+}
+
+static struct platform_driver v3d_platform_driver = {
+ .probe = v3d_platform_drm_probe,
+ .remove = v3d_platform_drm_remove,
+ .driver = {
+ .name = "v3d",
+ .of_match_table = v3d_of_match,
+ },
+};
+
+module_platform_driver(v3d_platform_driver);
+
+MODULE_ALIAS("platform:v3d-drm");
+MODULE_DESCRIPTION("Broadcom V3D DRM Driver");
+MODULE_AUTHOR("Eric Anholt <eric@anholt.net>");
+MODULE_LICENSE("GPL v2");
diff --git a/drivers/gpu/drm/v3d/v3d_drv.h b/drivers/gpu/drm/v3d/v3d_drv.h
new file mode 100644
index 000000000..8a390738d
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_drv.h
@@ -0,0 +1,355 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2015-2018 Broadcom */
+
+#include <linux/delay.h>
+#include <linux/mutex.h>
+#include <linux/spinlock_types.h>
+#include <linux/workqueue.h>
+
+#include <drm/drm_encoder.h>
+#include <drm/drm_gem.h>
+#include <drm/drm_gem_shmem_helper.h>
+#include <drm/gpu_scheduler.h>
+
+#include "uapi/drm/v3d_drm.h"
+
+struct clk;
+struct platform_device;
+struct reset_control;
+
+#define GMP_GRANULARITY (128 * 1024)
+
+/* Enum for each of the V3D queues. */
+enum v3d_queue {
+ V3D_BIN,
+ V3D_RENDER,
+ V3D_TFU,
+ V3D_CSD,
+ V3D_CACHE_CLEAN,
+};
+
+#define V3D_MAX_QUEUES (V3D_CACHE_CLEAN + 1)
+
+struct v3d_queue_state {
+ struct drm_gpu_scheduler sched;
+
+ u64 fence_context;
+ u64 emit_seqno;
+};
+
+struct v3d_dev {
+ struct drm_device drm;
+
+ /* Short representation (e.g. 33, 41) of the V3D tech version
+ * and revision.
+ */
+ int ver;
+ bool single_irq_line;
+
+ void __iomem *hub_regs;
+ void __iomem *core_regs[3];
+ void __iomem *bridge_regs;
+ void __iomem *gca_regs;
+ struct clk *clk;
+ struct reset_control *reset;
+
+ /* Virtual and DMA addresses of the single shared page table. */
+ volatile u32 *pt;
+ dma_addr_t pt_paddr;
+
+ /* Virtual and DMA addresses of the MMU's scratch page. When
+ * a read or write is invalid in the MMU, it will be
+ * redirected here.
+ */
+ void *mmu_scratch;
+ dma_addr_t mmu_scratch_paddr;
+ /* virtual address bits from V3D to the MMU. */
+ int va_width;
+
+ /* Number of V3D cores. */
+ u32 cores;
+
+ /* Allocator managing the address space. All units are in
+ * number of pages.
+ */
+ struct drm_mm mm;
+ spinlock_t mm_lock;
+
+ struct work_struct overflow_mem_work;
+
+ struct v3d_bin_job *bin_job;
+ struct v3d_render_job *render_job;
+ struct v3d_tfu_job *tfu_job;
+ struct v3d_csd_job *csd_job;
+
+ struct v3d_queue_state queue[V3D_MAX_QUEUES];
+
+ /* Spinlock used to synchronize the overflow memory
+ * management against bin job submission.
+ */
+ spinlock_t job_lock;
+
+ /* Protects bo_stats */
+ struct mutex bo_lock;
+
+ /* Lock taken when resetting the GPU, to keep multiple
+ * processes from trying to park the scheduler threads and
+ * reset at once.
+ */
+ struct mutex reset_lock;
+
+ /* Lock taken when creating and pushing the GPU scheduler
+ * jobs, to keep the sched-fence seqnos in order.
+ */
+ struct mutex sched_lock;
+
+ /* Lock taken during a cache clean and when initiating an L2
+ * flush, to keep L2 flushes from interfering with the
+ * synchronous L2 cleans.
+ */
+ struct mutex cache_clean_lock;
+
+ struct {
+ u32 num_allocated;
+ u32 pages_allocated;
+ } bo_stats;
+};
+
+static inline struct v3d_dev *
+to_v3d_dev(struct drm_device *dev)
+{
+ return container_of(dev, struct v3d_dev, drm);
+}
+
+static inline bool
+v3d_has_csd(struct v3d_dev *v3d)
+{
+ return v3d->ver >= 41;
+}
+
+#define v3d_to_pdev(v3d) to_platform_device((v3d)->drm.dev)
+
+/* The per-fd struct, which tracks the MMU mappings. */
+struct v3d_file_priv {
+ struct v3d_dev *v3d;
+
+ struct drm_sched_entity sched_entity[V3D_MAX_QUEUES];
+};
+
+struct v3d_bo {
+ struct drm_gem_shmem_object base;
+
+ struct drm_mm_node node;
+
+ /* List entry for the BO's position in
+ * v3d_render_job->unref_list
+ */
+ struct list_head unref_head;
+};
+
+static inline struct v3d_bo *
+to_v3d_bo(struct drm_gem_object *bo)
+{
+ return (struct v3d_bo *)bo;
+}
+
+struct v3d_fence {
+ struct dma_fence base;
+ struct drm_device *dev;
+ /* v3d seqno for signaled() test */
+ u64 seqno;
+ enum v3d_queue queue;
+};
+
+static inline struct v3d_fence *
+to_v3d_fence(struct dma_fence *fence)
+{
+ return (struct v3d_fence *)fence;
+}
+
+#define V3D_READ(offset) readl(v3d->hub_regs + offset)
+#define V3D_WRITE(offset, val) writel(val, v3d->hub_regs + offset)
+
+#define V3D_BRIDGE_READ(offset) readl(v3d->bridge_regs + offset)
+#define V3D_BRIDGE_WRITE(offset, val) writel(val, v3d->bridge_regs + offset)
+
+#define V3D_GCA_READ(offset) readl(v3d->gca_regs + offset)
+#define V3D_GCA_WRITE(offset, val) writel(val, v3d->gca_regs + offset)
+
+#define V3D_CORE_READ(core, offset) readl(v3d->core_regs[core] + offset)
+#define V3D_CORE_WRITE(core, offset, val) writel(val, v3d->core_regs[core] + offset)
+
+struct v3d_job {
+ struct drm_sched_job base;
+
+ struct kref refcount;
+
+ struct v3d_dev *v3d;
+
+ /* This is the array of BOs that were looked up at the start
+ * of submission.
+ */
+ struct drm_gem_object **bo;
+ u32 bo_count;
+
+ /* Array of struct dma_fence * to block on before submitting this job.
+ */
+ struct xarray deps;
+ unsigned long last_dep;
+
+ /* v3d fence to be signaled by IRQ handler when the job is complete. */
+ struct dma_fence *irq_fence;
+
+ /* scheduler fence for when the job is considered complete and
+ * the BO reservations can be released.
+ */
+ struct dma_fence *done_fence;
+
+ /* Callback for the freeing of the job on refcount going to 0. */
+ void (*free)(struct kref *ref);
+};
+
+struct v3d_bin_job {
+ struct v3d_job base;
+
+ /* GPU virtual addresses of the start/end of the CL job. */
+ u32 start, end;
+
+ u32 timedout_ctca, timedout_ctra;
+
+ /* Corresponding render job, for attaching our overflow memory. */
+ struct v3d_render_job *render;
+
+ /* Submitted tile memory allocation start/size, tile state. */
+ u32 qma, qms, qts;
+};
+
+struct v3d_render_job {
+ struct v3d_job base;
+
+ /* GPU virtual addresses of the start/end of the CL job. */
+ u32 start, end;
+
+ u32 timedout_ctca, timedout_ctra;
+
+ /* List of overflow BOs used in the job that need to be
+ * released once the job is complete.
+ */
+ struct list_head unref_list;
+};
+
+struct v3d_tfu_job {
+ struct v3d_job base;
+
+ struct drm_v3d_submit_tfu args;
+};
+
+struct v3d_csd_job {
+ struct v3d_job base;
+
+ u32 timedout_batches;
+
+ struct drm_v3d_submit_csd args;
+};
+
+/**
+ * __wait_for - magic wait macro
+ *
+ * Macro to help avoid open coding check/wait/timeout patterns. Note that it's
+ * important that we check the condition again after having timed out, since the
+ * timeout could be due to preemption or similar and we've never had a chance to
+ * check the condition before the timeout.
+ */
+#define __wait_for(OP, COND, US, Wmin, Wmax) ({ \
+ const ktime_t end__ = ktime_add_ns(ktime_get_raw(), 1000ll * (US)); \
+ long wait__ = (Wmin); /* recommended min for usleep is 10 us */ \
+ int ret__; \
+ might_sleep(); \
+ for (;;) { \
+ const bool expired__ = ktime_after(ktime_get_raw(), end__); \
+ OP; \
+ /* Guarantee COND check prior to timeout */ \
+ barrier(); \
+ if (COND) { \
+ ret__ = 0; \
+ break; \
+ } \
+ if (expired__) { \
+ ret__ = -ETIMEDOUT; \
+ break; \
+ } \
+ usleep_range(wait__, wait__ * 2); \
+ if (wait__ < (Wmax)) \
+ wait__ <<= 1; \
+ } \
+ ret__; \
+})
+
+#define _wait_for(COND, US, Wmin, Wmax) __wait_for(, (COND), (US), (Wmin), \
+ (Wmax))
+#define wait_for(COND, MS) _wait_for((COND), (MS) * 1000, 10, 1000)
+
+static inline unsigned long nsecs_to_jiffies_timeout(const u64 n)
+{
+ /* nsecs_to_jiffies64() does not guard against overflow */
+ if (NSEC_PER_SEC % HZ &&
+ div_u64(n, NSEC_PER_SEC) >= MAX_JIFFY_OFFSET / HZ)
+ return MAX_JIFFY_OFFSET;
+
+ return min_t(u64, MAX_JIFFY_OFFSET, nsecs_to_jiffies64(n) + 1);
+}
+
+/* v3d_bo.c */
+struct drm_gem_object *v3d_create_object(struct drm_device *dev, size_t size);
+void v3d_free_object(struct drm_gem_object *gem_obj);
+struct v3d_bo *v3d_bo_create(struct drm_device *dev, struct drm_file *file_priv,
+ size_t size);
+int v3d_create_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int v3d_mmap_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int v3d_get_bo_offset_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+struct drm_gem_object *v3d_prime_import_sg_table(struct drm_device *dev,
+ struct dma_buf_attachment *attach,
+ struct sg_table *sgt);
+
+/* v3d_debugfs.c */
+void v3d_debugfs_init(struct drm_minor *minor);
+
+/* v3d_fence.c */
+extern const struct dma_fence_ops v3d_fence_ops;
+struct dma_fence *v3d_fence_create(struct v3d_dev *v3d, enum v3d_queue queue);
+
+/* v3d_gem.c */
+int v3d_gem_init(struct drm_device *dev);
+void v3d_gem_destroy(struct drm_device *dev);
+int v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+void v3d_job_put(struct v3d_job *job);
+void v3d_reset(struct v3d_dev *v3d);
+void v3d_invalidate_caches(struct v3d_dev *v3d);
+void v3d_clean_caches(struct v3d_dev *v3d);
+
+/* v3d_irq.c */
+int v3d_irq_init(struct v3d_dev *v3d);
+void v3d_irq_enable(struct v3d_dev *v3d);
+void v3d_irq_disable(struct v3d_dev *v3d);
+void v3d_irq_reset(struct v3d_dev *v3d);
+
+/* v3d_mmu.c */
+int v3d_mmu_get_offset(struct drm_file *file_priv, struct v3d_bo *bo,
+ u32 *offset);
+int v3d_mmu_set_page_table(struct v3d_dev *v3d);
+void v3d_mmu_insert_ptes(struct v3d_bo *bo);
+void v3d_mmu_remove_ptes(struct v3d_bo *bo);
+
+/* v3d_sched.c */
+int v3d_sched_init(struct v3d_dev *v3d);
+void v3d_sched_fini(struct v3d_dev *v3d);
diff --git a/drivers/gpu/drm/v3d/v3d_fence.c b/drivers/gpu/drm/v3d/v3d_fence.c
new file mode 100644
index 000000000..89840ed21
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_fence.c
@@ -0,0 +1,49 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2017-2018 Broadcom */
+
+#include "v3d_drv.h"
+
+struct dma_fence *v3d_fence_create(struct v3d_dev *v3d, enum v3d_queue queue)
+{
+ struct v3d_fence *fence;
+
+ fence = kzalloc(sizeof(*fence), GFP_KERNEL);
+ if (!fence)
+ return ERR_PTR(-ENOMEM);
+
+ fence->dev = &v3d->drm;
+ fence->queue = queue;
+ fence->seqno = ++v3d->queue[queue].emit_seqno;
+ dma_fence_init(&fence->base, &v3d_fence_ops, &v3d->job_lock,
+ v3d->queue[queue].fence_context, fence->seqno);
+
+ return &fence->base;
+}
+
+static const char *v3d_fence_get_driver_name(struct dma_fence *fence)
+{
+ return "v3d";
+}
+
+static const char *v3d_fence_get_timeline_name(struct dma_fence *fence)
+{
+ struct v3d_fence *f = to_v3d_fence(fence);
+
+ switch (f->queue) {
+ case V3D_BIN:
+ return "v3d-bin";
+ case V3D_RENDER:
+ return "v3d-render";
+ case V3D_TFU:
+ return "v3d-tfu";
+ case V3D_CSD:
+ return "v3d-csd";
+ default:
+ return NULL;
+ }
+}
+
+const struct dma_fence_ops v3d_fence_ops = {
+ .get_driver_name = v3d_fence_get_driver_name,
+ .get_timeline_name = v3d_fence_get_timeline_name,
+};
diff --git a/drivers/gpu/drm/v3d/v3d_gem.c b/drivers/gpu/drm/v3d/v3d_gem.c
new file mode 100644
index 000000000..64fe63c19
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_gem.c
@@ -0,0 +1,929 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2014-2018 Broadcom */
+
+#include <linux/device.h>
+#include <linux/dma-mapping.h>
+#include <linux/io.h>
+#include <linux/module.h>
+#include <linux/platform_device.h>
+#include <linux/pm_runtime.h>
+#include <linux/reset.h>
+#include <linux/sched/signal.h>
+#include <linux/uaccess.h>
+
+#include <drm/drm_syncobj.h>
+#include <uapi/drm/v3d_drm.h>
+
+#include "v3d_drv.h"
+#include "v3d_regs.h"
+#include "v3d_trace.h"
+
+static void
+v3d_init_core(struct v3d_dev *v3d, int core)
+{
+ /* Set OVRTMUOUT, which means that the texture sampler uniform
+ * configuration's tmu output type field is used, instead of
+ * using the hardware default behavior based on the texture
+ * type. If you want the default behavior, you can still put
+ * "2" in the indirect texture state's output_type field.
