diff options
Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
-rw-r--r-- | drivers/gpu/drm/v3d/v3d_sched.c | 448 |
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); + } +} |