summaryrefslogtreecommitdiff
path: root/drivers/gpu/drm/v3d/v3d_sched.c
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
-rw-r--r--drivers/gpu/drm/v3d/v3d_sched.c233
1 files changed, 135 insertions, 98 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
index 99ac4995b5a1..0867250db7a6 100644
--- a/drivers/gpu/drm/v3d/v3d_sched.c
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -5,22 +5,23 @@
* 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.
+ * 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
+ * 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"
@@ -120,18 +121,26 @@ v3d_cpu_job_free(struct drm_sched_job *sched_job)
static void
v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
{
- if (job->perfmon != v3d->active_perfmon)
+ 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 (job->perfmon && v3d->active_perfmon != job->perfmon)
- v3d_perfmon_start(v3d, job->perfmon);
+ 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->driver_priv;
+ 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();
@@ -186,12 +195,11 @@ v3d_stats_update(struct v3d_stats *stats, u64 now)
}
void
-v3d_job_update_stats(struct v3d_job *job, enum v3d_queue queue)
+v3d_job_update_stats(struct v3d_job *job, enum v3d_queue q)
{
struct v3d_dev *v3d = job->v3d;
- struct v3d_file_priv *file = job->file->driver_priv;
- struct v3d_stats *global_stats = &v3d->queue[queue].stats;
- struct v3d_stats *local_stats = &file->stats[queue];
+ struct v3d_queue_state *queue = &v3d->queue[q];
+ struct v3d_stats *global_stats = &queue->stats;
u64 now = local_clock();
unsigned long flags;
@@ -201,7 +209,12 @@ v3d_job_update_stats(struct v3d_job *job, enum v3d_queue queue)
else
preempt_disable();
- v3d_stats_update(local_stats, now);
+ /* 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))
@@ -214,23 +227,28 @@ 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))
+ 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(&v3d->job_lock, irqflags);
- v3d->bin_job = job;
+ 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(&v3d->job_lock, irqflags);
+ spin_unlock_irqrestore(&queue->queue_lock, irqflags);
v3d_invalidate_caches(v3d);
@@ -273,10 +291,12 @@ static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
- if (unlikely(job->base.base.s_fence->finished.error))
+ if (unlikely(job->base.base.s_fence->finished.error)) {
+ v3d->queue[V3D_RENDER].active_job = NULL;
return NULL;
+ }
- v3d->render_job = job;
+ 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
@@ -319,11 +339,17 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
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;
- v3d->tfu_job = job;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
@@ -337,11 +363,11 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
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 >= 71)
+ 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 >= 71 || (job->args.coef[0] & V3D_TFU_COEF0_USECOEF)) {
+ 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]);
@@ -361,7 +387,12 @@ v3d_csd_job_run(struct drm_sched_job *sched_job)
struct dma_fence *fence;
int i, csd_cfg0_reg;
- v3d->csd_job = job;
+ 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);
@@ -387,7 +418,7 @@ v3d_csd_job_run(struct drm_sched_job *sched_job)
*
* XXX: Set the CFG7 register
*/
- if (v3d->ver >= 71)
+ if (v3d->ver >= V3D_GEN_71)
V3D_CORE_WRITE(0, V3D_V7_CSD_QUEUED_CFG7, 0);
/* CFG0 write kicks off the job. */
@@ -403,7 +434,8 @@ v3d_rewrite_csd_job_wg_counts_from_indirect(struct v3d_cpu_job *job)
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;
- u32 *wg_counts;
+ struct v3d_dev *v3d = job->base.v3d;
+ u32 num_batches, *wg_counts;
v3d_get_bo_vaddr(bo);
v3d_get_bo_vaddr(indirect);
@@ -416,8 +448,17 @@ v3d_rewrite_csd_job_wg_counts_from_indirect(struct v3d_cpu_job *job)
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;
- args->cfg[4] = DIV_ROUND_UP(indirect_csd->wg_size, 16) *
- (wg_counts[0] * wg_counts[1] * wg_counts[2]) - 1;
+
+ 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 */
@@ -535,7 +576,7 @@ 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->driver_priv;
+ struct v3d_file_priv *v3d_priv = job->base.file_priv;
struct v3d_dev *v3d = job->base.v3d;
struct v3d_perfmon *perfmon;
@@ -565,7 +606,7 @@ v3d_write_performance_query_result(struct v3d_cpu_job *job, void *data,
{
struct v3d_performance_query_info *performance_query =
&job->performance_query;
- struct v3d_file_priv *v3d_priv = job->base.file->driver_priv;
+ 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;
@@ -648,8 +689,6 @@ 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;
- v3d->cpu_job = job;
-
if (job->job_type >= ARRAY_SIZE(cpu_job_function)) {
DRM_DEBUG_DRIVER("Unknown CPU job: %d\n", job->job_type);
return NULL;
@@ -663,6 +702,7 @@ v3d_cpu_job_run(struct drm_sched_job *sched_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;
}
@@ -678,19 +718,24 @@ v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
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)
+v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job,
+ enum v3d_queue q)
{
- 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 (q = 0; q < V3D_MAX_QUEUES; q++)
- drm_sched_stop(&v3d->queue[q].sched, sched_job);
+ 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);
@@ -698,24 +743,24 @@ v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *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);
+ 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 (q = 0; q < V3D_MAX_QUEUES; q++) {
- drm_sched_start(&v3d->queue[q].sched, 0);
- }
+ 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_NOMINAL;
+ return DRM_GPU_SCHED_STAT_RESET;
}
-/* 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)
@@ -725,13 +770,19 @@ v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
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_NOMINAL;
+
+ return DRM_GPU_SCHED_STAT_NO_HANG;
}
- return v3d_gpu_reset_for_timeout(v3d, sched_job);
+ return v3d_gpu_reset_for_timeout(v3d, sched_job, q);
}
static enum drm_gpu_sched_stat
@@ -753,11 +804,11 @@ v3d_render_job_timedout(struct drm_sched_job *sched_job)
}
static enum drm_gpu_sched_stat
-v3d_generic_job_timedout(struct drm_sched_job *sched_job)
+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);
+ return v3d_gpu_reset_for_timeout(job->v3d, sched_job, V3D_TFU);
}
static enum drm_gpu_sched_stat
@@ -767,15 +818,16 @@ v3d_csd_job_timedout(struct drm_sched_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 and let the timer get
- * rearmed.
