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1// SPDX-License-Identifier: GPL-2.0+
2/* Copyright (C) 2018 Broadcom */
3
4/**
5 * DOC: Broadcom V3D scheduling
6 *
7 * The shared DRM GPU scheduler is used to coordinate submitting jobs
8 * to the hardware. Each DRM fd (roughly a client process) gets its
9 * own scheduler entity, which will process jobs in order. The GPU
10 * scheduler will round-robin between clients to submit the next job.
11 *
12 * For simplicity, and in order to keep latency low for interactive
13 * jobs when bulk background jobs are queued up, we submit a new job
14 * to the HW only when it has completed the last one, instead of
15 * filling up the CT[01]Q FIFOs with jobs. Similarly, we use
16 * v3d_job_dependency() to manage the dependency between bin and
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17 * render, instead of having the clients submit jobs using the HW's
18 * semaphores to interlock between them.
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19 */
20
21#include <linux/kthread.h>
22
23#include "v3d_drv.h"
24#include "v3d_regs.h"
25#include "v3d_trace.h"
26
27static struct v3d_job *
28to_v3d_job(struct drm_sched_job *sched_job)
29{
30 return container_of(sched_job, struct v3d_job, base);
31}
32
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33static struct v3d_tfu_job *
34to_tfu_job(struct drm_sched_job *sched_job)
35{
36 return container_of(sched_job, struct v3d_tfu_job, base);
37}
38
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39static void
40v3d_job_free(struct drm_sched_job *sched_job)
41{
42 struct v3d_job *job = to_v3d_job(sched_job);
43
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44 drm_sched_job_cleanup(sched_job);
45
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46 v3d_exec_put(job->exec);
47}
48
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49static void
50v3d_tfu_job_free(struct drm_sched_job *sched_job)
51{
52 struct v3d_tfu_job *job = to_tfu_job(sched_job);
53
54 drm_sched_job_cleanup(sched_job);
55
56 v3d_tfu_job_put(job);
57}
58
57692c94 59/**
e90e45f6 60 * Returns the fences that the bin or render job depends on, one by one.
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61 * v3d_job_run() won't be called until all of them have been signaled.
62 */
63static struct dma_fence *
64v3d_job_dependency(struct drm_sched_job *sched_job,
65 struct drm_sched_entity *s_entity)
66{
67 struct v3d_job *job = to_v3d_job(sched_job);
68 struct v3d_exec_info *exec = job->exec;
69 enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
70 struct dma_fence *fence;
71
72 fence = job->in_fence;
73 if (fence) {
74 job->in_fence = NULL;
75 return fence;
76 }
77
78 if (q == V3D_RENDER) {
79 /* If we had a bin job, the render job definitely depends on
80 * it. We first have to wait for bin to be scheduled, so that
81 * its done_fence is created.
82 */
83 fence = exec->bin_done_fence;
84 if (fence) {
85 exec->bin_done_fence = NULL;
86 return fence;
87 }
88 }
89
90 /* XXX: Wait on a fence for switching the GMP if necessary,
91 * and then do so.
92 */
93
94 return fence;
95}
96
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97/**
98 * Returns the fences that the TFU job depends on, one by one.
99 * v3d_tfu_job_run() won't be called until all of them have been
100 * signaled.
101 */
102static struct dma_fence *
103v3d_tfu_job_dependency(struct drm_sched_job *sched_job,
104 struct drm_sched_entity *s_entity)
105{
106 struct v3d_tfu_job *job = to_tfu_job(sched_job);
107 struct dma_fence *fence;
108
109 fence = job->in_fence;
110 if (fence) {
111 job->in_fence = NULL;
112 return fence;
113 }
114
115 return NULL;
116}
117
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118static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
119{
120 struct v3d_job *job = to_v3d_job(sched_job);
121 struct v3d_exec_info *exec = job->exec;
122 enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
123 struct v3d_dev *v3d = exec->v3d;
124 struct drm_device *dev = &v3d->drm;
125 struct dma_fence *fence;
126 unsigned long irqflags;
127
128 if (unlikely(job->base.s_fence->finished.error))
129 return NULL;
130
131 /* Lock required around bin_job update vs
132 * v3d_overflow_mem_work().
133 */
134 spin_lock_irqsave(&v3d->job_lock, irqflags);
135 if (q == V3D_BIN) {
136 v3d->bin_job = job->exec;
137
138 /* Clear out the overflow allocation, so we don't
139 * reuse the overflow attached to a previous job.
140 */
141 V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
142 } else {
143 v3d->render_job = job->exec;
144 }
145 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
146
147 /* Can we avoid this flush when q==RENDER? We need to be
148 * careful of scheduling, though -- imagine job0 rendering to
149 * texture and job1 reading, and them being executed as bin0,
150 * bin1, render0, render1, so that render1's flush at bin time
151 * wasn't enough.
152 */
153 v3d_invalidate_caches(v3d);
154
155 fence = v3d_fence_create(v3d, q);
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156 if (IS_ERR(fence))
157 return NULL;
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158
159 if (job->done_fence)
160 dma_fence_put(job->done_fence);
161 job->done_fence = dma_fence_get(fence);
162
163 trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
164 job->start, job->end);
165
166 if (q == V3D_BIN) {
167 if (exec->qma) {
168 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
169 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
170 }
171 if (exec->qts) {
172 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
173 V3D_CLE_CT0QTS_ENABLE |
174 exec->qts);
175 }
176 } else {
177 /* XXX: Set the QCFG */
178 }
179
180 /* Set the current and end address of the control list.
