From 2c3c1048746a4622d8c89a29670120dc8fab93c4 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 20:49:45 +0200 Subject: Adding upstream version 6.1.76. Signed-off-by: Daniel Baumann --- drivers/gpu/drm/v3d/v3d_drv.h | 420 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 420 insertions(+) create mode 100644 drivers/gpu/drm/v3d/v3d_drv.h (limited to 'drivers/gpu/drm/v3d/v3d_drv.h') diff --git a/drivers/gpu/drm/v3d/v3d_drv.h b/drivers/gpu/drm/v3d/v3d_drv.h new file mode 100644 index 000000000..b74b1351b --- /dev/null +++ b/drivers/gpu/drm/v3d/v3d_drv.h @@ -0,0 +1,420 @@ +// SPDX-License-Identifier: GPL-2.0+ +/* Copyright (C) 2015-2018 Broadcom */ + +#include +#include +#include +#include + +#include +#include +#include +#include + +#include "uapi/drm/v3d_drm.h" + +struct clk; +struct platform_device; +struct reset_control; + +#define GMP_GRANULARITY (128 * 1024) + +#define V3D_MAX_QUEUES (V3D_CACHE_CLEAN + 1) + +struct v3d_queue_state { + struct drm_gpu_scheduler sched; + + u64 fence_context; + u64 emit_seqno; +}; + +/* Performance monitor object. The perform lifetime is controlled by userspace + * using perfmon related ioctls. A perfmon can be attached to a submit_cl + * request, and when this is the case, HW perf counters will be activated just + * before the submit_cl is submitted to the GPU and disabled when the job is + * done. This way, only events related to a specific job will be counted. + */ +struct v3d_perfmon { + /* Tracks the number of users of the perfmon, when this counter reaches + * zero the perfmon is destroyed. + */ + refcount_t refcnt; + + /* Protects perfmon stop, as it can be invoked from multiple places. */ + struct mutex lock; + + /* Number of counters activated in this perfmon instance + * (should be less than DRM_V3D_MAX_PERF_COUNTERS). + */ + u8 ncounters; + + /* Events counted by the HW perf counters. */ + u8 counters[DRM_V3D_MAX_PERF_COUNTERS]; + + /* Storage for counter values. Counters are incremented by the + * HW perf counter values every time the perfmon is attached + * to a GPU job. This way, perfmon users don't have to + * retrieve the results after each job if they want to track + * events covering several submissions. Note that counter + * values can't be reset, but you can fake a reset by + * destroying the perfmon and creating a new one. + */ + u64 values[]; +}; + +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; + + /* Used to track the active perfmon if any. */ + struct v3d_perfmon *active_perfmon; + + /* 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 { + struct idr idr; + struct mutex lock; + } perfmon; + + 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; + + /* 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; + + /* Pointer to a performance monitor object if the user requested it, + * NULL otherwise. + */ + struct v3d_perfmon *perfmon; + + /* 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; +}; + +struct v3d_submit_outsync { + struct drm_syncobj *syncobj; +}; + +struct v3d_submit_ext { + u32 flags; + u32 wait_stage; + + u32 in_sync_count; + u64 in_syncs; + + u32 out_sync_count; + struct v3d_submit_outsync *out_syncs; +}; + +/** + * __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_cleanup(struct v3d_job *job); +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); + +/* v3d_perfmon.c */ +void v3d_perfmon_get(struct v3d_perfmon *perfmon); +void v3d_perfmon_put(struct v3d_perfmon *perfmon); +void v3d_perfmon_start(struct v3d_dev *v3d, struct v3d_perfmon *perfmon); +void v3d_perfmon_stop(struct v3d_dev *v3d, struct v3d_perfmon *perfmon, + bool capture); +struct v3d_perfmon *v3d_perfmon_find(struct v3d_file_priv *v3d_priv, int id); +void v3d_perfmon_open_file(struct v3d_file_priv *v3d_priv); +void v3d_perfmon_close_file(struct v3d_file_priv *v3d_priv); +int v3d_perfmon_create_ioctl(struct drm_device *dev, void *data, + struct drm_file *file_priv); +int v3d_perfmon_destroy_ioctl(struct drm_device *dev, void *data, + struct drm_file *file_priv); +int v3d_perfmon_get_values_ioctl(struct drm_device *dev, void *data, + struct drm_file *file_priv); -- cgit v1.2.3