+ /* 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_NOMINAL;
+
+ return DRM_GPU_SCHED_STAT_NO_HANG;
}
- return v3d_gpu_reset_for_timeout(v3d, sched_job);
+ return v3d_gpu_reset_for_timeout(v3d, sched_job, V3D_CSD);
}
static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
@@ -792,7 +844,7 @@ static const struct drm_sched_backend_ops v3d_render_sched_ops = {
static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
.run_job = v3d_tfu_job_run,
- .timedout_job = v3d_generic_job_timedout,
+ .timedout_job = v3d_tfu_job_timedout,
.free_job = v3d_sched_job_free,
};
@@ -804,77 +856,62 @@ static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
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
};
static const struct drm_sched_backend_ops v3d_cpu_sched_ops = {
.run_job = v3d_cpu_job_run,
- .timedout_job = v3d_generic_job_timedout,
.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 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, NULL,
- DRM_SCHED_PRIORITY_COUNT,
- hw_jobs_limit, job_hang_limit,
- msecs_to_jiffies(hang_limit_ms), NULL,
- NULL, "v3d_bin", v3d->drm.dev);
+ ret = v3d_queue_sched_init(v3d, &v3d_bin_sched_ops, V3D_BIN, "v3d_bin");
if (ret)
return ret;
- ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
- &v3d_render_sched_ops, NULL,
- DRM_SCHED_PRIORITY_COUNT,
- hw_jobs_limit, job_hang_limit,
- msecs_to_jiffies(hang_limit_ms), NULL,
- NULL, "v3d_render", v3d->drm.dev);
+ ret = v3d_queue_sched_init(v3d, &v3d_render_sched_ops, V3D_RENDER,
+ "v3d_render");
if (ret)
goto fail;
- ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
- &v3d_tfu_sched_ops, NULL,
- DRM_SCHED_PRIORITY_COUNT,
- hw_jobs_limit, job_hang_limit,
- msecs_to_jiffies(hang_limit_ms), NULL,
- NULL, "v3d_tfu", v3d->drm.dev);
+ ret = v3d_queue_sched_init(v3d, &v3d_tfu_sched_ops, V3D_TFU, "v3d_tfu");
if (ret)
goto fail;
if (v3d_has_csd(v3d)) {
- ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
- &v3d_csd_sched_ops, NULL,
- DRM_SCHED_PRIORITY_COUNT,
- hw_jobs_limit, job_hang_limit,
- msecs_to_jiffies(hang_limit_ms), NULL,
- NULL, "v3d_csd", v3d->drm.dev);
+ ret = v3d_queue_sched_init(v3d, &v3d_csd_sched_ops, V3D_CSD,
+ "v3d_csd");
if (ret)
goto fail;
- ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
- &v3d_cache_clean_sched_ops, NULL,
- DRM_SCHED_PRIORITY_COUNT,
- hw_jobs_limit, job_hang_limit,
- msecs_to_jiffies(hang_limit_ms), NULL,
- NULL, "v3d_cache_clean", v3d->drm.dev);
+ ret = v3d_queue_sched_init(v3d, &v3d_cache_clean_sched_ops,
+ V3D_CACHE_CLEAN, "v3d_cache_clean");
if (ret)
goto fail;
}
- ret = drm_sched_init(&v3d->queue[V3D_CPU].sched,
- &v3d_cpu_sched_ops, NULL,
- DRM_SCHED_PRIORITY_COUNT,
- 1, job_hang_limit,
- msecs_to_jiffies(hang_limit_ms), NULL,
- NULL, "v3d_cpu", v3d->drm.dev);
+ ret = v3d_queue_sched_init(v3d, &v3d_cpu_sched_ops, V3D_CPU, "v3d_cpu");
if (ret)
goto fail;