+ */
+ if (v3d->ver < 40)
+ V3D_CORE_WRITE(core, V3D_CTL_MISCCFG, V3D_MISCCFG_OVRTMUOUT);
+
+ /* Whenever we flush the L2T cache, we always want to flush
+ * the whole thing.
+ */
+ V3D_CORE_WRITE(core, V3D_CTL_L2TFLSTA, 0);
+ V3D_CORE_WRITE(core, V3D_CTL_L2TFLEND, ~0);
+}
+
+/* Sets invariant state for the HW. */
+static void
+v3d_init_hw_state(struct v3d_dev *v3d)
+{
+ v3d_init_core(v3d, 0);
+}
+
+static void
+v3d_idle_axi(struct v3d_dev *v3d, int core)
+{
+ V3D_CORE_WRITE(core, V3D_GMP_CFG, V3D_GMP_CFG_STOP_REQ);
+
+ if (wait_for((V3D_CORE_READ(core, V3D_GMP_STATUS) &
+ (V3D_GMP_STATUS_RD_COUNT_MASK |
+ V3D_GMP_STATUS_WR_COUNT_MASK |
+ V3D_GMP_STATUS_CFG_BUSY)) == 0, 100)) {
+ DRM_ERROR("Failed to wait for safe GMP shutdown\n");
+ }
+}
+
+static void
+v3d_idle_gca(struct v3d_dev *v3d)
+{
+ if (v3d->ver >= 41)
+ return;
+
+ V3D_GCA_WRITE(V3D_GCA_SAFE_SHUTDOWN, V3D_GCA_SAFE_SHUTDOWN_EN);
+
+ if (wait_for((V3D_GCA_READ(V3D_GCA_SAFE_SHUTDOWN_ACK) &
+ V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED) ==
+ V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED, 100)) {
+ DRM_ERROR("Failed to wait for safe GCA shutdown\n");
+ }
+}
+
+static void
+v3d_reset_by_bridge(struct v3d_dev *v3d)
+{
+ int version = V3D_BRIDGE_READ(V3D_TOP_GR_BRIDGE_REVISION);
+
+ if (V3D_GET_FIELD(version, V3D_TOP_GR_BRIDGE_MAJOR) == 2) {
+ V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0,
+ V3D_TOP_GR_BRIDGE_SW_INIT_0_V3D_CLK_108_SW_INIT);
+ V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0, 0);
+
+ /* GFXH-1383: The SW_INIT may cause a stray write to address 0
+ * of the unit, so reset it to its power-on value here.
+ */
+ V3D_WRITE(V3D_HUB_AXICFG, V3D_HUB_AXICFG_MAX_LEN_MASK);
+ } else {
+ WARN_ON_ONCE(V3D_GET_FIELD(version,
+ V3D_TOP_GR_BRIDGE_MAJOR) != 7);
+ V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1,
+ V3D_TOP_GR_BRIDGE_SW_INIT_1_V3D_CLK_108_SW_INIT);
+ V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1, 0);
+ }
+}
+
+static void
+v3d_reset_v3d(struct v3d_dev *v3d)
+{
+ if (v3d->reset)
+ reset_control_reset(v3d->reset);
+ else
+ v3d_reset_by_bridge(v3d);
+
+ v3d_init_hw_state(v3d);
+}
+
+void
+v3d_reset(struct v3d_dev *v3d)
+{
+ struct drm_device *dev = &v3d->drm;
+
+ DRM_DEV_ERROR(dev->dev, "Resetting GPU for hang.\n");
+ DRM_DEV_ERROR(dev->dev, "V3D_ERR_STAT: 0x%08x\n",
+ V3D_CORE_READ(0, V3D_ERR_STAT));
+ trace_v3d_reset_begin(dev);
+
+ /* XXX: only needed for safe powerdown, not reset. */
+ if (false)
+ v3d_idle_axi(v3d, 0);
+
+ v3d_idle_gca(v3d);
+ v3d_reset_v3d(v3d);
+
+ v3d_mmu_set_page_table(v3d);
+ v3d_irq_reset(v3d);
+
+ trace_v3d_reset_end(dev);
+}
+
+static void
+v3d_flush_l3(struct v3d_dev *v3d)
+{
+ if (v3d->ver < 41) {
+ u32 gca_ctrl = V3D_GCA_READ(V3D_GCA_CACHE_CTRL);
+
+ V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
+ gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH);
+
+ if (v3d->ver < 33) {
+ V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
+ gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH);
+ }
+ }
+}
+
+/* Invalidates the (read-only) L2C cache. This was the L2 cache for
+ * uniforms and instructions on V3D 3.2.
+ */
+static void
+v3d_invalidate_l2c(struct v3d_dev *v3d, int core)
+{
+ if (v3d->ver > 32)
+ return;
+
+ V3D_CORE_WRITE(core, V3D_CTL_L2CACTL,
+ V3D_L2CACTL_L2CCLR |
+ V3D_L2CACTL_L2CENA);
+}
+
+/* Invalidates texture L2 cachelines */
+static void
+v3d_flush_l2t(struct v3d_dev *v3d, int core)
+{
+ /* While there is a busy bit (V3D_L2TCACTL_L2TFLS), we don't
+ * need to wait for completion before dispatching the job --
+ * L2T accesses will be stalled until the flush has completed.
+ * However, we do need to make sure we don't try to trigger a
+ * new flush while the L2_CLEAN queue is trying to
+ * synchronously clean after a job.
+ */
+ mutex_lock(&v3d->cache_clean_lock);
+ V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
+ V3D_L2TCACTL_L2TFLS |
+ V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM));
+ mutex_unlock(&v3d->cache_clean_lock);
+}
+
+/* Cleans texture L1 and L2 cachelines (writing back dirty data).
+ *
+ * For cleaning, which happens from the CACHE_CLEAN queue after CSD has
+ * executed, we need to make sure that the clean is done before
+ * signaling job completion. So, we synchronously wait before
+ * returning, and we make sure that L2 invalidates don't happen in the
+ * meantime to confuse our are-we-done checks.
+ */
+void
+v3d_clean_caches(struct v3d_dev *v3d)
+{
+ struct drm_device *dev = &v3d->drm;
+ int core = 0;
+
+ trace_v3d_cache_clean_begin(dev);
+
+ V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, V3D_L2TCACTL_TMUWCF);
+ if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
+ V3D_L2TCACTL_TMUWCF), 100)) {
+ DRM_ERROR("Timeout waiting for TMU write combiner flush\n");
+ }
+
+ mutex_lock(&v3d->cache_clean_lock);
+ V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
+ V3D_L2TCACTL_L2TFLS |
+ V3D_SET_FIELD(V3D_L2TCACTL_FLM_CLEAN, V3D_L2TCACTL_FLM));
+
+ if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
+ V3D_L2TCACTL_L2TFLS), 100)) {
+ DRM_ERROR("Timeout waiting for L2T clean\n");
+ }
+
+ mutex_unlock(&v3d->cache_clean_lock);
+
+ trace_v3d_cache_clean_end(dev);
+}
+
+/* Invalidates the slice caches. These are read-only caches. */
+static void
+v3d_invalidate_slices(struct v3d_dev *v3d, int core)
+{
+ V3D_CORE_WRITE(core, V3D_CTL_SLCACTL,
+ V3D_SET_FIELD(0xf, V3D_SLCACTL_TVCCS) |
+ V3D_SET_FIELD(0xf, V3D_SLCACTL_TDCCS) |
+ V3D_SET_FIELD(0xf, V3D_SLCACTL_UCC) |
+ V3D_SET_FIELD(0xf, V3D_SLCACTL_ICC));
+}
+
+void
+v3d_invalidate_caches(struct v3d_dev *v3d)
+{
+ /* Invalidate the caches from the outside in. That way if
+ * another CL's concurrent use of nearby memory were to pull
+ * an invalidated cacheline back in, we wouldn't leave stale
+ * data in the inner cache.
+ */
+ v3d_flush_l3(v3d);
+ v3d_invalidate_l2c(v3d, 0);
+ v3d_flush_l2t(v3d, 0);
+ v3d_invalidate_slices(v3d, 0);
+}
+
+/* Takes the reservation lock on all the BOs being referenced, so that
+ * at queue submit time we can update the reservations.
+ *
+ * We don't lock the RCL the tile alloc/state BOs, or overflow memory
+ * (all of which are on exec->unref_list). They're entirely private
+ * to v3d, so we don't attach dma-buf fences to them.
+ */
+static int
+v3d_lock_bo_reservations(struct v3d_job *job,
+ struct ww_acquire_ctx *acquire_ctx)
+{
+ int i, ret;
+
+ ret = drm_gem_lock_reservations(job->bo, job->bo_count, acquire_ctx);
+ if (ret)
+ return ret;
+
+ for (i = 0; i < job->bo_count; i++) {
+ ret = drm_gem_fence_array_add_implicit(&job->deps,
+ job->bo[i], true);
+ if (ret) {
+ drm_gem_unlock_reservations(job->bo, job->bo_count,
+ acquire_ctx);
+ return ret;
+ }
+ }
+
+ return 0;
+}
+
+/**
+ * v3d_lookup_bos() - Sets up job->bo[] with the GEM objects
+ * referenced by the job.
+ * @dev: DRM device
+ * @file_priv: DRM file for this fd
+ * @job: V3D job being set up
+ *
+ * The command validator needs to reference BOs by their index within
+ * the submitted job's BO list. This does the validation of the job's
+ * BO list and reference counting for the lifetime of the job.
+ *
+ * Note that this function doesn't need to unreference the BOs on
+ * failure, because that will happen at v3d_exec_cleanup() time.
+ */
+static int
+v3d_lookup_bos(struct drm_device *dev,
+ struct drm_file *file_priv,
+ struct v3d_job *job,
+ u64 bo_handles,
+ u32 bo_count)
+{
+ u32 *handles;
+ int ret = 0;
+ int i;
+
+ job->bo_count = bo_count;
+
+ if (!job->bo_count) {
+ /* See comment on bo_index for why we have to check
+ * this.
+ */
+ DRM_DEBUG("Rendering requires BOs\n");
+ return -EINVAL;
+ }
+
+ job->bo = kvmalloc_array(job->bo_count,
+ sizeof(struct drm_gem_cma_object *),
+ GFP_KERNEL | __GFP_ZERO);
+ if (!job->bo) {
+ DRM_DEBUG("Failed to allocate validated BO pointers\n");
+ return -ENOMEM;
+ }
+
+ handles = kvmalloc_array(job->bo_count, sizeof(u32), GFP_KERNEL);
+ if (!handles) {
+ ret = -ENOMEM;
+ DRM_DEBUG("Failed to allocate incoming GEM handles\n");
+ goto fail;
+ }
+
+ if (copy_from_user(handles,
+ (void __user *)(uintptr_t)bo_handles,
+ job->bo_count * sizeof(u32))) {
+ ret = -EFAULT;
+ DRM_DEBUG("Failed to copy in GEM handles\n");
+ goto fail;
+ }
+
+ spin_lock(&file_priv->table_lock);
+ for (i = 0; i < job->bo_count; i++) {
+ struct drm_gem_object *bo = idr_find(&file_priv->object_idr,
+ handles[i]);
+ if (!bo) {
+ DRM_DEBUG("Failed to look up GEM BO %d: %d\n",
+ i, handles[i]);
+ ret = -ENOENT;
+ spin_unlock(&file_priv->table_lock);
+ goto fail;
+ }
+ drm_gem_object_get(bo);
+ job->bo[i] = bo;
+ }
+ spin_unlock(&file_priv->table_lock);
+
+fail:
+ kvfree(handles);
+ return ret;
+}
+
+static void
+v3d_job_free(struct kref *ref)
+{
+ struct v3d_job *job = container_of(ref, struct v3d_job, refcount);
+ unsigned long index;
+ struct dma_fence *fence;
+ int i;
+
+ for (i = 0; i < job->bo_count; i++) {
+ if (job->bo[i])
+ drm_gem_object_put(job->bo[i]);
+ }
+ kvfree(job->bo);
+
+ xa_for_each(&job->deps, index, fence) {
+ dma_fence_put(fence);
+ }
+ xa_destroy(&job->deps);
+
+ dma_fence_put(job->irq_fence);
+ dma_fence_put(job->done_fence);
+
+ pm_runtime_mark_last_busy(job->v3d->drm.dev);
+ pm_runtime_put_autosuspend(job->v3d->drm.dev);
+
+ kfree(job);
+}
+
+static void
+v3d_render_job_free(struct kref *ref)
+{
+ struct v3d_render_job *job = container_of(ref, struct v3d_render_job,
+ base.refcount);
+ struct v3d_bo *bo, *save;
+
+ list_for_each_entry_safe(bo, save, &job->unref_list, unref_head) {
+ drm_gem_object_put(&bo->base.base);
+ }
+
+ v3d_job_free(ref);
+}
+
+void v3d_job_put(struct v3d_job *job)
+{
+ kref_put(&job->refcount, job->free);
+}
+
+int
+v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ int ret;
+ struct drm_v3d_wait_bo *args = data;
+ ktime_t start = ktime_get();
+ u64 delta_ns;
+ unsigned long timeout_jiffies =
+ nsecs_to_jiffies_timeout(args->timeout_ns);
+
+ if (args->pad != 0)
+ return -EINVAL;
+
+ ret = drm_gem_dma_resv_wait(file_priv, args->handle,
+ true, timeout_jiffies);
+
+ /* Decrement the user's timeout, in case we got interrupted
+ * such that the ioctl will be restarted.
