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path: root/drivers/gpu/drm/v3d/v3d_sched.c
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Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
-rw-r--r--drivers/gpu/drm/v3d/v3d_sched.c934
1 files changed, 934 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 000000000000..0867250db7a6
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -0,0 +1,934 @@
+// 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 schedule the clients with a FIFO scheduling algorithm.
+ *
+ * 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/sched/clock.h>
+#include <linux/kthread.h>
+
+#include <drm/drm_print.h>
+#include <drm/drm_syncobj.h>
+
+#include "v3d_drv.h"
+#include "v3d_regs.h"
+#include "v3d_trace.h"
+
+#define V3D_CSD_CFG012_WG_COUNT_SHIFT 16
+
+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 struct v3d_cpu_job *
+to_cpu_job(struct drm_sched_job *sched_job)
+{
+ return container_of(sched_job, struct v3d_cpu_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);
+}
+
+void
+v3d_timestamp_query_info_free(struct v3d_timestamp_query_info *query_info,
+ unsigned int count)
+{
+ if (query_info->queries) {
+ unsigned int i;
+
+ for (i = 0; i < count; i++)
+ drm_syncobj_put(query_info->queries[i].syncobj);
+
+ kvfree(query_info->queries);
+ }
+}
+
+void
+v3d_performance_query_info_free(struct v3d_performance_query_info *query_info,
+ unsigned int count)
+{
+ if (query_info->queries) {
+ unsigned int i;
+
+ for (i = 0; i < count; i++) {
+ drm_syncobj_put(query_info->queries[i].syncobj);
+ kvfree(query_info->queries[i].kperfmon_ids);
+ }
+
+ kvfree(query_info->queries);
+ }
+}
+
+static void
+v3d_cpu_job_free(struct drm_sched_job *sched_job)
+{
+ struct v3d_cpu_job *job = to_cpu_job(sched_job);
+
+ v3d_timestamp_query_info_free(&job->timestamp_query,
+ job->timestamp_query.count);
+
+ v3d_performance_query_info_free(&job->performance_query,
+ job->performance_query.count);
+
+ v3d_job_cleanup(&job->base);
+}
+
+static void
+v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
+{
+ struct v3d_perfmon *perfmon = v3d->global_perfmon;
+
+ if (!perfmon)
+ perfmon = job->perfmon;
+
+ if (perfmon == v3d->active_perfmon)
+ return;
+
+ if (perfmon != v3d->active_perfmon)
+ v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
+
+ if (perfmon && v3d->active_perfmon != perfmon)
+ v3d_perfmon_start(v3d, perfmon);
+}
+
+static void
+v3d_job_start_stats(struct v3d_job *job, enum v3d_queue queue)
+{
+ struct v3d_dev *v3d = job->v3d;
+ struct v3d_file_priv *file = job->file_priv;
+ struct v3d_stats *global_stats = &v3d->queue[queue].stats;
+ struct v3d_stats *local_stats = &file->stats[queue];
+ u64 now = local_clock();
+ unsigned long flags;
+
+ /*
+ * We only need to disable local interrupts to appease lockdep who
+ * otherwise would think v3d_job_start_stats vs v3d_stats_update has an
+ * unsafe in-irq vs no-irq-off usage problem. This is a false positive
+ * because all the locks are per queue and stats type, and all jobs are
+ * completely one at a time serialised. More specifically:
+ *
+ * 1. Locks for GPU queues are updated from interrupt handlers under a
+ * spin lock and started here with preemption disabled.
+ *
+ * 2. Locks for CPU queues are updated from the worker with preemption
+ * disabled and equally started here with preemption disabled.
+ *
+ * Therefore both are consistent.
+ *
+ * 3. Because next job can only be queued after the previous one has
+ * been signaled, and locks are per queue, there is also no scope for
+ * the start part to race with the update part.
