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path: root/drivers/gpu/drm/vc4/vc4_v3d.c
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2019-04-03drm/vc4: Disable V3D interactions if the v3d component didn't probe.Eric Anholt
One might want to use the VC4 display stack without using Mesa. Similar to the debugfs fixes for not having all of the possible display bits enabled, make sure you can't oops in vc4 if v3d isn't enabled. v2: Fix matching against other v3d variants (review by Paul), don't forget to set irq_enabled so that the vblank uapi works v3: Use -ENODEV instead of -EINVAL on Paul's suggestion. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190401183559.3823-2-eric@anholt.net Reviewed-by: Paul Kocialkowski <paul.kocialkowski@bootlin.com>
2019-04-03drm/vc4: Use common helpers for debugfs setup by the driver components.Eric Anholt
The global list of all debugfs entries for the driver was painful: the list couldn't see into the components' structs, so each component had its own debugs show function to find the component, then find the regset and dump it. The components also had to be careful to check that they were actually registered in vc4 before dereferencing themselves, in case they weren't probed on a particular platform. They routinely failed at that. Instead, we can have the components add their debugfs callbacks to a little list in vc4 to be registered at drm_dev_register() time, which gets vc4_debugfs.c out of the business of knowing the whole list of components. Thanks to this change, dsi0 (if it existed) would register its node. v2: Rebase on hvs_underrun addition. v3: whitespace fixup Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190401183559.3823-1-eric@anholt.net Reviewed-by: Paul Kocialkowski <paul.kocialkowski@bootlin.com>
2019-04-01drm/vc4: Make sure that the v3d ident debugfs has vc4's power on.Eric Anholt
Otherwise, you sometimes decode the ident fields based on 0xdeadbeef register reads. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190220210343.28157-7-eric@anholt.net Reviewed-by: Paul Kocialkowski <paul.kocialkowski@bootlin.com>
2019-04-01drm/vc4: Add helpers for pm get/put.Eric Anholt
This makes sure the vc4_reset doesn't hit an obscure race with the GET_PARAM ioctl, fixes a decrement outside of the lock, and prevents future code from making mistakes with the weird return value of pm_runtime_get_sync(). Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190220210343.28157-6-eric@anholt.net Reviewed-by: Paul Kocialkowski <paul.kocialkowski@bootlin.com>
2019-04-01drm/vc4: Use drm_print_regset32() for our debug register dumping.Eric Anholt
This removes a bunch of duplicated boilerplate for the debugfs vs runtime printk debug dumping. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190220210343.28157-2-eric@anholt.net Reviewed-by: Paul Kocialkowski <paul.kocialkowski@bootlin.com>
2018-04-30drm/vc4: make function vc4_allocate_bin_bo staticVaishali Thakkar
Sparse complains with following warning: drivers/gpu/drm/vc4/vc4_v3d.c:222:1: warning: symbol 'vc4_allocate_bin_bo' was not declared. Should it be static? Make vc4_allocate_bin static as it is not used outside of vc4_v3d.c. Signed-off-by: Vaishali Thakkar <vthakkar1994@gmail.com> Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20180425070953.17933-1-vthakkar1994@gmail.com
2018-02-10drm/vc4: Expose performance counters to userspaceBoris Brezillon
The V3D engine has various hardware counters which might be interesting to userspace performance analysis tools. Expose new ioctls to create/destroy a performance monitor object and query the counter values of this perfmance monitor. Note that a perfomance monitor is given an ID that is only valid on the file descriptor it has been allocated from. A performance monitor can be attached to a CL submission and the driver will enable HW counters for this request and update the performance monitor values at the end of the job. Signed-off-by: Boris Brezillon <boris.brezillon@free-electrons.com> Reviewed-by: Eric Anholt <eric@anholt.net> Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20180112090926.12538-1-boris.brezillon@free-electrons.com
2018-01-03drm/vc4: Move IRQ enable to PM pathStefan Schake