+ */
+ delta_ns = ktime_to_ns(ktime_sub(ktime_get(), start));
+ if (delta_ns < args->timeout_ns)
+ args->timeout_ns -= delta_ns;
+ else
+ args->timeout_ns = 0;
+
+ /* Asked to wait beyond the jiffie/scheduler precision? */
+ if (ret == -ETIME && args->timeout_ns)
+ ret = -EAGAIN;
+
+ return ret;
+}
+
+static int
+v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
+ struct v3d_job *job, void (*free)(struct kref *ref),
+ u32 in_sync)
+{
+ struct dma_fence *in_fence = NULL;
+ int ret;
+
+ job->v3d = v3d;
+ job->free = free;
+
+ ret = pm_runtime_get_sync(v3d->drm.dev);
+ if (ret < 0)
+ return ret;
+
+ xa_init_flags(&job->deps, XA_FLAGS_ALLOC);
+
+ ret = drm_syncobj_find_fence(file_priv, in_sync, 0, 0, &in_fence);
+ if (ret == -EINVAL)
+ goto fail;
+
+ ret = drm_gem_fence_array_add(&job->deps, in_fence);
+ if (ret)
+ goto fail;
+
+ kref_init(&job->refcount);
+
+ return 0;
+fail:
+ xa_destroy(&job->deps);
+ pm_runtime_put_autosuspend(v3d->drm.dev);
+ return ret;
+}
+
+static int
+v3d_push_job(struct v3d_file_priv *v3d_priv,
+ struct v3d_job *job, enum v3d_queue queue)
+{
+ int ret;
+
+ ret = drm_sched_job_init(&job->base, &v3d_priv->sched_entity[queue],
+ v3d_priv);
+ if (ret)
+ return ret;
+
+ job->done_fence = dma_fence_get(&job->base.s_fence->finished);
+
+ /* put by scheduler job completion */
+ kref_get(&job->refcount);
+
+ drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[queue]);
+
+ return 0;
+}
+
+static void
+v3d_attach_fences_and_unlock_reservation(struct drm_file *file_priv,
+ struct v3d_job *job,
+ struct ww_acquire_ctx *acquire_ctx,
+ u32 out_sync,
+ struct dma_fence *done_fence)
+{
+ struct drm_syncobj *sync_out;
+ int i;
+
+ for (i = 0; i < job->bo_count; i++) {
+ /* XXX: Use shared fences for read-only objects. */
+ dma_resv_add_excl_fence(job->bo[i]->resv,
+ job->done_fence);
+ }
+
+ drm_gem_unlock_reservations(job->bo, job->bo_count, acquire_ctx);
+
+ /* Update the return sync object for the job */
+ sync_out = drm_syncobj_find(file_priv, out_sync);
+ if (sync_out) {
+ drm_syncobj_replace_fence(sync_out, done_fence);
+ drm_syncobj_put(sync_out);
+ }
+}
+
+/**
+ * v3d_submit_cl_ioctl() - Submits a job (frame) to the V3D.
+ * @dev: DRM device
+ * @data: ioctl argument
+ * @file_priv: DRM file for this fd
+ *
+ * This is the main entrypoint for userspace to submit a 3D frame to
+ * the GPU. Userspace provides the binner command list (if
+ * applicable), and the kernel sets up the render command list to draw
+ * to the framebuffer described in the ioctl, using the command lists
+ * that the 3D engine's binner will produce.
+ */
+int
+v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
+ struct drm_v3d_submit_cl *args = data;
+ struct v3d_bin_job *bin = NULL;
+ struct v3d_render_job *render;
+ struct v3d_job *clean_job = NULL;
+ struct v3d_job *last_job;
+ struct ww_acquire_ctx acquire_ctx;
+ int ret = 0;
+
+ trace_v3d_submit_cl_ioctl(&v3d->drm, args->rcl_start, args->rcl_end);
+
+ if (args->flags != 0 &&
+ args->flags != DRM_V3D_SUBMIT_CL_FLUSH_CACHE) {
+ DRM_INFO("invalid flags: %d\n", args->flags);
+ return -EINVAL;
+ }
+
+ render = kcalloc(1, sizeof(*render), GFP_KERNEL);
+ if (!render)
+ return -ENOMEM;
+
+ render->start = args->rcl_start;
+ render->end = args->rcl_end;
+ INIT_LIST_HEAD(&render->unref_list);
+
+ ret = v3d_job_init(v3d, file_priv, &render->base,
+ v3d_render_job_free, args->in_sync_rcl);
+ if (ret) {
+ kfree(render);
+ return ret;
+ }
+
+ if (args->bcl_start != args->bcl_end) {
+ bin = kcalloc(1, sizeof(*bin), GFP_KERNEL);
+ if (!bin) {
+ v3d_job_put(&render->base);
+ return -ENOMEM;
+ }
+
+ ret = v3d_job_init(v3d, file_priv, &bin->base,
+ v3d_job_free, args->in_sync_bcl);
+ if (ret) {
+ v3d_job_put(&render->base);
+ kfree(bin);
+ return ret;
+ }
+
+ bin->start = args->bcl_start;
+ bin->end = args->bcl_end;
+ bin->qma = args->qma;
+ bin->qms = args->qms;
+ bin->qts = args->qts;
+ bin->render = render;
+ }
+
+ if (args->flags & DRM_V3D_SUBMIT_CL_FLUSH_CACHE) {
+ clean_job = kcalloc(1, sizeof(*clean_job), GFP_KERNEL);
+ if (!clean_job) {
+ ret = -ENOMEM;
+ goto fail;
+ }
+
+ ret = v3d_job_init(v3d, file_priv, clean_job, v3d_job_free, 0);
+ if (ret) {
+ kfree(clean_job);
+ clean_job = NULL;
+ goto fail;
+ }
+
+ last_job = clean_job;
+ } else {
+ last_job = &render->base;
+ }
+
+ ret = v3d_lookup_bos(dev, file_priv, last_job,
+ args->bo_handles, args->bo_handle_count);
+ if (ret)
+ goto fail;
+
+ ret = v3d_lock_bo_reservations(last_job, &acquire_ctx);
+ if (ret)
+ goto fail;
+
+ mutex_lock(&v3d->sched_lock);
+ if (bin) {
+ ret = v3d_push_job(v3d_priv, &bin->base, V3D_BIN);
+ if (ret)
+ goto fail_unreserve;
+
+ ret = drm_gem_fence_array_add(&render->base.deps,
+ dma_fence_get(bin->base.done_fence));
+ if (ret)
+ goto fail_unreserve;
+ }
+
+ ret = v3d_push_job(v3d_priv, &render->base, V3D_RENDER);
+ if (ret)
+ goto fail_unreserve;
+
+ if (clean_job) {
+ struct dma_fence *render_fence =
+ dma_fence_get(render->base.done_fence);
+ ret = drm_gem_fence_array_add(&clean_job->deps, render_fence);
+ if (ret)
+ goto fail_unreserve;
+ ret = v3d_push_job(v3d_priv, clean_job, V3D_CACHE_CLEAN);
+ if (ret)
+ goto fail_unreserve;
+ }
+
+ mutex_unlock(&v3d->sched_lock);
+
+ v3d_attach_fences_and_unlock_reservation(file_priv,
+ last_job,
+ &acquire_ctx,
+ args->out_sync,
+ last_job->done_fence);
+
+ if (bin)
+ v3d_job_put(&bin->base);
+ v3d_job_put(&render->base);
+ if (clean_job)
+ v3d_job_put(clean_job);
+
+ return 0;
+
+fail_unreserve:
+ mutex_unlock(&v3d->sched_lock);
+ drm_gem_unlock_reservations(last_job->bo,
+ last_job->bo_count, &acquire_ctx);
+fail:
+ if (bin)
+ v3d_job_put(&bin->base);
+ v3d_job_put(&render->base);
+ if (clean_job)
+ v3d_job_put(clean_job);
+
+ return ret;
+}
+
+/**
+ * v3d_submit_tfu_ioctl() - Submits a TFU (texture formatting) job to the V3D.
+ * @dev: DRM device
+ * @data: ioctl argument
+ * @file_priv: DRM file for this fd
+ *
+ * Userspace provides the register setup for the TFU, which we don't
+ * need to validate since the TFU is behind the MMU.
+ */
+int
+v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
+ struct drm_v3d_submit_tfu *args = data;
+ struct v3d_tfu_job *job;
+ struct ww_acquire_ctx acquire_ctx;
+ int ret = 0;
+
+ trace_v3d_submit_tfu_ioctl(&v3d->drm, args->iia);
+
+ job = kcalloc(1, sizeof(*job), GFP_KERNEL);
+ if (!job)
+ return -ENOMEM;
+
+ ret = v3d_job_init(v3d, file_priv, &job->base,
+ v3d_job_free, args->in_sync);
+ if (ret) {
+ kfree(job);
+ return ret;
+ }
+
+ job->base.bo = kcalloc(ARRAY_SIZE(args->bo_handles),
+ sizeof(*job->base.bo), GFP_KERNEL);
+ if (!job->base.bo) {
+ v3d_job_put(&job->base);
+ return -ENOMEM;
+ }
+
+ job->args = *args;
+
+ spin_lock(&file_priv->table_lock);
+ for (job->base.bo_count = 0;
+ job->base.bo_count < ARRAY_SIZE(args->bo_handles);
+ job->base.bo_count++) {
+ struct drm_gem_object *bo;
+
+ if (!args->bo_handles[job->base.bo_count])
+ break;
+
+ bo = idr_find(&file_priv->object_idr,
+ args->bo_handles[job->base.bo_count]);
+ if (!bo) {
+ DRM_DEBUG("Failed to look up GEM BO %d: %d\n",
+ job->base.bo_count,
+ args->bo_handles[job->base.bo_count]);
+ ret = -ENOENT;
+ spin_unlock(&file_priv->table_lock);
+ goto fail;
+ }
+ drm_gem_object_get(bo);
+ job->base.bo[job->base.bo_count] = bo;
+ }
+ spin_unlock(&file_priv->table_lock);
+
+ ret = v3d_lock_bo_reservations(&job->base, &acquire_ctx);
+ if (ret)
+ goto fail;
+
+ mutex_lock(&v3d->sched_lock);
+ ret = v3d_push_job(v3d_priv, &job->base, V3D_TFU);
+ if (ret)
+ goto fail_unreserve;
+ mutex_unlock(&v3d->sched_lock);
+
+ v3d_attach_fences_and_unlock_reservation(file_priv,
+ &job->base, &acquire_ctx,
+ args->out_sync,
+ job->base.done_fence);
+
+ v3d_job_put(&job->base);
+
+ return 0;
+
+fail_unreserve:
+ mutex_unlock(&v3d->sched_lock);
+ drm_gem_unlock_reservations(job->base.bo, job->base.bo_count,
+ &acquire_ctx);
+fail:
+ v3d_job_put(&job->base);
+
+ return ret;
+}
+
+/**
+ * v3d_submit_csd_ioctl() - Submits a CSD (texture formatting) job to the V3D.
+ * @dev: DRM device
+ * @data: ioctl argument
+ * @file_priv: DRM file for this fd
+ *
+ * Userspace provides the register setup for the CSD, which we don't
+ * need to validate since the CSD is behind the MMU.