+ */
+ if (IS_ENABLED(CONFIG_LOCKDEP))
+ local_irq_save(flags);
+ else
+ preempt_disable();
+
+ write_seqcount_begin(&local_stats->lock);
+ local_stats->start_ns = now;
+ write_seqcount_end(&local_stats->lock);
+
+ write_seqcount_begin(&global_stats->lock);
+ global_stats->start_ns = now;
+ write_seqcount_end(&global_stats->lock);
+
+ if (IS_ENABLED(CONFIG_LOCKDEP))
+ local_irq_restore(flags);
+ else
+ preempt_enable();
+}
+
+static void
+v3d_stats_update(struct v3d_stats *stats, u64 now)
+{
+ write_seqcount_begin(&stats->lock);
+ stats->enabled_ns += now - stats->start_ns;
+ stats->jobs_completed++;
+ stats->start_ns = 0;
+ write_seqcount_end(&stats->lock);
+}
+
+void
+v3d_job_update_stats(struct v3d_job *job, enum v3d_queue q)
+{
+ struct v3d_dev *v3d = job->v3d;
+ struct v3d_queue_state *queue = &v3d->queue[q];
+ struct v3d_stats *global_stats = &queue->stats;
+ u64 now = local_clock();
+ unsigned long flags;
+
+ /* See comment in v3d_job_start_stats() */
+ if (IS_ENABLED(CONFIG_LOCKDEP))
+ local_irq_save(flags);
+ else
+ preempt_disable();
+
+ /* Don't update the local stats if the file context has already closed */
+ spin_lock(&queue->queue_lock);
+ if (job->file_priv)
+ v3d_stats_update(&job->file_priv->stats[q], now);
+ spin_unlock(&queue->queue_lock);
+
+ v3d_stats_update(global_stats, now);
+
+ if (IS_ENABLED(CONFIG_LOCKDEP))
+ local_irq_restore(flags);
+ else
+ preempt_enable();
+}
+
+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 v3d_queue_state *queue = &v3d->queue[V3D_BIN];
+ struct drm_device *dev = &v3d->drm;
+ struct dma_fence *fence;
+ unsigned long irqflags;
+
+ if (unlikely(job->base.base.s_fence->finished.error)) {
+ spin_lock_irqsave(&queue->queue_lock, irqflags);
+ queue->active_job = NULL;
+ spin_unlock_irqrestore(&queue->queue_lock, irqflags);
+ return NULL;
+ }
+
+ /* Lock required around bin_job update vs
+ * v3d_overflow_mem_work().
+ */
+ spin_lock_irqsave(&queue->queue_lock, irqflags);
+ queue->active_job = &job->base;
+ /* 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(&queue->queue_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_job_start_stats(&job->base, V3D_BIN);
+ 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)) {
+ v3d->queue[V3D_RENDER].active_job = NULL;
+ return NULL;
+ }
+
+ v3d->queue[V3D_RENDER].active_job = &job->base;
+
+ /* 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_job_start_stats(&job->base, V3D_RENDER);
+ 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;
+
+ if (unlikely(job->base.base.s_fence->finished.error)) {
+ v3d->queue[V3D_TFU].active_job = NULL;
+ return NULL;
+ }
+
+ v3d->queue[V3D_TFU].active_job = &job->base;
+
+ fence = v3d_fence_create(v3d, V3D_TFU);
+ 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_tfu(dev, to_v3d_fence(fence)->seqno);
+
+ v3d_job_start_stats(&job->base, V3D_TFU);
+
+ V3D_WRITE(V3D_TFU_IIA(v3d->ver), job->args.iia);
+ V3D_WRITE(V3D_TFU_IIS(v3d->ver), job->args.iis);
+ V3D_WRITE(V3D_TFU_ICA(v3d->ver), job->args.ica);
+ V3D_WRITE(V3D_TFU_IUA(v3d->ver), job->args.iua);
+ V3D_WRITE(V3D_TFU_IOA(v3d->ver), job->args.ioa);
+ if (v3d->ver >= V3D_GEN_71)
+ V3D_WRITE(V3D_V7_TFU_IOC, job->args.v71.ioc);
+ V3D_WRITE(V3D_TFU_IOS(v3d->ver), job->args.ios);
+ V3D_WRITE(V3D_TFU_COEF0(v3d->ver), job->args.coef[0]);
+ if (v3d->ver >= V3D_GEN_71 || (job->args.coef[0] & V3D_TFU_COEF0_USECOEF)) {
+ V3D_WRITE(V3D_TFU_COEF1(v3d->ver), job->args.coef[1]);
+ V3D_WRITE(V3D_TFU_COEF2(v3d->ver), job->args.coef[2]);
+ V3D_WRITE(V3D_TFU_COEF3(v3d->ver), job->args.coef[3]);
+ }
+ /* ICFG kicks off the job. */
+ V3D_WRITE(V3D_TFU_ICFG(v3d->ver), 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, csd_cfg0_reg;
+
+ if (unlikely(job->base.base.s_fence->finished.error)) {
+ v3d->queue[V3D_CSD].active_job = NULL;
+ return NULL;
+ }
+
+ v3d->queue[V3D_CSD].active_job = &job->base;
+
+ 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_job_start_stats(&job->base, V3D_CSD);
+ v3d_switch_perfmon(v3d, &job->base);
+
+ csd_cfg0_reg = V3D_CSD_QUEUED_CFG0(v3d->ver);
+ for (i = 1; i <= 6; i++)
+ V3D_CORE_WRITE(0, csd_cfg0_reg + 4 * i, job->args.cfg[i]);
+
+ /* Although V3D 7.1 has an eighth configuration register, we are not
+ * using it. Therefore, make sure it remains unused.
