diff options
Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
| -rw-r--r-- | drivers/gpu/drm/v3d/v3d_sched.c | 934 |
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); + } +} |