+ */
+int
+v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
+ struct drm_v3d_submit_csd *args = data;
+ struct v3d_csd_job *job;
+ struct v3d_job *clean_job;
+ struct ww_acquire_ctx acquire_ctx;
+ int ret;
+
+ trace_v3d_submit_csd_ioctl(&v3d->drm, args->cfg[5], args->cfg[6]);
+
+ if (!v3d_has_csd(v3d)) {
+ DRM_DEBUG("Attempting CSD submit on non-CSD hardware\n");
+ return -EINVAL;
+ }
+
+ job = kcalloc(1, sizeof(*job), GFP_KERNEL);
+ if (!job)
+ return -ENOMEM;
+
+ ret = v3d_job_init(v3d, file_priv, &job->base,
+ v3d_job_free, args->in_sync);
+ if (ret) {
+ kfree(job);
+ return ret;
+ }
+
+ clean_job = kcalloc(1, sizeof(*clean_job), GFP_KERNEL);
+ if (!clean_job) {
+ v3d_job_put(&job->base);
+ kfree(job);
+ return -ENOMEM;
+ }
+
+ ret = v3d_job_init(v3d, file_priv, clean_job, v3d_job_free, 0);
+ if (ret) {
+ v3d_job_put(&job->base);
+ kfree(clean_job);
+ return ret;
+ }
+
+ job->args = *args;
+
+ ret = v3d_lookup_bos(dev, file_priv, clean_job,
+ args->bo_handles, args->bo_handle_count);
+ if (ret)
+ goto fail;
+
+ ret = v3d_lock_bo_reservations(clean_job, &acquire_ctx);
+ if (ret)
+ goto fail;
+
+ mutex_lock(&v3d->sched_lock);
+ ret = v3d_push_job(v3d_priv, &job->base, V3D_CSD);
+ if (ret)
+ goto fail_unreserve;
+
+ ret = drm_gem_fence_array_add(&clean_job->deps,
+ dma_fence_get(job->base.done_fence));
+ if (ret)
+ goto fail_unreserve;
+
+ ret = v3d_push_job(v3d_priv, clean_job, V3D_CACHE_CLEAN);
+ if (ret)
+ goto fail_unreserve;
+ mutex_unlock(&v3d->sched_lock);
+
+ v3d_attach_fences_and_unlock_reservation(file_priv,
+ clean_job,
+ &acquire_ctx,
+ args->out_sync,
+ clean_job->done_fence);
+
+ v3d_job_put(&job->base);
+ v3d_job_put(clean_job);
+
+ return 0;
+
+fail_unreserve:
+ mutex_unlock(&v3d->sched_lock);
+ drm_gem_unlock_reservations(clean_job->bo, clean_job->bo_count,
+ &acquire_ctx);
+fail:
+ v3d_job_put(&job->base);
+ v3d_job_put(clean_job);
+
+ return ret;
+}
+
+int
+v3d_gem_init(struct drm_device *dev)
+{
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+ u32 pt_size = 4096 * 1024;
+ int ret, i;
+
+ for (i = 0; i < V3D_MAX_QUEUES; i++)
+ v3d->queue[i].fence_context = dma_fence_context_alloc(1);
+
+ spin_lock_init(&v3d->mm_lock);
+ spin_lock_init(&v3d->job_lock);
+ mutex_init(&v3d->bo_lock);
+ mutex_init(&v3d->reset_lock);
+ mutex_init(&v3d->sched_lock);
+ mutex_init(&v3d->cache_clean_lock);
+
+ /* Note: We don't allocate address 0. Various bits of HW
+ * treat 0 as special, such as the occlusion query counters
+ * where 0 means "disabled".
+ */
+ drm_mm_init(&v3d->mm, 1, pt_size / sizeof(u32) - 1);
+
+ v3d->pt = dma_alloc_wc(v3d->drm.dev, pt_size,
+ &v3d->pt_paddr,
+ GFP_KERNEL | __GFP_NOWARN | __GFP_ZERO);
+ if (!v3d->pt) {
+ drm_mm_takedown(&v3d->mm);
+ dev_err(v3d->drm.dev,
+ "Failed to allocate page tables. "
+ "Please ensure you have CMA enabled.\n");
+ return -ENOMEM;
+ }
+
+ v3d_init_hw_state(v3d);
+ v3d_mmu_set_page_table(v3d);
+
+ ret = v3d_sched_init(v3d);
+ if (ret) {
+ drm_mm_takedown(&v3d->mm);
+ dma_free_coherent(v3d->drm.dev, 4096 * 1024, (void *)v3d->pt,
+ v3d->pt_paddr);
+ }
+
+ return 0;
+}
+
+void
+v3d_gem_destroy(struct drm_device *dev)
+{
+ struct v3d_dev *v3d = to_v3d_dev(dev);
+
+ v3d_sched_fini(v3d);
+
+ /* Waiting for jobs to finish would need to be done before
+ * unregistering V3D.
+ */
+ WARN_ON(v3d->bin_job);
+ WARN_ON(v3d->render_job);
+
+ drm_mm_takedown(&v3d->mm);
+
+ dma_free_coherent(v3d->drm.dev, 4096 * 1024, (void *)v3d->pt,
+ v3d->pt_paddr);
+}
diff --git a/drivers/gpu/drm/v3d/v3d_irq.c b/drivers/gpu/drm/v3d/v3d_irq.c
new file mode 100644
index 000000000..c88686489
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_irq.c
@@ -0,0 +1,292 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2014-2018 Broadcom */
+
+/**
+ * DOC: Interrupt management for the V3D engine
+ *
+ * When we take a bin, render, TFU done, or CSD done interrupt, we
+ * need to signal the fence for that job so that the scheduler can
+ * queue up the next one and unblock any waiters.
+ *
+ * When we take the binner out of memory interrupt, we need to
+ * allocate some new memory and pass it to the binner so that the
+ * current job can make progress.
+ */
+
+#include <linux/platform_device.h>
+
+#include "v3d_drv.h"
+#include "v3d_regs.h"
+#include "v3d_trace.h"
+
+#define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
+ V3D_INT_FLDONE | \
+ V3D_INT_FRDONE | \
+ V3D_INT_CSDDONE | \
+ V3D_INT_GMPV))
+
+#define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
+ V3D_HUB_INT_MMU_PTI | \
+ V3D_HUB_INT_MMU_CAP | \
+ V3D_HUB_INT_TFUC))
+
+static irqreturn_t
+v3d_hub_irq(int irq, void *arg);
+
+static void
+v3d_overflow_mem_work(struct work_struct *work)
+{
+ struct v3d_dev *v3d =
+ container_of(work, struct v3d_dev, overflow_mem_work);
+ struct drm_device *dev = &v3d->drm;
+ struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
+ struct drm_gem_object *obj;
+ unsigned long irqflags;
+
+ if (IS_ERR(bo)) {
+ DRM_ERROR("Couldn't allocate binner overflow mem\n");
+ return;
+ }
+ obj = &bo->base.base;
+
+ /* We lost a race, and our work task came in after the bin job
+ * completed and exited. This can happen because the HW
+ * signals OOM before it's fully OOM, so the binner might just
+ * barely complete.
+ *
+ * If we lose the race and our work task comes in after a new
+ * bin job got scheduled, that's fine. We'll just give them
+ * some binner pool anyway.
+ */
+ spin_lock_irqsave(&v3d->job_lock, irqflags);
+ if (!v3d->bin_job) {
+ spin_unlock_irqrestore(&v3d->job_lock, irqflags);
+ goto out;
+ }
+
+ drm_gem_object_get(obj);
+ list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
+ spin_unlock_irqrestore(&v3d->job_lock, irqflags);
+
+ V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
+ V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
+
+out:
+ drm_gem_object_put(obj);
+}
+
+static irqreturn_t
+v3d_irq(int irq, void *arg)
+{
+ struct v3d_dev *v3d = arg;
+ u32 intsts;
+ irqreturn_t status = IRQ_NONE;
+
+ intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
+
+ /* Acknowledge the interrupts we're handling here. */
+ V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
+
+ if (intsts & V3D_INT_OUTOMEM) {
+ /* Note that the OOM status is edge signaled, so the
+ * interrupt won't happen again until the we actually
+ * add more memory. Also, as of V3D 4.1, FLDONE won't
+ * be reported until any OOM state has been cleared.
+ */
+ schedule_work(&v3d->overflow_mem_work);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & V3D_INT_FLDONE) {
+ struct v3d_fence *fence =
+ to_v3d_fence(v3d->bin_job->base.irq_fence);
+
+ trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & V3D_INT_FRDONE) {
+ struct v3d_fence *fence =
+ to_v3d_fence(v3d->render_job->base.irq_fence);
+
+ trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & V3D_INT_CSDDONE) {
+ struct v3d_fence *fence =
+ to_v3d_fence(v3d->csd_job->base.irq_fence);
+
+ trace_v3d_csd_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+ status = IRQ_HANDLED;
+ }
+
+ /* We shouldn't be triggering these if we have GMP in
+ * always-allowed mode.
+ */
+ if (intsts & V3D_INT_GMPV)
+ dev_err(v3d->drm.dev, "GMP violation\n");
+
+ /* V3D 4.2 wires the hub and core IRQs together, so if we &
+ * didn't see the common one then check hub for MMU IRQs.
+ */
+ if (v3d->single_irq_line && status == IRQ_NONE)
+ return v3d_hub_irq(irq, arg);
+
+ return status;
+}
+
+static irqreturn_t
+v3d_hub_irq(int irq, void *arg)
+{
+ struct v3d_dev *v3d = arg;
+ u32 intsts;
+ irqreturn_t status = IRQ_NONE;
+
+ intsts = V3D_READ(V3D_HUB_INT_STS);
+
+ /* Acknowledge the interrupts we're handling here. */
+ V3D_WRITE(V3D_HUB_INT_CLR, intsts);
+
+ if (intsts & V3D_HUB_INT_TFUC) {
+ struct v3d_fence *fence =
+ to_v3d_fence(v3d->tfu_job->base.irq_fence);
+
+ trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & (V3D_HUB_INT_MMU_WRV |
+ V3D_HUB_INT_MMU_PTI |
+ V3D_HUB_INT_MMU_CAP)) {
+ u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
+ u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
+ (v3d->va_width - 32));
+ static const char *const v3d41_axi_ids[] = {
+ "L2T",
+ "PTB",
+ "PSE",
+ "TLB",
+ "CLE",
+ "TFU",
+ "MMU",
+ "GMP",
+ };
+ const char *client = "?";
+
+ V3D_WRITE(V3D_MMU_CTL,
+ V3D_READ(V3D_MMU_CTL) & (V3D_MMU_CTL_CAP_EXCEEDED |
+ V3D_MMU_CTL_PT_INVALID |
+ V3D_MMU_CTL_WRITE_VIOLATION));
+
+ if (v3d->ver >= 41) {
+ axi_id = axi_id >> 5;
+ if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
+ client = v3d41_axi_ids[axi_id];
+ }
+
+ dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
+ client, axi_id, (long long)vio_addr,
+ ((intsts & V3D_HUB_INT_MMU_WRV) ?
+ ", write violation" : ""),
+ ((intsts & V3D_HUB_INT_MMU_PTI) ?
+ ", pte invalid" : ""),
+ ((intsts & V3D_HUB_INT_MMU_CAP) ?
+ ", cap exceeded" : ""));
+ status = IRQ_HANDLED;
+ }
+
+ return status;
+}
+
+int
+v3d_irq_init(struct v3d_dev *v3d)
+{
+ int irq1, ret, core;
+
+ INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
+
+ /* Clear any pending interrupts someone might have left around
+ * for us.
+ */
+ for (core = 0; core < v3d->cores; core++)
+ V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
+ V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
+
+ irq1 = platform_get_irq(v3d_to_pdev(v3d), 1);
+ if (irq1 == -EPROBE_DEFER)
+ return irq1;
+ if (irq1 > 0) {
+ ret = devm_request_irq(v3d->drm.dev, irq1,
+ v3d_irq, IRQF_SHARED,
+ "v3d_core0", v3d);
+ if (ret)
+ goto fail;
+ ret = devm_request_irq(v3d->drm.dev,
+ platform_get_irq(v3d_to_pdev(v3d), 0),
+ v3d_hub_irq, IRQF_SHARED,
+ "v3d_hub", v3d);
+ if (ret)
+ goto fail;
+ } else {
+ v3d->single_irq_line = true;
+
+ ret = devm_request_irq(v3d->drm.dev,
+ platform_get_irq(v3d_to_pdev(v3d), 0),
+ v3d_irq, IRQF_SHARED,
+ "v3d", v3d);
+ if (ret)
+ goto fail;
+ }
+
+ v3d_irq_enable(v3d);
+ return 0;
+
+fail:
+ if (ret != -EPROBE_DEFER)
+ dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
+ return ret;
+}
+
+void
+v3d_irq_enable(struct v3d_dev *v3d)
+{
+ int core;
+
+ /* Enable our set of interrupts, masking out any others. */
+ for (core = 0; core < v3d->cores; core++) {
+ V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
+ V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
+ }
+
+ V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
+ V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
+}
+
+void
+v3d_irq_disable(struct v3d_dev *v3d)
+{
+ int core;
+
+ /* Disable all interrupts. */
+ for (core = 0; core < v3d->cores; core++)
+ V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
+ V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
+
+ /* Clear any pending interrupts we might have left. */
+ for (core = 0; core < v3d->cores; core++)
+ V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
+ V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
+
+ cancel_work_sync(&v3d->overflow_mem_work);
+}
+
+/** Reinitializes interrupt registers when a GPU reset is performed. */
+void v3d_irq_reset(struct v3d_dev *v3d)
+{
+ v3d_irq_enable(v3d);
+}
diff --git a/drivers/gpu/drm/v3d/v3d_mmu.c b/drivers/gpu/drm/v3d/v3d_mmu.c
new file mode 100644
index 000000000..5a4535329
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_mmu.c
@@ -0,0 +1,125 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2017-2018 Broadcom */
+
+/**
+ * DOC: Broadcom V3D MMU
+ *
+ * The V3D 3.x hardware (compared to VC4) now includes an MMU. It has
+ * a single level of page tables for the V3D's 4GB address space to
+ * map to AXI bus addresses, thus it could need up to 4MB of
+ * physically contiguous memory to store the PTEs.
+ *
+ * Because the 4MB of contiguous memory for page tables is precious,
+ * and switching between them is expensive, we load all BOs into the
+ * same 4GB address space.
+ *
+ * To protect clients from each other, we should use the GMP to
+ * quickly mask out (at 128kb granularity) what pages are available to
+ * each client. This is not yet implemented.
+ */
+
+#include "v3d_drv.h"
+#include "v3d_regs.h"
+
+#define V3D_MMU_PAGE_SHIFT 12
+
+/* Note: All PTEs for the 1MB superpage must be filled with the
+ * superpage bit set.
+ */
+#define V3D_PTE_SUPERPAGE BIT(31)
+#define V3D_PTE_WRITEABLE BIT(29)
+#define V3D_PTE_VALID BIT(28)
+
+static int v3d_mmu_flush_all(struct v3d_dev *v3d)
+{
+ int ret;
+
+ /* Make sure that another flush isn't already running when we
+ * start this one.