+ *
+ * XXX: Set the CFG7 register
+ */
+ if (v3d->ver >= V3D_GEN_71)
+ V3D_CORE_WRITE(0, V3D_V7_CSD_QUEUED_CFG7, 0);
+
+ /* CFG0 write kicks off the job. */
+ V3D_CORE_WRITE(0, csd_cfg0_reg, job->args.cfg[0]);
+
+ return fence;
+}
+
+static void
+v3d_rewrite_csd_job_wg_counts_from_indirect(struct v3d_cpu_job *job)
+{
+ struct v3d_indirect_csd_info *indirect_csd = &job->indirect_csd;
+ struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
+ struct v3d_bo *indirect = to_v3d_bo(indirect_csd->indirect);
+ struct drm_v3d_submit_csd *args = &indirect_csd->job->args;
+ struct v3d_dev *v3d = job->base.v3d;
+ u32 num_batches, *wg_counts;
+
+ v3d_get_bo_vaddr(bo);
+ v3d_get_bo_vaddr(indirect);
+
+ wg_counts = (uint32_t *)(bo->vaddr + indirect_csd->offset);
+
+ if (wg_counts[0] == 0 || wg_counts[1] == 0 || wg_counts[2] == 0)
+ return;
+
+ args->cfg[0] = wg_counts[0] << V3D_CSD_CFG012_WG_COUNT_SHIFT;
+ args->cfg[1] = wg_counts[1] << V3D_CSD_CFG012_WG_COUNT_SHIFT;
+ args->cfg[2] = wg_counts[2] << V3D_CSD_CFG012_WG_COUNT_SHIFT;
+
+ num_batches = DIV_ROUND_UP(indirect_csd->wg_size, 16) *
+ (wg_counts[0] * wg_counts[1] * wg_counts[2]);
+
+ /* V3D 7.1.6 and later don't subtract 1 from the number of batches */
+ if (v3d->ver < 71 || (v3d->ver == 71 && v3d->rev < 6))
+ args->cfg[4] = num_batches - 1;
+ else
+ args->cfg[4] = num_batches;
+
+ WARN_ON(args->cfg[4] == ~0);
+
+ for (int i = 0; i < 3; i++) {
+ /* 0xffffffff indicates that the uniform rewrite is not needed */
+ if (indirect_csd->wg_uniform_offsets[i] != 0xffffffff) {
+ u32 uniform_idx = indirect_csd->wg_uniform_offsets[i];
+ ((uint32_t *)indirect->vaddr)[uniform_idx] = wg_counts[i];
+ }
+ }
+
+ v3d_put_bo_vaddr(indirect);
+ v3d_put_bo_vaddr(bo);
+}
+
+static void
+v3d_timestamp_query(struct v3d_cpu_job *job)
+{
+ struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;
+ struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
+ u8 *value_addr;
+
+ v3d_get_bo_vaddr(bo);
+
+ for (int i = 0; i < timestamp_query->count; i++) {
+ value_addr = ((u8 *)bo->vaddr) + timestamp_query->queries[i].offset;
+ *((u64 *)value_addr) = i == 0 ? ktime_get_ns() : 0ull;
+
+ drm_syncobj_replace_fence(timestamp_query->queries[i].syncobj,
+ job->base.done_fence);
+ }
+
+ v3d_put_bo_vaddr(bo);
+}
+
+static void
+v3d_reset_timestamp_queries(struct v3d_cpu_job *job)
+{
+ struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;
+ struct v3d_timestamp_query *queries = timestamp_query->queries;
+ struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
+ u8 *value_addr;
+
+ v3d_get_bo_vaddr(bo);
+
+ for (int i = 0; i < timestamp_query->count; i++) {
+ value_addr = ((u8 *)bo->vaddr) + queries[i].offset;
+ *((u64 *)value_addr) = 0;
+
+ drm_syncobj_replace_fence(queries[i].syncobj, NULL);
+ }
+
+ v3d_put_bo_vaddr(bo);
+}
+
+static void write_to_buffer_32(u32 *dst, unsigned int idx, u32 value)
+{
+ dst[idx] = value;
+}
+
