summaryrefslogtreecommitdiffstats
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.c382
1 files changed, 250 insertions, 132 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
index e740f3b99aa5..8c2df6d95283 100644
--- a/drivers/gpu/drm/v3d/v3d_sched.c
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -30,158 +30,152 @@ to_v3d_job(struct drm_sched_job *sched_job)
return container_of(sched_job, struct v3d_job, base);
}
-static struct v3d_tfu_job *
-to_tfu_job(struct drm_sched_job *sched_job)
+static struct v3d_bin_job *
+to_bin_job(struct drm_sched_job *sched_job)
{
- return container_of(sched_job, struct v3d_tfu_job, base);
+ return container_of(sched_job, struct v3d_bin_job, base.base);
}
-static void
-v3d_job_free(struct drm_sched_job *sched_job)
+static struct v3d_render_job *
+to_render_job(struct drm_sched_job *sched_job)
{
- struct v3d_job *job = to_v3d_job(sched_job);
+ return container_of(sched_job, struct v3d_render_job, base.base);
+}
- drm_sched_job_cleanup(sched_job);
+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);
+}
- v3d_exec_put(job->exec);
+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 void
-v3d_tfu_job_free(struct drm_sched_job *sched_job)
+v3d_job_free(struct drm_sched_job *sched_job)
{
- struct v3d_tfu_job *job = to_tfu_job(sched_job);
+ struct v3d_job *job = to_v3d_job(sched_job);
drm_sched_job_cleanup(sched_job);
-
- v3d_tfu_job_put(job);
+ v3d_job_put(job);
}
/**
- * Returns the fences that the bin or render job depends on, one by one.
- * v3d_job_run() won't be called until all of them have been signaled.
+ * Returns the fences that the job depends on, one by one.
+ *
+ * If placed in the scheduler's .dependency method, the corresponding
+ * .run_job won't be called until all of them have been signaled.
*/
static struct dma_fence *
v3d_job_dependency(struct drm_sched_job *sched_job,
struct drm_sched_entity *s_entity)
{
struct v3d_job *job = to_v3d_job(sched_job);
- struct v3d_exec_info *exec = job->exec;
- enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
- struct dma_fence *fence;
-
- fence = job->in_fence;
- if (fence) {
- job->in_fence = NULL;
- return fence;
- }
-
- if (q == V3D_RENDER) {
- /* If we had a bin job, the render job definitely depends on
- * it. We first have to wait for bin to be scheduled, so that
- * its done_fence is created.
- */
- fence = exec->bin_done_fence;
- if (fence) {
- exec->bin_done_fence = NULL;
- return fence;
- }
- }
/* XXX: Wait on a fence for switching the GMP if necessary,
* and then do so.
*/
- return fence;
-}
-
-/**
- * Returns the fences that the TFU job depends on, one by one.
- * v3d_tfu_job_run() won't be called until all of them have been
- * signaled.
- */
-static struct dma_fence *
-v3d_tfu_job_dependency(struct drm_sched_job *sched_job,
- struct drm_sched_entity *s_entity)
-{
- struct v3d_tfu_job *job = to_tfu_job(sched_job);
- struct dma_fence *fence;
-
- fence = job->in_fence;
- if (fence) {
- job->in_fence = NULL;
- return fence;
- }
+ if (!xa_empty(&job->deps))
+ return xa_erase(&job->deps, job->last_dep++);
return NULL;
}
-static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
+static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
{
- struct v3d_job *job = to_v3d_job(sched_job);
- struct v3d_exec_info *exec = job->exec;
- enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
- struct v3d_dev *v3d = exec->v3d;
+ struct v3d_bin_job *job = to_bin_job(sched_job);
+ struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
unsigned long irqflags;
- if (unlikely(job->base.s_fence->finished.error))
+ if (unlikely(job->base.base.s_fence->finished.error))
return NULL;
/* Lock required around bin_job update vs
* v3d_overflow_mem_work().
*/
spin_lock_irqsave(&v3d->job_lock, irqflags);
- if (q == V3D_BIN) {
- v3d->bin_job = job->exec;
-
- /* 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);
- } else {
- v3d->render_job = job->exec;
- }
+ v3d->bin_job = job;
+ /* 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);
- /* Can we avoid this flush when q==RENDER? 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
+ 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);
+
+ /* 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))
+ return NULL;
+
+ v3d->render_job = job;
+
+ /* 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, q);
+ fence = v3d_fence_create(v3d, V3D_RENDER);
if (IS_ERR(fence))
return NULL;
- if (job->irq_fence)
- dma_fence_put(job->irq_fence);
- job->irq_fence = dma_fence_get(fence);
+ 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, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
+ trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
job->start, job->end);
- if (q == V3D_BIN) {
- if (exec->qma) {
- V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
- V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
- }
- if (exec->qts) {
- V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
- V3D_CLE_CT0QTS_ENABLE |
- exec->qts);
- }
- } else {
- /* XXX: Set the QCFG */
- }
+ /* 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_CTNQBA(q), job->start);
- V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
+ V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
+ V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
return fence;
}
@@ -190,7 +184,7 @@ 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->v3d;
+ struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
@@ -199,9 +193,9 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
return NULL;
v3d->tfu_job = job;
- if (job->irq_fence)
- dma_fence_put(job->irq_fence);
- job->irq_fence = dma_fence_get(fence);
+ 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);
@@ -223,6 +217,48 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
