1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2018 Broadcom */
5 * DOC: Broadcom V3D scheduling
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.
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 * drm_sched_job_add_dependency() to manage the dependency between bin and
17 * render, instead of having the clients submit jobs using the HW's
18 * semaphores to interlock between them.
21 #include <linux/kthread.h>
25 #include "v3d_trace.h"
27 static struct v3d_job *
28 to_v3d_job(struct drm_sched_job *sched_job)
30 return container_of(sched_job, struct v3d_job, base);
33 static struct v3d_bin_job *
34 to_bin_job(struct drm_sched_job *sched_job)
36 return container_of(sched_job, struct v3d_bin_job, base.base);
39 static struct v3d_render_job *
40 to_render_job(struct drm_sched_job *sched_job)
42 return container_of(sched_job, struct v3d_render_job, base.base);
45 static struct v3d_tfu_job *
46 to_tfu_job(struct drm_sched_job *sched_job)
48 return container_of(sched_job, struct v3d_tfu_job, base.base);
51 static struct v3d_csd_job *
52 to_csd_job(struct drm_sched_job *sched_job)
54 return container_of(sched_job, struct v3d_csd_job, base.base);
58 v3d_sched_job_free(struct drm_sched_job *sched_job)
60 struct v3d_job *job = to_v3d_job(sched_job);
66 v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
68 if (job->perfmon != v3d->active_perfmon)
69 v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
71 if (job->perfmon && v3d->active_perfmon != job->perfmon)
72 v3d_perfmon_start(v3d, job->perfmon);
75 static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
77 struct v3d_bin_job *job = to_bin_job(sched_job);
78 struct v3d_dev *v3d = job->base.v3d;
79 struct drm_device *dev = &v3d->drm;
80 struct dma_fence *fence;
81 unsigned long irqflags;
83 if (unlikely(job->base.base.s_fence->finished.error))
86 /* Lock required around bin_job update vs
87 * v3d_overflow_mem_work().
89 spin_lock_irqsave(&v3d->job_lock, irqflags);
91 /* Clear out the overflow allocation, so we don't
92 * reuse the overflow attached to a previous job.
94 V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
95 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
97 v3d_invalidate_caches(v3d);
99 fence = v3d_fence_create(v3d, V3D_BIN);
103 if (job->base.irq_fence)
104 dma_fence_put(job->base.irq_fence);
105 job->base.irq_fence = dma_fence_get(fence);
107 trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
108 job->start, job->end);
110 v3d_switch_perfmon(v3d, &job->base);
112 /* Set the current and end address of the control list.
113 * Writing the end register is what starts the job.
116 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
117 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
120 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
121 V3D_CLE_CT0QTS_ENABLE |
124 V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
125 V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
130 static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
132 struct v3d_render_job *job = to_render_job(sched_job);
133 struct v3d_dev *v3d = job->base.v3d;
134 struct drm_device *dev = &v3d->drm;
135 struct dma_fence *fence;
137 if (unlikely(job->base.base.s_fence->finished.error))
140 v3d->render_job = job;
142 /* Can we avoid this flush? We need to be careful of
143 * scheduling, though -- imagine job0 rendering to texture and
144 * job1 reading, and them being executed as bin0, bin1,
145 * render0, render1, so that render1's flush at bin time
148 v3d_invalidate_caches(v3d);
150 fence = v3d_fence_create(v3d, V3D_RENDER);
154 if (job->base.irq_fence)
155 dma_fence_put(job->base.irq_fence);
156 job->base.irq_fence = dma_fence_get(fence);
158 trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
159 job->start, job->end);
161 v3d_switch_perfmon(v3d, &job->base);
163 /* XXX: Set the QCFG */
165 /* Set the current and end address of the control list.
166 * Writing the end register is what starts the job.