+static void write_to_buffer_64(u64 *dst, unsigned int idx, u64 value)
+{
+ dst[idx] = value;
+}
+
+static void
+write_to_buffer(void *dst, unsigned int idx, bool do_64bit, u64 value)
+{
+ if (do_64bit)
+ write_to_buffer_64(dst, idx, value);
+ else
+ write_to_buffer_32(dst, idx, value);
+}
+
+static void
+v3d_copy_query_results(struct v3d_cpu_job *job)
+{
+ struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;
+ struct v3d_timestamp_query *queries = timestamp_query->queries;
+ struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
+ struct v3d_bo *timestamp = to_v3d_bo(job->base.bo[1]);
+ struct v3d_copy_query_results_info *copy = &job->copy;
+ struct dma_fence *fence;
+ u8 *query_addr;
+ bool available, write_result;
+ u8 *data;
+ int i;
+
+ v3d_get_bo_vaddr(bo);
+ v3d_get_bo_vaddr(timestamp);
+
+ data = ((u8 *)bo->vaddr) + copy->offset;
+
+ for (i = 0; i < timestamp_query->count; i++) {
+ fence = drm_syncobj_fence_get(queries[i].syncobj);
+ available = fence ? dma_fence_is_signaled(fence) : false;
+
+ write_result = available || copy->do_partial;
+ if (write_result) {
+ query_addr = ((u8 *)timestamp->vaddr) + queries[i].offset;
+ write_to_buffer(data, 0, copy->do_64bit, *((u64 *)query_addr));
+ }
+
+ if (copy->availability_bit)
+ write_to_buffer(data, 1, copy->do_64bit, available ? 1u : 0u);
+
+ data += copy->stride;
+
+ dma_fence_put(fence);
+ }
+
+ v3d_put_bo_vaddr(timestamp);
+ v3d_put_bo_vaddr(bo);
+}
+
+static void
+v3d_reset_performance_queries(struct v3d_cpu_job *job)
+{
+ struct v3d_performance_query_info *performance_query = &job->performance_query;
+ struct v3d_file_priv *v3d_priv = job->base.file_priv;
+ struct v3d_dev *v3d = job->base.v3d;
+ struct v3d_perfmon *perfmon;
+
+ for (int i = 0; i < performance_query->count; i++) {
+ for (int j = 0; j < performance_query->nperfmons; j++) {
+ perfmon = v3d_perfmon_find(v3d_priv,
+ performance_query->queries[i].kperfmon_ids[j]);
+ if (!perfmon) {
+ DRM_DEBUG("Failed to find perfmon.");
+ continue;
+ }
+
+ v3d_perfmon_stop(v3d, perfmon, false);
+
+ memset(perfmon->values, 0, perfmon->ncounters * sizeof(u64));
+
+ v3d_perfmon_put(perfmon);
+ }
+
+ drm_syncobj_replace_fence(performance_query->queries[i].syncobj, NULL);
+ }
+}
+
+static void
+v3d_write_performance_query_result(struct v3d_cpu_job *job, void *data,
+ unsigned int query)
+{
+ struct v3d_performance_query_info *performance_query =
+ &job->performance_query;
+ struct v3d_file_priv *v3d_priv = job->base.file_priv;
+ struct v3d_performance_query *perf_query =
+ &performance_query->queries[query];
+ struct v3d_dev *v3d = job->base.v3d;
+ unsigned int i, j, offset;
+
+ for (i = 0, offset = 0;
+ i < performance_query->nperfmons;
+ i++, offset += DRM_V3D_MAX_PERF_COUNTERS) {
+ struct v3d_perfmon *perfmon;
+
+ perfmon = v3d_perfmon_find(v3d_priv,
+ perf_query->kperfmon_ids[i]);
+ if (!perfmon) {
+ DRM_DEBUG("Failed to find perfmon.");
+ continue;
+ }
+
+ v3d_perfmon_stop(v3d, perfmon, true);