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;
+
+ v3d->csd_job = job;
+
+ 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);
+
+ for (i = 1; i <= 6; i++)
+ V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
+ /* CFG0 write kicks off the job. */
+ V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
+
+ return fence;
+}
+
+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_clean_caches(v3d);
+
+ return NULL;
+}
+
static void
v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
{
@@ -232,7 +268,7 @@ v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
/* block scheduler */
for (q = 0; q < V3D_MAX_QUEUES; q++)
- drm_sched_stop(&v3d->queue[q].sched);
+ drm_sched_stop(&v3d->queue[q].sched, sched_job);
if (sched_job)
drm_sched_increase_karma(sched_job);
@@ -251,25 +287,23 @@ v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
mutex_unlock(&v3d->reset_lock);
}
+/* 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 void
-v3d_job_timedout(struct drm_sched_job *sched_job)
+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_exec_info *exec = job->exec;
- struct v3d_dev *v3d = exec->v3d;
- enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
- u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
- u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_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 (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
- job->timedout_ctca = ctca;
- job->timedout_ctra = ctra;
+ 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 (*timedout_ctca != ctca || *timedout_ctra != ctra) {
+ *timedout_ctca = ctca;
+ *timedout_ctra = ctra;
return;
}
@@ -277,25 +311,82 @@ v3d_job_timedout(struct drm_sched_job *sched_job)
}
static void
-v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
+v3d_bin_job_timedout(struct drm_sched_job *sched_job)
{
- struct v3d_tfu_job *job = to_tfu_job(sched_job);
+ struct v3d_bin_job *job = to_bin_job(sched_job);
+
+ v3d_cl_job_timedout(sched_job, V3D_BIN,
+ &job->timedout_ctca, &job->timedout_ctra);
+}
+
+static void
+v3d_render_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_render_job *job = to_render_job(sched_job);
+
+ v3d_cl_job_timedout(sched_job, V3D_RENDER,
+ &job->timedout_ctca, &job->timedout_ctra);
+}
+
+static void
+v3d_generic_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_job *job = to_v3d_job(sched_job);
v3d_gpu_reset_for_timeout(job->v3d, sched_job);
}
-static const struct drm_sched_backend_ops v3d_sched_ops = {
+static void
+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);
+
+ /* If we've made progress, skip reset and let the timer get
+ * rearmed.
+ */
+ if (job->timedout_batches != batches) {
+ job->timedout_batches = batches;
+ return;
+ }
+
+ v3d_gpu_reset_for_timeout(v3d, sched_job);
+}
+
+static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
.dependency = v3d_job_dependency,
- .run_job = v3d_job_run,
- .timedout_job = v3d_job_timedout,
- .free_job = v3d_job_free
+ .run_job = v3d_bin_job_run,
+ .timedout_job = v3d_bin_job_timedout,
+ .free_job = v3d_job_free,
+};
+
+static const struct drm_sched_backend_ops v3d_render_sched_ops = {
+ .dependency = v3d_job_dependency,
+ .run_job = v3d_render_job_run,
+ .timedout_job = v3d_render_job_timedout,
+ .free_job = v3d_job_free,
};
static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
- .dependency = v3d_tfu_job_dependency,
+ .dependency = v3d_job_dependency,
.run_job = v3d_tfu_job_run,
- .timedout_job = v3d_tfu_job_timedout,
- .free_job = v3d_tfu_job_free
+ .timedout_job = v3d_generic_job_timedout,
+ .free_job = v3d_job_free,
+};
+
+static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
+ .dependency = v3d_job_dependency,
+ .run_job = v3d_csd_job_run,
+ .timedout_job = v3d_csd_job_timedout,
+ .free_job = v3d_job_free
+};
+
+static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
+ .dependency = v3d_job_dependency,
+ .run_job = v3d_cache_clean_job_run,
+ .timedout_job = v3d_generic_job_timedout,
+ .free_job = v3d_job_free
};
int
@@ -307,7 +398,7 @@ v3d_sched_init(struct v3d_dev *v3d)
int ret;
ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
- &v3d_sched_ops,
+ &v3d_bin_sched_ops,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms),
"v3d_bin");
@@ -317,14 +408,14 @@ v3d_sched_init(struct v3d_dev *v3d)
}
ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
- &v3d_sched_ops,
+ &v3d_render_sched_ops,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms),
"v3d_render");
if (ret) {
dev_err(v3d->dev, "Failed to create render scheduler: %d.",
ret);
- drm_sched_fini(&v3d->queue[V3D_BIN].sched);
+ v3d_sched_fini(v3d);
return ret;
}
@@ -336,11 +427,36 @@ v3d_sched_init(struct v3d_dev *v3d)
if (ret) {
dev_err(v3d->dev, "Failed to create TFU scheduler: %d.",
ret);
- drm_sched_fini(&v3d->queue[V3D_RENDER].sched);
- drm_sched_fini(&v3d->queue[V3D_BIN].sched);
+ v3d_sched_fini(v3d);
return ret;
}
+ if (v3d_has_csd(v3d)) {
+ ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
+ &v3d_csd_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_csd");
+ if (ret) {
+ dev_err(v3d->dev, "Failed to create CSD scheduler: %d.",
+ ret);
+ v3d_sched_fini(v3d);
+ return ret;
+ }
+
+ ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
+ &v3d_cache_clean_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_cache_clean");
+ if (ret) {
+ dev_err(v3d->dev, "Failed to create CACHE_CLEAN scheduler: %d.",
+ ret);
+ v3d_sched_fini(v3d);
+ return ret;
+ }
+ }
+
return 0;
}
@@ -349,6 +465,8 @@ v3d_sched_fini(struct v3d_dev *v3d)
{
enum v3d_queue q;
- for (q = 0; q < V3D_MAX_QUEUES; q++)
- drm_sched_fini(&v3d->queue[q].sched);
+ for (q = 0; q < V3D_MAX_QUEUES; q++) {
+ if (v3d->queue[q].sched.ready)
+ drm_sched_fini(&v3d->queue[q].sched);
+ }
}