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Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
-rw-r--r--drivers/gpu/drm/v3d/v3d_sched.c448
1 files changed, 448 insertions, 0 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
new file mode 100644
index 000000000..06238e6d7
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -0,0 +1,448 @@
+// 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
+ * drm_sched_job_add_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_sched_job_free(struct drm_sched_job *sched_job)
+{
+ struct v3d_job *job = to_v3d_job(sched_job);
+
+ v3d_job_cleanup(job);
+}
+
+static void
+v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
+{
+ if (job->perfmon != v3d->active_perfmon)
+ v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
+
+ if (job->perfmon && v3d->active_perfmon != job->perfmon)
+ v3d_perfmon_start(v3d, job->perfmon);
+}
+
+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);
+
+ v3d_switch_perfmon(v3d, &job->base);
+
+ /* 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);
+
+ v3d_switch_perfmon(v3d, &job->base);
+
+ /* 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);
+
+ v3d_switch_perfmon(v3d, &job->base);
+
+ 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 enum drm_gpu_sched_stat
+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);
+
+ return DRM_GPU_SCHED_STAT_NOMINAL;
+}
+
+/* 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 enum drm_gpu_sched_stat
+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 DRM_GPU_SCHED_STAT_NOMINAL;
+ }
+
+ return v3d_gpu_reset_for_timeout(v3d, sched_job);
+}
+
+static enum drm_gpu_sched_stat
+v3d_bin_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_bin_job *job = to_bin_job(sched_job);
+
+ return v3d_cl_job_timedout(sched_job, V3D_BIN,
+ &job->timedout_ctca, &job->timedout_ctra);
+}
+
+static enum drm_gpu_sched_stat
+v3d_render_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_render_job *job = to_render_job(sched_job);
+
+ return v3d_cl_job_timedout(sched_job, V3D_RENDER,
+ &job->timedout_ctca, &job->timedout_ctra);
+}
+
+static enum drm_gpu_sched_stat
+v3d_generic_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_job *job = to_v3d_job(sched_job);
+
+ return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
+}
+
+static enum drm_gpu_sched_stat
+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 DRM_GPU_SCHED_STAT_NOMINAL;
+ }
+
+ return v3d_gpu_reset_for_timeout(v3d, sched_job);
+}
+
+static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
+ .run_job = v3d_bin_job_run,
+ .timedout_job = v3d_bin_job_timedout,
+ .free_job = v3d_sched_job_free,
+};
+
+static const struct drm_sched_backend_ops v3d_render_sched_ops = {
+ .run_job = v3d_render_job_run,
+ .timedout_job = v3d_render_job_timedout,
+ .free_job = v3d_sched_job_free,
+};
+
+static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
+ .run_job = v3d_tfu_job_run,
+ .timedout_job = v3d_generic_job_timedout,
+ .free_job = v3d_sched_job_free,
+};
+
+static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
+ .run_job = v3d_csd_job_run,
+ .timedout_job = v3d_csd_job_timedout,
+ .free_job = v3d_sched_job_free
+};
+
+static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
+ .run_job = v3d_cache_clean_job_run,
+ .timedout_job = v3d_generic_job_timedout,
+ .free_job = v3d_sched_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), NULL,
+ NULL, "v3d_bin", v3d->drm.dev);
+ if (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), NULL,
+ NULL, "v3d_render", v3d->drm.dev);
+ if (ret)
+ goto fail;
+
+ 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), NULL,
+ NULL, "v3d_tfu", v3d->drm.dev);
+ if (ret)
+ goto fail;
+
+ 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), NULL,
+ NULL, "v3d_csd", v3d->drm.dev);
+ if (ret)
+ goto fail;
+
+ 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), NULL,
+ NULL, "v3d_cache_clean", v3d->drm.dev);
+ if (ret)
+ goto fail;
+ }
+
+ return 0;
+
+fail:
+ v3d_sched_fini(v3d);
+ return ret;
+}
+
+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);
+ }
+}