We were calling enable_irq on bind, where it was already enabled previously by the IRQ helper. Additionally, dev->irq is not set correctly until after postinstall and so was always zero here, triggering a warning in 4.15. Fix both by moving the enable to the power management resume path, where we know there was a previous disable invocation during suspend. Fixes: 253696ccd613 ("drm/vc4: Account for interrupts in flight") Signed-off-by: Stefan Schake <stschake@gmail.com> Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/1514563543-32511-1-git-send-email-stschake@gmail.com Tested-by: Stefan Wahren <stefan.wahren@i2se.com> Reviewed-by: Eric Anholt <eric@anholt.net>
2017-07-28drm/vc4: Add an ioctl for labeling GEM BOs for summary statsEric Anholt
This has proven immensely useful for debugging memory leaks and overallocation (which is a rather serious concern on the platform, given that we typically run at about 256MB of CMA out of up to 1GB total memory, with framebuffers that are about 8MB ecah). The state of the art without this is to dump debug logs from every GL application, guess as to kernel allocations based on bo_stats, and try to merge that all together into a global picture of memory allocation state. With this, you can add a couple of calls to the debug build of the 3D driver and get a pretty detailed view of GPU memory usage from /debug/dri/0/bo_stats (or when we debug print to dmesg on allocation failure). The Mesa side currently labels at the gallium resource level (so you see that a 1920x20 pixmap has been created, presumably for the window system panel), but we could extend that to be even more useful with glObjectLabel() names being sent all the way down to the kernel. (partial) example of sorted debugfs output with Mesa labeling all resources: kernel BO cache: 16392kb BOs (3) tiling shadow 1920x1080: 8160kb BOs (1) resource 1920x1080@32/0: 8160kb BOs (1) scanout resource 1920x1080@32/0: 8100kb BOs (1) kernel: 8100kb BOs (1) v2: Use strndup_user(), use lockdep assertion instead of just a comment, fix an array[-1] reference, extend comment about name freeing. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20170725182718.31468-2-eric@anholt.net Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-06-02drm/vc4: Mark the device as active when enabling runtime PM.Eric Anholt
Failing to do so meant that we got a resume() callback on first use of the device, so we would leak the bin BO that we allocated during probe. Signed-off-by: Eric Anholt <eric@anholt.net> Fixes: 553c942f8b2c ("drm/vc4: Allow using more than 256MB of CMA memory.") Link: http://patchwork.freedesktop.org/patch/msgid/20170515171615.10168-1-eric@anholt.net Reviewed-by: Boris Brezillon <boris.brezillon@free-electrons.com>
2017-05-22drm/vc4: fix include notation and remove -Iinclude/drm flagMasahiro Yamada
Include <drm/*.h> instead of relative path from include/drm, then remove the -Iinclude/drm compiler flag. While we are here, use <...> instead of "..." for include/linux/*.h and include/sound/*.h headers too. Signed-off-by: Masahiro Yamada <yamada.masahiro@socionext.com> Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch> Link: http://patchwork.freedesktop.org/patch/msgid/1495081793-9707-2-git-send-email-yamada.masahiro@socionext.com
2017-05-08drm/vc4: Add specific compatible strings for Cygnus.Eric Anholt
Cygnus has V3D 2.6 instead of 2.1, and doesn't use the VC4 display modules. The V3D can be uniquely identified by the IDENT[01] registers, and there's nothing to key off of for the display change other than the lack of DT nodes for the display components, but it's convention to have new compatible strings anyway. Signed-off-by: Eric Anholt <eric@anholt.net> Acked-by: Rob Herring <robh@kernel.org> Link: http://patchwork.freedesktop.org/patch/msgid/20170428224223.21904-3-eric@anholt.net
2017-05-08drm/vc4: Turn the V3D clock on at runtime.Eric Anholt
For the Raspberry Pi's bindings, the power domain also implicitly turns on the clock and deasserts reset, but for the new Cygnus port we start representing the clock in the devicetree. v2: Document the clock-names property, check for -ENOENT for no clock in DT. v3: Drop NULL checks around clk calls which embed NULL checks. v4: Drop clk-names (feedback by Rob Herring) Signed-off-by: Eric Anholt <eric@anholt.net> Acked-by: Rob Herring <robh@kernel.org> Link: http://patchwork.freedesktop.org/patch/msgid/20170428224223.21904-1-eric@anholt.net