+ */
+ ret = wait_for(!(V3D_READ(V3D_MMU_CTL) &
+ V3D_MMU_CTL_TLB_CLEARING), 100);
+ if (ret)
+ dev_err(v3d->drm.dev, "TLB clear wait idle pre-wait failed\n");
+
+ V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL) |
+ V3D_MMU_CTL_TLB_CLEAR);
+
+ V3D_WRITE(V3D_MMUC_CONTROL,
+ V3D_MMUC_CONTROL_FLUSH |
+ V3D_MMUC_CONTROL_ENABLE);
+
+ ret = wait_for(!(V3D_READ(V3D_MMU_CTL) &
+ V3D_MMU_CTL_TLB_CLEARING), 100);
+ if (ret) {
+ dev_err(v3d->drm.dev, "TLB clear wait idle failed\n");
+ return ret;
+ }
+
+ ret = wait_for(!(V3D_READ(V3D_MMUC_CONTROL) &
+ V3D_MMUC_CONTROL_FLUSHING), 100);
+ if (ret)
+ dev_err(v3d->drm.dev, "MMUC flush wait idle failed\n");
+
+ return ret;
+}
+
+int v3d_mmu_set_page_table(struct v3d_dev *v3d)
+{
+ V3D_WRITE(V3D_MMU_PT_PA_BASE, v3d->pt_paddr >> V3D_MMU_PAGE_SHIFT);
+ V3D_WRITE(V3D_MMU_CTL,
+ V3D_MMU_CTL_ENABLE |
+ V3D_MMU_CTL_PT_INVALID_ENABLE |
+ V3D_MMU_CTL_PT_INVALID_ABORT |
+ V3D_MMU_CTL_PT_INVALID_INT |
+ V3D_MMU_CTL_WRITE_VIOLATION_ABORT |
+ V3D_MMU_CTL_WRITE_VIOLATION_INT |
+ V3D_MMU_CTL_CAP_EXCEEDED_ABORT |
+ V3D_MMU_CTL_CAP_EXCEEDED_INT);
+ V3D_WRITE(V3D_MMU_ILLEGAL_ADDR,
+ (v3d->mmu_scratch_paddr >> V3D_MMU_PAGE_SHIFT) |
+ V3D_MMU_ILLEGAL_ADDR_ENABLE);
+ V3D_WRITE(V3D_MMUC_CONTROL, V3D_MMUC_CONTROL_ENABLE);
+
+ return v3d_mmu_flush_all(v3d);
+}
+
+void v3d_mmu_insert_ptes(struct v3d_bo *bo)
+{
+ struct drm_gem_shmem_object *shmem_obj = &bo->base;
+ struct v3d_dev *v3d = to_v3d_dev(shmem_obj->base.dev);
+ u32 page = bo->node.start;
+ u32 page_prot = V3D_PTE_WRITEABLE | V3D_PTE_VALID;
+ struct sg_dma_page_iter dma_iter;
+
+ for_each_sgtable_dma_page(shmem_obj->sgt, &dma_iter, 0) {
+ dma_addr_t dma_addr = sg_page_iter_dma_address(&dma_iter);
+ u32 page_address = dma_addr >> V3D_MMU_PAGE_SHIFT;
+ u32 pte = page_prot | page_address;
+ u32 i;
+
+ BUG_ON(page_address + (PAGE_SIZE >> V3D_MMU_PAGE_SHIFT) >=
+ BIT(24));
+ for (i = 0; i < PAGE_SIZE >> V3D_MMU_PAGE_SHIFT; i++)
+ v3d->pt[page++] = pte + i;
+ }
+
+ WARN_ON_ONCE(page - bo->node.start !=
+ shmem_obj->base.size >> V3D_MMU_PAGE_SHIFT);
+
+ if (v3d_mmu_flush_all(v3d))
+ dev_err(v3d->drm.dev, "MMU flush timeout\n");
+}
+
+void v3d_mmu_remove_ptes(struct v3d_bo *bo)
+{
+ struct v3d_dev *v3d = to_v3d_dev(bo->base.base.dev);
+ u32 npages = bo->base.base.size >> V3D_MMU_PAGE_SHIFT;
+ u32 page;
+
+ for (page = bo->node.start; page < bo->node.start + npages; page++)
+ v3d->pt[page] = 0;
+
+ if (v3d_mmu_flush_all(v3d))
+ dev_err(v3d->drm.dev, "MMU flush timeout\n");
+}
diff --git a/drivers/gpu/drm/v3d/v3d_regs.h b/drivers/gpu/drm/v3d/v3d_regs.h
new file mode 100644
index 000000000..9bcb57781
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_regs.h
@@ -0,0 +1,497 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2017-2018 Broadcom */
+
+#ifndef V3D_REGS_H
+#define V3D_REGS_H
+
+#include <linux/bitops.h>
+
+#define V3D_MASK(high, low) ((u32)GENMASK(high, low))
+/* Using the GNU statement expression extension */
+#define V3D_SET_FIELD(value, field) \
+ ({ \
+ u32 fieldval = (value) << field##_SHIFT; \
+ WARN_ON((fieldval & ~field##_MASK) != 0); \
+ fieldval & field##_MASK; \
+ })
+
+#define V3D_GET_FIELD(word, field) (((word) & field##_MASK) >> \
+ field##_SHIFT)
+
+/* Hub registers for shared hardware between V3D cores. */
+
+#define V3D_HUB_AXICFG 0x00000
+# define V3D_HUB_AXICFG_MAX_LEN_MASK V3D_MASK(3, 0)
+# define V3D_HUB_AXICFG_MAX_LEN_SHIFT 0
+#define V3D_HUB_UIFCFG 0x00004
+#define V3D_HUB_IDENT0 0x00008
+
+#define V3D_HUB_IDENT1 0x0000c
+# define V3D_HUB_IDENT1_WITH_MSO BIT(19)
+# define V3D_HUB_IDENT1_WITH_TSY BIT(18)
+# define V3D_HUB_IDENT1_WITH_TFU BIT(17)
+# define V3D_HUB_IDENT1_WITH_L3C BIT(16)
+# define V3D_HUB_IDENT1_NHOSTS_MASK V3D_MASK(15, 12)
+# define V3D_HUB_IDENT1_NHOSTS_SHIFT 12
+# define V3D_HUB_IDENT1_NCORES_MASK V3D_MASK(11, 8)
+# define V3D_HUB_IDENT1_NCORES_SHIFT 8
+# define V3D_HUB_IDENT1_REV_MASK V3D_MASK(7, 4)
+# define V3D_HUB_IDENT1_REV_SHIFT 4
+# define V3D_HUB_IDENT1_TVER_MASK V3D_MASK(3, 0)
+# define V3D_HUB_IDENT1_TVER_SHIFT 0
+
+#define V3D_HUB_IDENT2 0x00010
+# define V3D_HUB_IDENT2_WITH_MMU BIT(8)
+# define V3D_HUB_IDENT2_L3C_NKB_MASK V3D_MASK(7, 0)
+# define V3D_HUB_IDENT2_L3C_NKB_SHIFT 0
+
+#define V3D_HUB_IDENT3 0x00014
+# define V3D_HUB_IDENT3_IPREV_MASK V3D_MASK(15, 8)
+# define V3D_HUB_IDENT3_IPREV_SHIFT 8
+# define V3D_HUB_IDENT3_IPIDX_MASK V3D_MASK(7, 0)
+# define V3D_HUB_IDENT3_IPIDX_SHIFT 0
+
+#define V3D_HUB_INT_STS 0x00050
+#define V3D_HUB_INT_SET 0x00054
+#define V3D_HUB_INT_CLR 0x00058
+#define V3D_HUB_INT_MSK_STS 0x0005c
+#define V3D_HUB_INT_MSK_SET 0x00060
+#define V3D_HUB_INT_MSK_CLR 0x00064
+# define V3D_HUB_INT_MMU_WRV BIT(5)
+# define V3D_HUB_INT_MMU_PTI BIT(4)
+# define V3D_HUB_INT_MMU_CAP BIT(3)
+# define V3D_HUB_INT_MSO BIT(2)
+# define V3D_HUB_INT_TFUC BIT(1)
+# define V3D_HUB_INT_TFUF BIT(0)
+
+#define V3D_GCA_CACHE_CTRL 0x0000c
+# define V3D_GCA_CACHE_CTRL_FLUSH BIT(0)
+
+#define V3D_GCA_SAFE_SHUTDOWN 0x000b0
+# define V3D_GCA_SAFE_SHUTDOWN_EN BIT(0)
+
+#define V3D_GCA_SAFE_SHUTDOWN_ACK 0x000b4
+# define V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED 3
+
+# define V3D_TOP_GR_BRIDGE_REVISION 0x00000
+# define V3D_TOP_GR_BRIDGE_MAJOR_MASK V3D_MASK(15, 8)
+# define V3D_TOP_GR_BRIDGE_MAJOR_SHIFT 8
+# define V3D_TOP_GR_BRIDGE_MINOR_MASK V3D_MASK(7, 0)
+# define V3D_TOP_GR_BRIDGE_MINOR_SHIFT 0
+
+/* 7268 reset reg */
+# define V3D_TOP_GR_BRIDGE_SW_INIT_0 0x00008
+# define V3D_TOP_GR_BRIDGE_SW_INIT_0_V3D_CLK_108_SW_INIT BIT(0)
+/* 7278 reset reg */
+# define V3D_TOP_GR_BRIDGE_SW_INIT_1 0x0000c
+# define V3D_TOP_GR_BRIDGE_SW_INIT_1_V3D_CLK_108_SW_INIT BIT(0)
+
+#define V3D_TFU_CS 0x00400
+/* Stops current job, empties input fifo. */
+# define V3D_TFU_CS_TFURST BIT(31)
+# define V3D_TFU_CS_CVTCT_MASK V3D_MASK(23, 16)
+# define V3D_TFU_CS_CVTCT_SHIFT 16
+# define V3D_TFU_CS_NFREE_MASK V3D_MASK(13, 8)
+# define V3D_TFU_CS_NFREE_SHIFT 8
+# define V3D_TFU_CS_BUSY BIT(0)
+
+#define V3D_TFU_SU 0x00404
+/* Interrupt when FINTTHR input slots are free (0 = disabled) */
+# define V3D_TFU_SU_FINTTHR_MASK V3D_MASK(13, 8)
+# define V3D_TFU_SU_FINTTHR_SHIFT 8
+/* Skips resetting the CRC at the start of CRC generation. */
+# define V3D_TFU_SU_CRCCHAIN BIT(4)
+/* skips writes, computes CRC of the image. miplevels must be 0. */
+# define V3D_TFU_SU_CRC BIT(3)
+# define V3D_TFU_SU_THROTTLE_MASK V3D_MASK(1, 0)
+# define V3D_TFU_SU_THROTTLE_SHIFT 0
+
+#define V3D_TFU_ICFG 0x00408
+/* Interrupt when the conversion is complete. */
+# define V3D_TFU_ICFG_IOC BIT(0)
+
+/* Input Image Address */
+#define V3D_TFU_IIA 0x0040c
+/* Input Chroma Address */
+#define V3D_TFU_ICA 0x00410
+/* Input Image Stride */
+#define V3D_TFU_IIS 0x00414
+/* Input Image U-Plane Address */
+#define V3D_TFU_IUA 0x00418
+/* Output Image Address */
+#define V3D_TFU_IOA 0x0041c
+/* Image Output Size */
+#define V3D_TFU_IOS 0x00420
+/* TFU YUV Coefficient 0 */
+#define V3D_TFU_COEF0 0x00424
+/* Use these regs instead of the defaults. */
+# define V3D_TFU_COEF0_USECOEF BIT(31)
+/* TFU YUV Coefficient 1 */
+#define V3D_TFU_COEF1 0x00428
+/* TFU YUV Coefficient 2 */
+#define V3D_TFU_COEF2 0x0042c
+/* TFU YUV Coefficient 3 */
+#define V3D_TFU_COEF3 0x00430
+
+#define V3D_TFU_CRC 0x00434
+
+/* Per-MMU registers. */
+
+#define V3D_MMUC_CONTROL 0x01000
+# define V3D_MMUC_CONTROL_CLEAR BIT(3)
+# define V3D_MMUC_CONTROL_FLUSHING BIT(2)
+# define V3D_MMUC_CONTROL_FLUSH BIT(1)
+# define V3D_MMUC_CONTROL_ENABLE BIT(0)
+
+#define V3D_MMU_CTL 0x01200
+# define V3D_MMU_CTL_CAP_EXCEEDED BIT(27)
+# define V3D_MMU_CTL_CAP_EXCEEDED_ABORT BIT(26)
+# define V3D_MMU_CTL_CAP_EXCEEDED_INT BIT(25)
+# define V3D_MMU_CTL_CAP_EXCEEDED_EXCEPTION BIT(24)
+# define V3D_MMU_CTL_PT_INVALID BIT(20)
+# define V3D_MMU_CTL_PT_INVALID_ABORT BIT(19)
+# define V3D_MMU_CTL_PT_INVALID_INT BIT(18)
+# define V3D_MMU_CTL_PT_INVALID_EXCEPTION BIT(17)
+# define V3D_MMU_CTL_PT_INVALID_ENABLE BIT(16)
+# define V3D_MMU_CTL_WRITE_VIOLATION BIT(12)
+# define V3D_MMU_CTL_WRITE_VIOLATION_ABORT BIT(11)
+# define V3D_MMU_CTL_WRITE_VIOLATION_INT BIT(10)
+# define V3D_MMU_CTL_WRITE_VIOLATION_EXCEPTION BIT(9)
+# define V3D_MMU_CTL_TLB_CLEARING BIT(7)
+# define V3D_MMU_CTL_TLB_STATS_CLEAR BIT(3)
+# define V3D_MMU_CTL_TLB_CLEAR BIT(2)
+# define V3D_MMU_CTL_TLB_STATS_ENABLE BIT(1)
+# define V3D_MMU_CTL_ENABLE BIT(0)
+
+#define V3D_MMU_PT_PA_BASE 0x01204
+#define V3D_MMU_HIT 0x01208
+#define V3D_MMU_MISSES 0x0120c