+
+ if (job->copy.do_64bit) {
+ for (j = 0; j < perfmon->ncounters; j++)
+ write_to_buffer_64(data, offset + j,
+ perfmon->values[j]);
+ } else {
+ for (j = 0; j < perfmon->ncounters; j++)
+ write_to_buffer_32(data, offset + j,
+ perfmon->values[j]);
+ }
+
+ v3d_perfmon_put(perfmon);
+ }
+}
+
+static void
+v3d_copy_performance_query(struct v3d_cpu_job *job)
+{
+ struct v3d_performance_query_info *performance_query = &job->performance_query;
+ struct v3d_copy_query_results_info *copy = &job->copy;
+ struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
+ struct dma_fence *fence;
+ bool available, write_result;
+ u8 *data;
+
+ v3d_get_bo_vaddr(bo);
+
+ data = ((u8 *)bo->vaddr) + copy->offset;
+
+ for (int i = 0; i < performance_query->count; i++) {
+ fence = drm_syncobj_fence_get(performance_query->queries[i].syncobj);
+ available = fence ? dma_fence_is_signaled(fence) : false;
+
+ write_result = available || copy->do_partial;
+ if (write_result)
+ v3d_write_performance_query_result(job, data, i);
+
+ if (copy->availability_bit)
+ write_to_buffer(data, performance_query->ncounters,
+ copy->do_64bit, available ? 1u : 0u);
+
+ data += copy->stride;
+
+ dma_fence_put(fence);
+ }
+
+ v3d_put_bo_vaddr(bo);
+}
+
+static const v3d_cpu_job_fn cpu_job_function[] = {
+ [V3D_CPU_JOB_TYPE_INDIRECT_CSD] = v3d_rewrite_csd_job_wg_counts_from_indirect,
+ [V3D_CPU_JOB_TYPE_TIMESTAMP_QUERY] = v3d_timestamp_query,
+ [V3D_CPU_JOB_TYPE_RESET_TIMESTAMP_QUERY] = v3d_reset_timestamp_queries,
+ [V3D_CPU_JOB_TYPE_COPY_TIMESTAMP_QUERY] = v3d_copy_query_results,
+ [V3D_CPU_JOB_TYPE_RESET_PERFORMANCE_QUERY] = v3d_reset_performance_queries,
+ [V3D_CPU_JOB_TYPE_COPY_PERFORMANCE_QUERY] = v3d_copy_performance_query,
+};
+
+static struct dma_fence *
+v3d_cpu_job_run(struct drm_sched_job *sched_job)
+{
+ struct v3d_cpu_job *job = to_cpu_job(sched_job);
+ struct v3d_dev *v3d = job->base.v3d;
+
+ if (job->job_type >= ARRAY_SIZE(cpu_job_function)) {
+ DRM_DEBUG_DRIVER("Unknown CPU job: %d\n", job->job_type);
+ return NULL;
+ }
+
+ v3d_job_start_stats(&job->base, V3D_CPU);
+ trace_v3d_cpu_job_begin(&v3d->drm, job->job_type);
+
+ cpu_job_function[job->job_type](job);
+
+ trace_v3d_cpu_job_end(&v3d->drm, job->job_type);
+ v3d_job_update_stats(&job->base, V3D_CPU);
+
+ /* Synchronous operation, so no fence to wait on. */
+ return NULL;
+}
+
+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_job_start_stats(job, V3D_CACHE_CLEAN);
+
+ v3d_clean_caches(v3d);
+
+ v3d_job_update_stats(job, V3D_CACHE_CLEAN);
+
+ /* Synchronous operation, so no fence to wait on. */
+ 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)
+{
+ struct v3d_job *job = to_v3d_job(sched_job);
+ struct v3d_file_priv *v3d_priv = job->file_priv;
+ unsigned long irqflags;
+ enum v3d_queue i;
+
+ mutex_lock(&v3d->reset_lock);
+
+ /* block scheduler */
+ for (i = 0; i < V3D_MAX_QUEUES; i++)
+ drm_sched_stop(&v3d->queue[i].sched, sched_job);
