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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/v3d_drv.h
parentInitial commit. (diff)
downloadlinux-5d1646d90e1f2cceb9f0828f4b28318cd0ec7744.tar.xz
linux-5d1646d90e1f2cceb9f0828f4b28318cd0ec7744.zip
Adding upstream version 5.10.209.upstream/5.10.209upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_drv.h')
-rw-r--r--drivers/gpu/drm/v3d/v3d_drv.h355
1 files changed, 355 insertions, 0 deletions
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);