+#define V3D_MMU_STALLS 0x01210
+
+#define V3D_MMU_ADDR_CAP 0x01214
+# define V3D_MMU_ADDR_CAP_ENABLE BIT(31)
+# define V3D_MMU_ADDR_CAP_MPAGE_MASK V3D_MASK(11, 0)
+# define V3D_MMU_ADDR_CAP_MPAGE_SHIFT 0
+
+#define V3D_MMU_SHOOT_DOWN 0x01218
+# define V3D_MMU_SHOOT_DOWN_SHOOTING BIT(29)
+# define V3D_MMU_SHOOT_DOWN_SHOOT BIT(28)
+# define V3D_MMU_SHOOT_DOWN_PAGE_MASK V3D_MASK(27, 0)
+# define V3D_MMU_SHOOT_DOWN_PAGE_SHIFT 0
+
+#define V3D_MMU_BYPASS_START 0x0121c
+#define V3D_MMU_BYPASS_END 0x01220
+
+/* AXI ID of the access that faulted */
+#define V3D_MMU_VIO_ID 0x0122c
+
+/* Address for illegal PTEs to return */
+#define V3D_MMU_ILLEGAL_ADDR 0x01230
+# define V3D_MMU_ILLEGAL_ADDR_ENABLE BIT(31)
+
+/* Address that faulted */
+#define V3D_MMU_VIO_ADDR 0x01234
+
+#define V3D_MMU_DEBUG_INFO 0x01238
+# define V3D_MMU_PA_WIDTH_MASK V3D_MASK(11, 8)
+# define V3D_MMU_PA_WIDTH_SHIFT 8
+# define V3D_MMU_VA_WIDTH_MASK V3D_MASK(7, 4)
+# define V3D_MMU_VA_WIDTH_SHIFT 4
+# define V3D_MMU_VERSION_MASK V3D_MASK(3, 0)
+# define V3D_MMU_VERSION_SHIFT 0
+
+/* Per-V3D-core registers */
+
+#define V3D_CTL_IDENT0 0x00000
+# define V3D_IDENT0_VER_MASK V3D_MASK(31, 24)
+# define V3D_IDENT0_VER_SHIFT 24
+
+#define V3D_CTL_IDENT1 0x00004
+/* Multiples of 1kb */
+# define V3D_IDENT1_VPM_SIZE_MASK V3D_MASK(31, 28)
+# define V3D_IDENT1_VPM_SIZE_SHIFT 28
+# define V3D_IDENT1_NSEM_MASK V3D_MASK(23, 16)
+# define V3D_IDENT1_NSEM_SHIFT 16
+# define V3D_IDENT1_NTMU_MASK V3D_MASK(15, 12)
+# define V3D_IDENT1_NTMU_SHIFT 12
+# define V3D_IDENT1_QUPS_MASK V3D_MASK(11, 8)
+# define V3D_IDENT1_QUPS_SHIFT 8
+# define V3D_IDENT1_NSLC_MASK V3D_MASK(7, 4)
+# define V3D_IDENT1_NSLC_SHIFT 4
+# define V3D_IDENT1_REV_MASK V3D_MASK(3, 0)
+# define V3D_IDENT1_REV_SHIFT 0
+
+#define V3D_CTL_IDENT2 0x00008
+# define V3D_IDENT2_BCG_INT BIT(28)
+
+#define V3D_CTL_MISCCFG 0x00018
+# define V3D_CTL_MISCCFG_QRMAXCNT_MASK V3D_MASK(3, 1)
+# define V3D_CTL_MISCCFG_QRMAXCNT_SHIFT 1
+# define V3D_MISCCFG_OVRTMUOUT BIT(0)
+
+#define V3D_CTL_L2CACTL 0x00020
+# define V3D_L2CACTL_L2CCLR BIT(2)
+# define V3D_L2CACTL_L2CDIS BIT(1)
+# define V3D_L2CACTL_L2CENA BIT(0)
+
+#define V3D_CTL_SLCACTL 0x00024
+# define V3D_SLCACTL_TVCCS_MASK V3D_MASK(27, 24)
+# define V3D_SLCACTL_TVCCS_SHIFT 24
+# define V3D_SLCACTL_TDCCS_MASK V3D_MASK(19, 16)
+# define V3D_SLCACTL_TDCCS_SHIFT 16
+# define V3D_SLCACTL_UCC_MASK V3D_MASK(11, 8)
+# define V3D_SLCACTL_UCC_SHIFT 8
+# define V3D_SLCACTL_ICC_MASK V3D_MASK(3, 0)
+# define V3D_SLCACTL_ICC_SHIFT 0
+
+#define V3D_CTL_L2TCACTL 0x00030
+# define V3D_L2TCACTL_TMUWCF BIT(8)
+# define V3D_L2TCACTL_L2T_NO_WM BIT(4)
+/* Invalidates cache lines. */
+# define V3D_L2TCACTL_FLM_FLUSH 0
+/* Removes cachelines without writing dirty lines back. */
+# define V3D_L2TCACTL_FLM_CLEAR 1
+/* Writes out dirty cachelines and marks them clean, but doesn't invalidate. */
+# define V3D_L2TCACTL_FLM_CLEAN 2
+# define V3D_L2TCACTL_FLM_MASK V3D_MASK(2, 1)
+# define V3D_L2TCACTL_FLM_SHIFT 1
+# define V3D_L2TCACTL_L2TFLS BIT(0)
+#define V3D_CTL_L2TFLSTA 0x00034
+#define V3D_CTL_L2TFLEND 0x00038
+
+#define V3D_CTL_INT_STS 0x00050
+#define V3D_CTL_INT_SET 0x00054
+#define V3D_CTL_INT_CLR 0x00058
+#define V3D_CTL_INT_MSK_STS 0x0005c
+#define V3D_CTL_INT_MSK_SET 0x00060
+#define V3D_CTL_INT_MSK_CLR 0x00064
+# define V3D_INT_QPU_MASK V3D_MASK(27, 16)
+# define V3D_INT_QPU_SHIFT 16
+# define V3D_INT_CSDDONE BIT(7)
+# define V3D_INT_PCTR BIT(6)
+# define V3D_INT_GMPV BIT(5)
+# define V3D_INT_TRFB BIT(4)
+# define V3D_INT_SPILLUSE BIT(3)
+# define V3D_INT_OUTOMEM BIT(2)
+# define V3D_INT_FLDONE BIT(1)
+# define V3D_INT_FRDONE BIT(0)
+
+#define V3D_CLE_CT0CS 0x00100
+#define V3D_CLE_CT1CS 0x00104
+#define V3D_CLE_CTNCS(n) (V3D_CLE_CT0CS + 4 * n)
+#define V3D_CLE_CT0EA 0x00108
+#define V3D_CLE_CT1EA 0x0010c
+#define V3D_CLE_CTNEA(n) (V3D_CLE_CT0EA + 4 * n)
+#define V3D_CLE_CT0CA 0x00110
+#define V3D_CLE_CT1CA 0x00114
+#define V3D_CLE_CTNCA(n) (V3D_CLE_CT0CA + 4 * n)
+#define V3D_CLE_CT0RA 0x00118
+#define V3D_CLE_CT1RA 0x0011c
+#define V3D_CLE_CTNRA(n) (V3D_CLE_CT0RA + 4 * n)
+#define V3D_CLE_CT0LC 0x00120
+#define V3D_CLE_CT1LC 0x00124
+#define V3D_CLE_CT0PC 0x00128
+#define V3D_CLE_CT1PC 0x0012c
+#define V3D_CLE_PCS 0x00130
+#define V3D_CLE_BFC 0x00134
+#define V3D_CLE_RFC 0x00138
+#define V3D_CLE_TFBC 0x0013c
+#define V3D_CLE_TFIT 0x00140
+#define V3D_CLE_CT1CFG 0x00144
+#define V3D_CLE_CT1TILECT 0x00148
+#define V3D_CLE_CT1TSKIP 0x0014c
+#define V3D_CLE_CT1PTCT 0x00150
+#define V3D_CLE_CT0SYNC 0x00154
+#define V3D_CLE_CT1SYNC 0x00158
+#define V3D_CLE_CT0QTS 0x0015c
+# define V3D_CLE_CT0QTS_ENABLE BIT(1)
+#define V3D_CLE_CT0QBA 0x00160
+#define V3D_CLE_CT1QBA 0x00164
+#define V3D_CLE_CTNQBA(n) (V3D_CLE_CT0QBA + 4 * n)
+#define V3D_CLE_CT0QEA 0x00168
+#define V3D_CLE_CT1QEA 0x0016c
+#define V3D_CLE_CTNQEA(n) (V3D_CLE_CT0QEA + 4 * n)
+#define V3D_CLE_CT0QMA 0x00170
+#define V3D_CLE_CT0QMS 0x00174
+#define V3D_CLE_CT1QCFG 0x00178
+/* If set without ETPROC, entirely skip tiles with no primitives. */
+# define V3D_CLE_QCFG_ETFILT BIT(7)
+/* If set with ETFILT, just write the clear color to tiles with no
+ * primitives.
+ */
+# define V3D_CLE_QCFG_ETPROC BIT(6)
+# define V3D_CLE_QCFG_ETSFLUSH BIT(1)
+# define V3D_CLE_QCFG_MCDIS BIT(0)
+
+#define V3D_PTB_BPCA 0x00300
+#define V3D_PTB_BPCS 0x00304
+#define V3D_PTB_BPOA 0x00308
+#define V3D_PTB_BPOS 0x0030c
+
+#define V3D_PTB_BXCF 0x00310
+# define V3D_PTB_BXCF_RWORDERDISA BIT(1)
+# define V3D_PTB_BXCF_CLIPDISA BIT(0)
+
+#define V3D_V3_PCTR_0_EN 0x00674
+#define V3D_V3_PCTR_0_EN_ENABLE BIT(31)
+#define V3D_V4_PCTR_0_EN 0x00650
+/* When a bit is set, resets the counter to 0. */
+#define V3D_V3_PCTR_0_CLR 0x00670
+#define V3D_V4_PCTR_0_CLR 0x00654
+#define V3D_PCTR_0_OVERFLOW 0x00658
+
+#define V3D_V3_PCTR_0_PCTRS0 0x00684
+#define V3D_V3_PCTR_0_PCTRS15 0x00660
+#define V3D_V3_PCTR_0_PCTRSX(x) (V3D_V3_PCTR_0_PCTRS0 + \
+ 4 * (x))
+/* Each src reg muxes four counters each. */
+#define V3D_V4_PCTR_0_SRC_0_3 0x00660
+#define V3D_V4_PCTR_0_SRC_28_31 0x0067c
+# define V3D_PCTR_S0_MASK V3D_MASK(6, 0)
+# define V3D_PCTR_S0_SHIFT 0
+# define V3D_PCTR_S1_MASK V3D_MASK(14, 8)
+# define V3D_PCTR_S1_SHIFT 8
+# define V3D_PCTR_S2_MASK V3D_MASK(22, 16)
+# define V3D_PCTR_S2_SHIFT 16
+# define V3D_PCTR_S3_MASK V3D_MASK(30, 24)
+# define V3D_PCTR_S3_SHIFT 24
+# define V3D_PCTR_CYCLE_COUNT 32
+
+/* Output values of the counters. */
+#define V3D_PCTR_0_PCTR0 0x00680
+#define V3D_PCTR_0_PCTR31 0x006fc
+#define V3D_PCTR_0_PCTRX(x) (V3D_PCTR_0_PCTR0 + \
+ 4 * (x))
+#define V3D_GMP_STATUS 0x00800
+# define V3D_GMP_STATUS_GMPRST BIT(31)
+# define V3D_GMP_STATUS_WR_COUNT_MASK V3D_MASK(30, 24)
+# define V3D_GMP_STATUS_WR_COUNT_SHIFT 24
+# define V3D_GMP_STATUS_RD_COUNT_MASK V3D_MASK(22, 16)
+# define V3D_GMP_STATUS_RD_COUNT_SHIFT 16
+# define V3D_GMP_STATUS_WR_ACTIVE BIT(5)
+# define V3D_GMP_STATUS_RD_ACTIVE BIT(4)
+# define V3D_GMP_STATUS_CFG_BUSY BIT(3)
+# define V3D_GMP_STATUS_CNTOVF BIT(2)
+# define V3D_GMP_STATUS_INVPROT BIT(1)
+# define V3D_GMP_STATUS_VIO BIT(0)
+
+#define V3D_GMP_CFG 0x00804
+# define V3D_GMP_CFG_LBURSTEN BIT(3)
+# define V3D_GMP_CFG_PGCRSEN BIT()
+# define V3D_GMP_CFG_STOP_REQ BIT(1)
+# define V3D_GMP_CFG_PROT_ENABLE BIT(0)
+
+#define V3D_GMP_VIO_ADDR 0x00808
+#define V3D_GMP_VIO_TYPE 0x0080c
+#define V3D_GMP_TABLE_ADDR 0x00810
+#define V3D_GMP_CLEAR_LOAD 0x00814
+#define V3D_GMP_PRESERVE_LOAD 0x00818
+#define V3D_GMP_VALID_LINES 0x00820
+
+#define V3D_CSD_STATUS 0x00900
+# define V3D_CSD_STATUS_NUM_COMPLETED_MASK V3D_MASK(11, 4)
+# define V3D_CSD_STATUS_NUM_COMPLETED_SHIFT 4
+# define V3D_CSD_STATUS_NUM_ACTIVE_MASK V3D_MASK(3, 2)
+# define V3D_CSD_STATUS_NUM_ACTIVE_SHIFT 2
+# define V3D_CSD_STATUS_HAVE_CURRENT_DISPATCH BIT(1)
+# define V3D_CSD_STATUS_HAVE_QUEUED_DISPATCH BIT(0)
+
+#define V3D_CSD_QUEUED_CFG0 0x00904
+# define V3D_CSD_QUEUED_CFG0_NUM_WGS_X_MASK V3D_MASK(31, 16)
+# define V3D_CSD_QUEUED_CFG0_NUM_WGS_X_SHIFT 16
+# define V3D_CSD_QUEUED_CFG0_WG_X_OFFSET_MASK V3D_MASK(15, 0)
+# define V3D_CSD_QUEUED_CFG0_WG_X_OFFSET_SHIFT 0
+
+#define V3D_CSD_QUEUED_CFG1 0x00908
+# define V3D_CSD_QUEUED_CFG1_NUM_WGS_Y_MASK V3D_MASK(31, 16)
+# define V3D_CSD_QUEUED_CFG1_NUM_WGS_Y_SHIFT 16
+# define V3D_CSD_QUEUED_CFG1_WG_Y_OFFSET_MASK V3D_MASK(15, 0)
+# define V3D_CSD_QUEUED_CFG1_WG_Y_OFFSET_SHIFT 0
+
+#define V3D_CSD_QUEUED_CFG2 0x0090c