181 * Writing the end register is what starts the job.
182 */
183 V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
184 V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
185
186 return fence;
187}
188
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189static struct dma_fence *
190v3d_tfu_job_run(struct drm_sched_job *sched_job)
57692c94 191{
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192 struct v3d_tfu_job *job = to_tfu_job(sched_job);
193 struct v3d_dev *v3d = job->v3d;
194 struct drm_device *dev = &v3d->drm;
195 struct dma_fence *fence;
624bb0c0 196
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197 fence = v3d_fence_create(v3d, V3D_TFU);
198 if (IS_ERR(fence))
199 return NULL;
200
201 v3d->tfu_job = job;
202 if (job->done_fence)
203 dma_fence_put(job->done_fence);
204 job->done_fence = dma_fence_get(fence);
205
206 trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
207
208 V3D_WRITE(V3D_TFU_IIA, job->args.iia);
209 V3D_WRITE(V3D_TFU_IIS, job->args.iis);
210 V3D_WRITE(V3D_TFU_ICA, job->args.ica);
211 V3D_WRITE(V3D_TFU_IUA, job->args.iua);
212 V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
213 V3D_WRITE(V3D_TFU_IOS, job->args.ios);
214 V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
215 if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
216 V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
217 V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
218 V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
624bb0c0 219 }
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220 /* ICFG kicks off the job. */
221 V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
222
223 return fence;
224}
225
226static void
227v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
228{
229 enum v3d_queue q;
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230
231 mutex_lock(&v3d->reset_lock);
232
233 /* block scheduler */
234 for (q = 0; q < V3D_MAX_QUEUES; q++) {
235 struct drm_gpu_scheduler *sched = &v3d->queue[q].sched;
236
237 kthread_park(sched->thread);
238 drm_sched_hw_job_reset(sched, (sched_job->sched == sched ?
239 sched_job : NULL));
240 }
241
242 /* get the GPU back into the init state */
243 v3d_reset(v3d);
244
245 /* Unblock schedulers and restart their jobs. */
246 for (q = 0; q < V3D_MAX_QUEUES; q++) {
247 drm_sched_job_recovery(&v3d->queue[q].sched);
248 kthread_unpark(v3d->queue[q].sched.thread);
249 }
250
251 mutex_unlock(&v3d->reset_lock);
252}
253
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254static void
255v3d_job_timedout(struct drm_sched_job *sched_job)
256{
257 struct v3d_job *job = to_v3d_job(sched_job);
258 struct v3d_exec_info *exec = job->exec;
259 struct v3d_dev *v3d = exec->v3d;
260 enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
261 u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
262 u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
263
264 /* If the current address or return address have changed, then
265 * the GPU has probably made progress and we should delay the
266 * reset. This could fail if the GPU got in an infinite loop
267 * in the CL, but that is pretty unlikely outside of an i-g-t
268 * testcase.
269 */
270 if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
271 job->timedout_ctca = ctca;
272 job->timedout_ctra = ctra;
273 return;
274 }
275
276 v3d_gpu_reset_for_timeout(v3d, sched_job);
277}
278
279static void
280v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
281{
282 struct v3d_tfu_job *job = to_tfu_job(sched_job);
283
284 v3d_gpu_reset_for_timeout(job->v3d, sched_job);
285}
286
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287static const struct drm_sched_backend_ops v3d_sched_ops = {
288 .dependency = v3d_job_dependency,
289 .run_job = v3d_job_run,
290 .timedout_job = v3d_job_timedout,
291 .free_job = v3d_job_free
292};
293
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294static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
295 .dependency = v3d_tfu_job_dependency,
296 .run_job = v3d_tfu_job_run,
297 .timedout_job = v3d_tfu_job_timedout,
298 .free_job = v3d_tfu_job_free
299};
300
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301int
302v3d_sched_init(struct v3d_dev *v3d)
303{
304 int hw_jobs_limit = 1;
305 int job_hang_limit = 0;
306 int hang_limit_ms = 500;
307 int ret;
308
309 ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
310 &v3d_sched_ops,
311 hw_jobs_limit, job_hang_limit,
312 msecs_to_jiffies(hang_limit_ms),
313 "v3d_bin");
314 if (ret) {
315 dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret);
316 return ret;
317 }
318
319 ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
320 &v3d_sched_ops,
321 hw_jobs_limit, job_hang_limit,
322 msecs_to_jiffies(hang_limit_ms),
323 "v3d_render");
324 if (ret) {
325 dev_err(v3d->dev, "Failed to create render scheduler: %d.",
326 ret);
327 drm_sched_fini(&v3d->queue[V3D_BIN].sched);
328 return ret;
329 }
330
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331 ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
332 &v3d_tfu_sched_ops,
333 hw_jobs_limit, job_hang_limit,
334 msecs_to_jiffies(hang_limit_ms),
335 "v3d_tfu");
336 if (ret) {
337 dev_err(v3d->dev, "Failed to create TFU scheduler: %d.",
338 ret);
339 drm_sched_fini(&v3d->queue[V3D_RENDER].sched);
340 drm_sched_fini(&v3d->queue[V3D_BIN].sched);
341 return ret;
342 }
343
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344 return 0;
345}
346
347void
348v3d_sched_fini(struct v3d_dev *v3d)
349{
350 enum v3d_queue q;
351
352 for (q = 0; q < V3D_MAX_QUEUES; q++)
353 drm_sched_fini(&v3d->queue[q].sched);
354}