// SPDX-License-Identifier: GPL-2.0+ /* Copyright (C) 2014-2018 Broadcom */ #include #include #include #include #include #include #include #include #include #include #include #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); }