+# define V3D_CSD_QUEUED_CFG2_NUM_WGS_Z_MASK V3D_MASK(31, 16)
+# define V3D_CSD_QUEUED_CFG2_NUM_WGS_Z_SHIFT 16
+# define V3D_CSD_QUEUED_CFG2_WG_Z_OFFSET_MASK V3D_MASK(15, 0)
+# define V3D_CSD_QUEUED_CFG2_WG_Z_OFFSET_SHIFT 0
+
+#define V3D_CSD_QUEUED_CFG3 0x00910
+# define V3D_CSD_QUEUED_CFG3_OVERLAP_WITH_PREV BIT(26)
+# define V3D_CSD_QUEUED_CFG3_MAX_SG_ID_MASK V3D_MASK(25, 20)
+# define V3D_CSD_QUEUED_CFG3_MAX_SG_ID_SHIFT 20
+# define V3D_CSD_QUEUED_CFG3_BATCHES_PER_SG_M1_MASK V3D_MASK(19, 12)
+# define V3D_CSD_QUEUED_CFG3_BATCHES_PER_SG_M1_SHIFT 12
+# define V3D_CSD_QUEUED_CFG3_WGS_PER_SG_MASK V3D_MASK(11, 8)
+# define V3D_CSD_QUEUED_CFG3_WGS_PER_SG_SHIFT 8
+# define V3D_CSD_QUEUED_CFG3_WG_SIZE_MASK V3D_MASK(7, 0)
+# define V3D_CSD_QUEUED_CFG3_WG_SIZE_SHIFT 0
+
+/* Number of batches, minus 1 */
+#define V3D_CSD_QUEUED_CFG4 0x00914
+
+/* Shader address, pnan, singleseg, threading, like a shader record. */
+#define V3D_CSD_QUEUED_CFG5 0x00918
+
+/* Uniforms address (4 byte aligned) */
+#define V3D_CSD_QUEUED_CFG6 0x0091c
+
+#define V3D_CSD_CURRENT_CFG0 0x00920
+#define V3D_CSD_CURRENT_CFG1 0x00924
+#define V3D_CSD_CURRENT_CFG2 0x00928
+#define V3D_CSD_CURRENT_CFG3 0x0092c
+#define V3D_CSD_CURRENT_CFG4 0x00930
+#define V3D_CSD_CURRENT_CFG5 0x00934
+#define V3D_CSD_CURRENT_CFG6 0x00938
+
+#define V3D_CSD_CURRENT_ID0 0x0093c
+# define V3D_CSD_CURRENT_ID0_WG_X_MASK V3D_MASK(31, 16)
+# define V3D_CSD_CURRENT_ID0_WG_X_SHIFT 16
+# define V3D_CSD_CURRENT_ID0_WG_IN_SG_MASK V3D_MASK(11, 8)
+# define V3D_CSD_CURRENT_ID0_WG_IN_SG_SHIFT 8
+# define V3D_CSD_CURRENT_ID0_L_IDX_MASK V3D_MASK(7, 0)
+# define V3D_CSD_CURRENT_ID0_L_IDX_SHIFT 0
+
+#define V3D_CSD_CURRENT_ID1 0x00940
+# define V3D_CSD_CURRENT_ID0_WG_Z_MASK V3D_MASK(31, 16)
+# define V3D_CSD_CURRENT_ID0_WG_Z_SHIFT 16
+# define V3D_CSD_CURRENT_ID0_WG_Y_MASK V3D_MASK(15, 0)
+# define V3D_CSD_CURRENT_ID0_WG_Y_SHIFT 0
+
+#define V3D_ERR_FDBGO 0x00f04
+#define V3D_ERR_FDBGB 0x00f08
+#define V3D_ERR_FDBGR 0x00f0c
+
+#define V3D_ERR_FDBGS 0x00f10
+# define V3D_ERR_FDBGS_INTERPZ_IP_STALL BIT(17)
+# define V3D_ERR_FDBGS_DEPTHO_FIFO_IP_STALL BIT(16)
+# define V3D_ERR_FDBGS_XYNRM_IP_STALL BIT(14)
+# define V3D_ERR_FDBGS_EZREQ_FIFO_OP_VALID BIT(13)
+# define V3D_ERR_FDBGS_QXYF_FIFO_OP_VALID BIT(12)
+# define V3D_ERR_FDBGS_QXYF_FIFO_OP_LAST BIT(11)
+# define V3D_ERR_FDBGS_EZTEST_ANYQVALID BIT(7)
+# define V3D_ERR_FDBGS_EZTEST_PASS BIT(6)
+# define V3D_ERR_FDBGS_EZTEST_QREADY BIT(5)
+# define V3D_ERR_FDBGS_EZTEST_VLF_OKNOVALID BIT(4)
+# define V3D_ERR_FDBGS_EZTEST_QSTALL BIT(3)
+# define V3D_ERR_FDBGS_EZTEST_IP_VLFSTALL BIT(2)
+# define V3D_ERR_FDBGS_EZTEST_IP_PRSTALL BIT(1)
+# define V3D_ERR_FDBGS_EZTEST_IP_QSTALL BIT(0)
+
+#define V3D_ERR_STAT 0x00f20
+# define V3D_ERR_L2CARE BIT(15)
+# define V3D_ERR_VCMBE BIT(14)
+# define V3D_ERR_VCMRE BIT(13)
+# define V3D_ERR_VCDI BIT(12)
+# define V3D_ERR_VCDE BIT(11)
+# define V3D_ERR_VDWE BIT(10)
+# define V3D_ERR_VPMEAS BIT(9)
+# define V3D_ERR_VPMEFNA BIT(8)
+# define V3D_ERR_VPMEWNA BIT(7)
+# define V3D_ERR_VPMERNA BIT(6)
+# define V3D_ERR_VPMERR BIT(5)
+# define V3D_ERR_VPMEWR BIT(4)
+# define V3D_ERR_VPAERRGL BIT(3)
+# define V3D_ERR_VPAEBRGL BIT(2)
+# define V3D_ERR_VPAERGS BIT(1)
+# define V3D_ERR_VPAEABB BIT(0)
+
+#endif /* V3D_REGS_H */
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
new file mode 100644
index 000000000..0747614a7
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -0,0 +1,472 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2018 Broadcom */
+
+/**
+ * DOC: Broadcom V3D scheduling
+ *
+ * The shared DRM GPU scheduler is used to coordinate submitting jobs
+ * to the hardware. Each DRM fd (roughly a client process) gets its
+ * own scheduler entity, which will process jobs in order. The GPU
+ * scheduler will round-robin between clients to submit the next job.
+ *
+ * For simplicity, and in order to keep latency low for interactive
+ * jobs when bulk background jobs are queued up, we submit a new job
+ * to the HW only when it has completed the last one, instead of
+ * filling up the CT[01]Q FIFOs with jobs. Similarly, we use
+ * v3d_job_dependency() to manage the dependency between bin and
+ * render, instead of having the clients submit jobs using the HW's
+ * semaphores to interlock between them.
+ */
+
+#include <linux/kthread.h>
+
+#include "v3d_drv.h"
+#include "v3d_regs.h"
+#include "v3d_trace.h"
+
+static struct v3d_job *
+to_v3d_job(struct drm_sched_job *sched_job)
+{
+ return container_of(sched_job, struct v3d_job, base);
+}
+
+static struct v3d_bin_job *
+to_bin_job(struct drm_sched_job *sched_job)
+{
+ return container_of(sched_job, struct v3d_bin_job, base.base);
+}
+
+static struct v3d_render_job *
+to_render_job(struct drm_sched_job *sched_job)
+{
+ return container_of(sched_job, struct v3d_render_job, base.base);
+}
+
+static struct v3d_tfu_job *
+to_tfu_job(struct drm_sched_job *sched_job)
+{
+ return container_of(sched_job, struct v3d_tfu_job, base.base);
+}
+
+static struct v3d_csd_job *
+to_csd_job(struct drm_sched_job *sched_job)
+{
+ return container_of(sched_job, struct v3d_csd_job, base.base);
+}
+
+static void
+v3d_job_free(struct drm_sched_job *sched_job)
+{
+ struct v3d_job *job = to_v3d_job(sched_job);
+
+ drm_sched_job_cleanup(sched_job);
+ v3d_job_put(job);
+}
+
+/**
+ * Returns the fences that the job depends on, one by one.
+ *
+ * If placed in the scheduler's .dependency method, the corresponding
+ * .run_job won't be called until all of them have been signaled.
+ */
+static struct dma_fence *
+v3d_job_dependency(struct drm_sched_job *sched_job,
+ struct drm_sched_entity *s_entity)
+{
+ struct v3d_job *job = to_v3d_job(sched_job);
+
+ /* XXX: Wait on a fence for switching the GMP if necessary,
+ * and then do so.
+ */
+
+ if (!xa_empty(&job->deps))
+ return xa_erase(&job->deps, job->last_dep++);
+
+ return NULL;
+}
+
+static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
+{
+ struct v3d_bin_job *job = to_bin_job(sched_job);
+ struct v3d_dev *v3d = job->base.v3d;
+ struct drm_device *dev = &v3d->drm;
+ struct dma_fence *fence;
+ unsigned long irqflags;
+
+ if (unlikely(job->base.base.s_fence->finished.error))
+ return NULL;
+
+ /* Lock required around bin_job update vs
+ * v3d_overflow_mem_work().
+ */
+ spin_lock_irqsave(&v3d->job_lock, irqflags);
+ v3d->bin_job = job;
+ /* Clear out the overflow allocation, so we don't
+ * reuse the overflow attached to a previous job.
+ */
+ V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
+ spin_unlock_irqrestore(&v3d->job_lock, irqflags);
+
+ v3d_invalidate_caches(v3d);
+
+ fence = v3d_fence_create(v3d, V3D_BIN);
+ if (IS_ERR(fence))
+ return NULL;
+
+ if (job->base.irq_fence)
+ dma_fence_put(job->base.irq_fence);
+ job->base.irq_fence = dma_fence_get(fence);
+
+ trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
+ job->start, job->end);
+
+ /* Set the current and end address of the control list.
+ * Writing the end register is what starts the job.
+ */
+ if (job->qma) {
+ V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
+ V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
+ }
+ if (job->qts) {
+ V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
+ V3D_CLE_CT0QTS_ENABLE |
+ job->qts);
+ }
+ V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
+ V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
+
+ return fence;
+}
+
+static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
+{
+ struct v3d_render_job *job = to_render_job(sched_job);
+ struct v3d_dev *v3d = job->base.v3d;
+ struct drm_device *dev = &v3d->drm;
+ struct dma_fence *fence;
+
+ if (unlikely(job->base.base.s_fence->finished.error))
+ return NULL;
+
+ v3d->render_job = job;
+
+ /* Can we avoid this flush? We need to be careful of
+ * scheduling, though -- imagine job0 rendering to texture and
+ * job1 reading, and them being executed as bin0, bin1,
+ * render0, render1, so that render1's flush at bin time
+ * wasn't enough.
+ */
+ v3d_invalidate_caches(v3d);
+
+ fence = v3d_fence_create(v3d, V3D_RENDER);
+ if (IS_ERR(fence))
+ return NULL;
+
+ if (job->base.irq_fence)
+ dma_fence_put(job->base.irq_fence);
+ job->base.irq_fence = dma_fence_get(fence);
+
+ trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
+ job->start, job->end);
+
+ /* XXX: Set the QCFG */
+
+ /* Set the current and end address of the control list.
+ * Writing the end register is what starts the job.