+
+ if (sched_job)
+ drm_sched_increase_karma(sched_job);
+
+ /* get the GPU back into the init state */
+ v3d_reset(v3d);
+
+ v3d->reset_counter++;
+ spin_lock_irqsave(&v3d->queue[q].queue_lock, irqflags);
+ if (v3d_priv)
+ v3d_priv->reset_counter++;
+ spin_unlock_irqrestore(&v3d->queue[q].queue_lock, irqflags);
+
+ for (i = 0; i < V3D_MAX_QUEUES; i++)
+ drm_sched_resubmit_jobs(&v3d->queue[i].sched);
+
+ /* Unblock schedulers and restart their jobs. */
+ for (i = 0; i < V3D_MAX_QUEUES; i++)
+ drm_sched_start(&v3d->queue[i].sched, 0);
+
+ mutex_unlock(&v3d->reset_lock);
+
+ return DRM_GPU_SCHED_STAT_RESET;
+}
+
+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 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.
+ */
+ if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
+ *timedout_ctca = ctca;
+ *timedout_ctra = ctra;
+
+ return DRM_GPU_SCHED_STAT_NO_HANG;
+ }
+
+ return v3d_gpu_reset_for_timeout(v3d, sched_job, q);
+}
+
+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_tfu_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, V3D_TFU);
+}
+
+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(v3d->ver));
+
+ /* If we've made progress, skip reset, add the job to the pending
+ * list, and let the timer get rearmed.
+ */
+ if (job->timedout_batches != batches) {
+ job->timedout_batches = batches;
+
+ return DRM_GPU_SCHED_STAT_NO_HANG;
+ }
+
+ return v3d_gpu_reset_for_timeout(v3d, sched_job, V3D_CSD);
+}
+
+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_tfu_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,
+ .free_job = v3d_sched_job_free
+};
+
+static const struct drm_sched_backend_ops v3d_cpu_sched_ops = {
+ .run_job = v3d_cpu_job_run,
+ .free_job = v3d_cpu_job_free
+};
+
+static int
+v3d_queue_sched_init(struct v3d_dev *v3d, const struct drm_sched_backend_ops *ops,
+ enum v3d_queue queue, const char *name)
+{
+ struct drm_sched_init_args args = {
+ .num_rqs = DRM_SCHED_PRIORITY_COUNT,
+ .credit_limit = 1,
+ .timeout = msecs_to_jiffies(500),
+ .dev = v3d->drm.dev,
+ };
+
+ args.ops = ops;
+ args.name = name;
+
+ return drm_sched_init(&v3d->queue[queue].sched, &args);
+}
+
+int
+v3d_sched_init(struct v3d_dev *v3d)
+{
+ int ret;
+
+ ret = v3d_queue_sched_init(v3d, &v3d_bin_sched_ops, V3D_BIN, "v3d_bin");
+ if (ret)
+ return ret;
+
+ ret = v3d_queue_sched_init(v3d, &v3d_render_sched_ops, V3D_RENDER,
+ "v3d_render");
+ if (ret)
+ goto fail;
+
+ ret = v3d_queue_sched_init(v3d, &v3d_tfu_sched_ops, V3D_TFU, "v3d_tfu");
+ if (ret)
+ goto fail;
+
+ if (v3d_has_csd(v3d)) {
+ ret = v3d_queue_sched_init(v3d, &v3d_csd_sched_ops, V3D_CSD,
+ "v3d_csd");
+ if (ret)
+ goto fail;
+
+ ret = v3d_queue_sched_init(v3d, &v3d_cache_clean_sched_ops,
+ V3D_CACHE_CLEAN, "v3d_cache_clean");
+ if (ret)
+ goto fail;
+ }
+
+ ret = v3d_queue_sched_init(v3d, &v3d_cpu_sched_ops, V3D_CPU, "v3d_cpu");
+ 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);
+ }
+}