2017-04-18drm/vc4: Allow using more than 256MB of CMA memory.Eric Anholt
Until now, we've had to limit Raspberry Pi to 256MB of CMA memory to keep from triggering the hardware addressing bug between the tile binner and the tile alloc memory (where the top 4 bits come from the tile state data array's address). To work around that and allow more memory to be reserved for graphics, allocate a single BO to store tile state data arrays and tile alloc/overflow memory while the GPU is active, and make sure that that one BO doesn't happen to cross a 256MB boundary. With that in place, we can allocate textures and shaders anywhere in system memory (still contiguous, of course). Signed-off-by: Eric Anholt <eric@anholt.net> Link: http://patchwork.freedesktop.org/patch/msgid/20170327231025.19391-1-eric@anholt.net Reviewed-by: Boris Brezillon <boris.brezillon@free-electrons.com>
2016-11-04drm/vc4: Use runtime autosuspend to avoid thrashing V3D power state.Eric Anholt
The pm_runtime_put() we were using immediately released power on the device, which meant that we were generally turning the device off and on once per frame. In many profiles I've looked at, that added up to about 1% of CPU time, but this could get worse in the case of frequent rendering and readback (as may happen in X rendering). By keeping the device on until we've been idle for a couple of frames, we drop the overhead of runtime PM down to sub-.1%. Signed-off-by: Eric Anholt <eric@anholt.net>
2016-03-13drm/vc4: Recognize a more specific compatible string for V3D.Eric Anholt
The Raspberry Pi Foundation's firmware updates are shipping device trees using the old string, so we'll keep recognizing that as this rev of V3D. Still, we should use a more specific name in the upstream DT to clarify which board is being supported, in case we do other revs of V3D in the future. Signed-off-by: Eric Anholt <eric@anholt.net> Acked-by: Stephen Warren <swarren@wwwdotorg.org>
2016-02-16drm/vc4: Use runtime PM to power cycle the device when the GPU hangs.Eric Anholt
This gets us functional GPU reset again, like we had until a refactor at merge time. Tested with a little patch to stuff in a broken binner job every 100 frames. Signed-off-by: Eric Anholt <eric@anholt.net>
2016-02-16drm/vc4: Enable runtime PM.Eric Anholt
This may actually get us a feature that the closed driver didn't have: turning off the GPU in between rendering jobs, while the V3D device is still opened by the client. There may be some tuning to be applied here to use autosuspend so that we don't bounce the device's power so much, but in steady-state GPU-bound rendering we keep the power on (since we keep multiple jobs outstanding) and even if we power cycle on every job we can still manage at least 680 fps. More importantly, though, runtime PM will allow us to power off the device to do a GPU reset. v2: Switch #ifdef to CONFIG_PM not CONFIG_PM_SLEEP (caught by kbuild test robot) Signed-off-by: Eric Anholt <eric@anholt.net>
2016-01-19drm/vc4: Remove broken attempt at GPU reset using genpd.Eric Anholt
I've tested and confirmed that it doesn't actually work. We'll need to sort out how to do this properly later, but for now just remove it since it also caused build breakage due to using CONFIG_PM_SLEEP functions without our Kconfig depending on PM_SLEEP. Signed-off-by: Eric Anholt <eric@anholt.net> Acked-by: Sudip Mukherjee <sudipm.mukherjee@gmail.com>
2015-12-07drm/vc4: Add support for drawing 3D frames.Eric Anholt
The user submission is basically a pointer to a command list and a pointer to uniforms. We copy those in to the kernel, validate and relocate them, and store the result in a GPU BO which we queue for execution. v2: Drop support for NV shader recs (not necessary for GL), simplify vc4_use_bo(), improve bin flush/semaphore checks, use __u32 style types. Signed-off-by: Eric Anholt <eric@anholt.net>
2015-12-07drm/vc4: Bind and initialize the V3D engine.Eric Anholt
This is the component of the GPU that does 3D rendering. Signed-off-by: Eric Anholt <eric@anholt.net>