+ */
+ V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
+ V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
+
+ return fence;
+}
+
+static struct dma_fence *
+v3d_tfu_job_run(struct drm_sched_job *sched_job)
+{
+ struct v3d_tfu_job *job = to_tfu_job(sched_job);
+ struct v3d_dev *v3d = job->base.v3d;
+ struct drm_device *dev = &v3d->drm;
+ struct dma_fence *fence;
+
+ fence = v3d_fence_create(v3d, V3D_TFU);
+ if (IS_ERR(fence))
+ return NULL;
+
+ v3d->tfu_job = job;
+ if (job->base.irq_fence)
+ dma_fence_put(job->base.irq_fence);
+ job->base.irq_fence = dma_fence_get(fence);
+
+ trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
+
+ V3D_WRITE(V3D_TFU_IIA, job->args.iia);
+ V3D_WRITE(V3D_TFU_IIS, job->args.iis);
+ V3D_WRITE(V3D_TFU_ICA, job->args.ica);
+ V3D_WRITE(V3D_TFU_IUA, job->args.iua);
+ V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
+ V3D_WRITE(V3D_TFU_IOS, job->args.ios);
+ V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
+ if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
+ V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
+ V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
+ V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
+ }
+ /* ICFG kicks off the job. */
+ V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
+
+ return fence;
+}
+
+static struct dma_fence *
+v3d_csd_job_run(struct drm_sched_job *sched_job)
+{
+ struct v3d_csd_job *job = to_csd_job(sched_job);
+ struct v3d_dev *v3d = job->base.v3d;
+ struct drm_device *dev = &v3d->drm;
+ struct dma_fence *fence;
+ int i;
+
+ v3d->csd_job = job;
+
+ v3d_invalidate_caches(v3d);
+
+ fence = v3d_fence_create(v3d, V3D_CSD);
+ if (IS_ERR(fence))
+ return NULL;
+
+ if (job->base.irq_fence)
+ dma_fence_put(job->base.irq_fence);
+ job->base.irq_fence = dma_fence_get(fence);
+
+ trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
+
+ for (i = 1; i <= 6; i++)
+ V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
+ /* CFG0 write kicks off the job. */
+ V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
+
+ return fence;
+}
+
+static struct dma_fence *
+v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
+{
+ struct v3d_job *job = to_v3d_job(sched_job);
+ struct v3d_dev *v3d = job->v3d;
+
+ v3d_clean_caches(v3d);
+
+ return NULL;
+}
+
+static void
+v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
+{
+ enum v3d_queue q;
+
+ mutex_lock(&v3d->reset_lock);
+
+ /* block scheduler */
+ for (q = 0; q < V3D_MAX_QUEUES; q++)
+ drm_sched_stop(&v3d->queue[q].sched, 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(&v3d->queue[q].sched);
+
+ /* Unblock schedulers and restart their jobs. */
+ for (q = 0; q < V3D_MAX_QUEUES; q++) {
+ drm_sched_start(&v3d->queue[q].sched, true);
+ }
+
+ mutex_unlock(&v3d->reset_lock);
+}
+
+/* If the current address or return address have changed, then the GPU
+ * has probably made progress and we should delay the reset. This
+ * could fail if the GPU got in an infinite loop in the CL, but that
+ * is pretty unlikely outside of an i-g-t testcase.
+ */
+static void
+v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
+ u32 *timedout_ctca, u32 *timedout_ctra)
+{
+ struct v3d_job *job = to_v3d_job(sched_job);
+ struct v3d_dev *v3d = job->v3d;
+ u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
+ u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
+
+ if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
+ *timedout_ctca = ctca;
+ *timedout_ctra = ctra;
+ return;
+ }
+
+ v3d_gpu_reset_for_timeout(v3d, sched_job);
+}
+
+static void
+v3d_bin_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_bin_job *job = to_bin_job(sched_job);
+
+ v3d_cl_job_timedout(sched_job, V3D_BIN,
+ &job->timedout_ctca, &job->timedout_ctra);
+}
+
+static void
+v3d_render_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_render_job *job = to_render_job(sched_job);
+
+ v3d_cl_job_timedout(sched_job, V3D_RENDER,
+ &job->timedout_ctca, &job->timedout_ctra);
+}
+
+static void
+v3d_generic_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_job *job = to_v3d_job(sched_job);
+
+ v3d_gpu_reset_for_timeout(job->v3d, sched_job);
+}
+
+static void
+v3d_csd_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_csd_job *job = to_csd_job(sched_job);
+ struct v3d_dev *v3d = job->base.v3d;
+ u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
+
+ /* If we've made progress, skip reset and let the timer get
+ * rearmed.
+ */
+ if (job->timedout_batches != batches) {
+ job->timedout_batches = batches;
+ return;
+ }
+
+ v3d_gpu_reset_for_timeout(v3d, sched_job);
+}
+
+static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
+ .dependency = v3d_job_dependency,
+ .run_job = v3d_bin_job_run,
+ .timedout_job = v3d_bin_job_timedout,
+ .free_job = v3d_job_free,
+};
+
+static const struct drm_sched_backend_ops v3d_render_sched_ops = {
+ .dependency = v3d_job_dependency,
+ .run_job = v3d_render_job_run,
+ .timedout_job = v3d_render_job_timedout,
+ .free_job = v3d_job_free,
+};
+
+static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
+ .dependency = v3d_job_dependency,
+ .run_job = v3d_tfu_job_run,
+ .timedout_job = v3d_generic_job_timedout,
+ .free_job = v3d_job_free,
+};
+
+static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
+ .dependency = v3d_job_dependency,
+ .run_job = v3d_csd_job_run,
+ .timedout_job = v3d_csd_job_timedout,
+ .free_job = v3d_job_free
+};
+
+static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
+ .dependency = v3d_job_dependency,
+ .run_job = v3d_cache_clean_job_run,
+ .timedout_job = v3d_generic_job_timedout,
+ .free_job = v3d_job_free
+};
+
+int
+v3d_sched_init(struct v3d_dev *v3d)
+{
+ int hw_jobs_limit = 1;
+ int job_hang_limit = 0;
+ int hang_limit_ms = 500;
+ int ret;
+
+ ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
+ &v3d_bin_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_bin");
+ if (ret) {
+ dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret);
+ return ret;
+ }
+
+ ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
+ &v3d_render_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_render");
+ if (ret) {
+ dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.",
+ ret);
+ v3d_sched_fini(v3d);
+ return ret;
+ }
+
+ ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
+ &v3d_tfu_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_tfu");
+ if (ret) {
+ dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.",
+ ret);
+ v3d_sched_fini(v3d);
+ return ret;
+ }
+
+ if (v3d_has_csd(v3d)) {
+ ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
+ &v3d_csd_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_csd");
+ if (ret) {
+ dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.",
+ ret);
+ v3d_sched_fini(v3d);
+ return ret;
+ }
+
+ ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
+ &v3d_cache_clean_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_cache_clean");
+ if (ret) {
+ dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.",
+ ret);
+ v3d_sched_fini(v3d);
+ return ret;
+ }
+ }
+
+ return 0;
+}
+
+void
+v3d_sched_fini(struct v3d_dev *v3d)
+{
+ enum v3d_queue q;
+
+ for (q = 0; q < V3D_MAX_QUEUES; q++) {
+ if (v3d->queue[q].sched.ready)
+ drm_sched_fini(&v3d->queue[q].sched);
+ }
+}
diff --git a/drivers/gpu/drm/v3d/v3d_trace.h b/drivers/gpu/drm/v3d/v3d_trace.h
new file mode 100644
index 000000000..7aa8dc356
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_trace.h
@@ -0,0 +1,297 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2015-2018 Broadcom */
+
+#if !defined(_V3D_TRACE_H_) || defined(TRACE_HEADER_MULTI_READ)
+#define _V3D_TRACE_H_
+
+#include <linux/stringify.h>
+#include <linux/types.h>
+#include <linux/tracepoint.h>
+
+#undef TRACE_SYSTEM
+#define TRACE_SYSTEM v3d
+#define TRACE_INCLUDE_FILE v3d_trace
+
+TRACE_EVENT(v3d_submit_cl_ioctl,
+ TP_PROTO(struct drm_device *dev, u32 ct1qba, u32 ct1qea),
+ TP_ARGS(dev, ct1qba, ct1qea),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(u32, ct1qba)
+ __field(u32, ct1qea)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->ct1qba = ct1qba;
+ __entry->ct1qea = ct1qea;
+ ),
+
+ TP_printk("dev=%u, RCL 0x%08x..0x%08x",
+ __entry->dev,
+ __entry->ct1qba,
+ __entry->ct1qea)
+);
+
+TRACE_EVENT(v3d_submit_cl,
+ TP_PROTO(struct drm_device *dev, bool is_render,
+ uint64_t seqno,
+ u32 ctnqba, u32 ctnqea),
+ TP_ARGS(dev, is_render, seqno, ctnqba, ctnqea),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(bool, is_render)
+ __field(u64, seqno)
+ __field(u32, ctnqba)
+ __field(u32, ctnqea)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->is_render = is_render;
+ __entry->seqno = seqno;
+ __entry->ctnqba = ctnqba;
+ __entry->ctnqea = ctnqea;
+ ),
+
+ TP_printk("dev=%u, %s, seqno=%llu, 0x%08x..0x%08x",
+ __entry->dev,
+ __entry->is_render ? "RCL" : "BCL",
+ __entry->seqno,
+ __entry->ctnqba,
+ __entry->ctnqea)
+);
+
+TRACE_EVENT(v3d_bcl_irq,
+ TP_PROTO(struct drm_device *dev,
+ uint64_t seqno),
+ TP_ARGS(dev, seqno),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(u64, seqno)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->seqno = seqno;
+ ),
+
+ TP_printk("dev=%u, seqno=%llu",
+ __entry->dev,
+ __entry->seqno)
+);
+
+TRACE_EVENT(v3d_rcl_irq,
+ TP_PROTO(struct drm_device *dev,
+ uint64_t seqno),
+ TP_ARGS(dev, seqno),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(u64, seqno)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->seqno = seqno;
+ ),
+
+ TP_printk("dev=%u, seqno=%llu",
+ __entry->dev,
+ __entry->seqno)
+);
+
+TRACE_EVENT(v3d_tfu_irq,
+ TP_PROTO(struct drm_device *dev,
+ uint64_t seqno),
+ TP_ARGS(dev, seqno),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(u64, seqno)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->seqno = seqno;
+ ),
+
+ TP_printk("dev=%u, seqno=%llu",
+ __entry->dev,
+ __entry->seqno)
+);
+
+TRACE_EVENT(v3d_csd_irq,
+ TP_PROTO(struct drm_device *dev,
+ uint64_t seqno),
+ TP_ARGS(dev, seqno),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(u64, seqno)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->seqno = seqno;
+ ),
+
+ TP_printk("dev=%u, seqno=%llu",
+ __entry->dev,
+ __entry->seqno)
+);
+
+TRACE_EVENT(v3d_submit_tfu_ioctl,
+ TP_PROTO(struct drm_device *dev, u32 iia),
+ TP_ARGS(dev, iia),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(u32, iia)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->iia = iia;
+ ),
+
+ TP_printk("dev=%u, IIA 0x%08x",
+ __entry->dev,
+ __entry->iia)
+);
+
+TRACE_EVENT(v3d_submit_tfu,
+ TP_PROTO(struct drm_device *dev,
+ uint64_t seqno),
+ TP_ARGS(dev, seqno),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(u64, seqno)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->seqno = seqno;
+ ),
+
+ TP_printk("dev=%u, seqno=%llu",
+ __entry->dev,
+ __entry->seqno)
+);
+
+TRACE_EVENT(v3d_submit_csd_ioctl,
+ TP_PROTO(struct drm_device *dev, u32 cfg5, u32 cfg6),
+ TP_ARGS(dev, cfg5, cfg6),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(u32, cfg5)
+ __field(u32, cfg6)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->cfg5 = cfg5;
+ __entry->cfg6 = cfg6;
+ ),
+
+ TP_printk("dev=%u, CFG5 0x%08x, CFG6 0x%08x",
+ __entry->dev,
+ __entry->cfg5,
+ __entry->cfg6)
+);
+
+TRACE_EVENT(v3d_submit_csd,
+ TP_PROTO(struct drm_device *dev,
+ uint64_t seqno),
+ TP_ARGS(dev, seqno),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ __field(u64, seqno)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ __entry->seqno = seqno;
+ ),
+
+ TP_printk("dev=%u, seqno=%llu",
+ __entry->dev,
+ __entry->seqno)
+);
+
+TRACE_EVENT(v3d_cache_clean_begin,
+ TP_PROTO(struct drm_device *dev),
+ TP_ARGS(dev),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ ),
+
+ TP_printk("dev=%u",
+ __entry->dev)
+);
+
+TRACE_EVENT(v3d_cache_clean_end,
+ TP_PROTO(struct drm_device *dev),
+ TP_ARGS(dev),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ ),
+
+ TP_printk("dev=%u",
+ __entry->dev)
+);
+
+TRACE_EVENT(v3d_reset_begin,
+ TP_PROTO(struct drm_device *dev),
+ TP_ARGS(dev),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ ),
+
+ TP_printk("dev=%u",
+ __entry->dev)
+);
+
+TRACE_EVENT(v3d_reset_end,
+ TP_PROTO(struct drm_device *dev),
+ TP_ARGS(dev),
+
+ TP_STRUCT__entry(
+ __field(u32, dev)
+ ),
+
+ TP_fast_assign(
+ __entry->dev = dev->primary->index;
+ ),
+
+ TP_printk("dev=%u",
+ __entry->dev)
+);
+
+#endif /* _V3D_TRACE_H_ */
+
+/* This part must be outside protection */
+#undef TRACE_INCLUDE_PATH
+#define TRACE_INCLUDE_PATH .
+#include <trace/define_trace.h>
diff --git a/drivers/gpu/drm/v3d/v3d_trace_points.c b/drivers/gpu/drm/v3d/v3d_trace_points.c
new file mode 100644
index 000000000..482922d7c
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_trace_points.c
@@ -0,0 +1,9 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2015 Broadcom */
+
+#include "v3d_drv.h"
+
+#ifndef __CHECKER__
+#define CREATE_TRACE_POINTS
+#include "v3d_trace.h"
+#endif