168 V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
169 V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
174 static struct dma_fence *
175 v3d_tfu_job_run(struct drm_sched_job *sched_job)
177 struct v3d_tfu_job *job = to_tfu_job(sched_job);
178 struct v3d_dev *v3d = job->base.v3d;
179 struct drm_device *dev = &v3d->drm;
180 struct dma_fence *fence;
182 fence = v3d_fence_create(v3d, V3D_TFU);
187 if (job->base.irq_fence)
188 dma_fence_put(job->base.irq_fence);
189 job->base.irq_fence = dma_fence_get(fence);
191 trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
193 V3D_WRITE(V3D_TFU_IIA, job->args.iia);
194 V3D_WRITE(V3D_TFU_IIS, job->args.iis);
195 V3D_WRITE(V3D_TFU_ICA, job->args.ica);
196 V3D_WRITE(V3D_TFU_IUA, job->args.iua);
197 V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
198 V3D_WRITE(V3D_TFU_IOS, job->args.ios);
199 V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
200 if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
201 V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
202 V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
203 V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
205 /* ICFG kicks off the job. */
206 V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
211 static struct dma_fence *
212 v3d_csd_job_run(struct drm_sched_job *sched_job)
214 struct v3d_csd_job *job = to_csd_job(sched_job);
215 struct v3d_dev *v3d = job->base.v3d;
216 struct drm_device *dev = &v3d->drm;
217 struct dma_fence *fence;
222 v3d_invalidate_caches(v3d);
224 fence = v3d_fence_create(v3d, V3D_CSD);
228 if (job->base.irq_fence)
229 dma_fence_put(job->base.irq_fence);
230 job->base.irq_fence = dma_fence_get(fence);
232 trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
234 v3d_switch_perfmon(v3d, &job->base);
236 for (i = 1; i <= 6; i++)
237 V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
238 /* CFG0 write kicks off the job. */
239 V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
244 static struct dma_fence *
245 v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
247 struct v3d_job *job = to_v3d_job(sched_job);
248 struct v3d_dev *v3d = job->v3d;
250 v3d_clean_caches(v3d);
255 static enum drm_gpu_sched_stat
256 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
260 mutex_lock(&v3d->reset_lock);
262 /* block scheduler */
263 for (q = 0; q < V3D_MAX_QUEUES; q++)
264 drm_sched_stop(&v3d->queue[q].sched, sched_job);
267 drm_sched_increase_karma(sched_job);
269 /* get the GPU back into the init state */
272 for (q = 0; q < V3D_MAX_QUEUES; q++)
273 drm_sched_resubmit_jobs(&v3d->queue[q].sched);
275 /* Unblock schedulers and restart their jobs. */
276 for (q = 0; q < V3D_MAX_QUEUES; q++) {
277 drm_sched_start(&v3d->queue[q].sched, true);
280 mutex_unlock(&v3d->reset_lock);
282 return DRM_GPU_SCHED_STAT_NOMINAL;
285 /* If the current address or return address have changed, then the GPU
286 * has probably made progress and we should delay the reset. This
287 * could fail if the GPU got in an infinite loop in the CL, but that
288 * is pretty unlikely outside of an i-g-t testcase.
290 static enum drm_gpu_sched_stat
291 v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
292 u32 *timedout_ctca, u32 *timedout_ctra)
294 struct v3d_job *job = to_v3d_job(sched_job);
295 struct v3d_dev *v3d = job->v3d;
296 u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
297 u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
299 if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
300 *timedout_ctca = ctca;
301 *timedout_ctra = ctra;
302 return DRM_GPU_SCHED_STAT_NOMINAL;
305 return v3d_gpu_reset_for_timeout(v3d, sched_job);
308 static enum drm_gpu_sched_stat
309 v3d_bin_job_timedout(struct drm_sched_job *sched_job)
311 struct v3d_bin_job *job = to_bin_job(sched_job);
313 return v3d_cl_job_timedout(sched_job, V3D_BIN,
314 &job->timedout_ctca, &job->timedout_ctra);
317 static enum drm_gpu_sched_stat
318 v3d_render_job_timedout(struct drm_sched_job *sched_job)
320 struct v3d_render_job *job = to_render_job(sched_job);
322 return v3d_cl_job_timedout(sched_job, V3D_RENDER,
323 &job->timedout_ctca, &job->timedout_ctra);
326 static enum drm_gpu_sched_stat
327 v3d_generic_job_timedout(struct drm_sched_job *sched_job)
329 struct v3d_job *job = to_v3d_job(sched_job);
331 return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
334 static enum drm_gpu_sched_stat
335 v3d_csd_job_timedout(struct drm_sched_job *sched_job)
337 struct v3d_csd_job *job = to_csd_job(sched_job);
338 struct v3d_dev *v3d = job->base.v3d;
339 u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
341 /* If we've made progress, skip reset and let the timer get
344 if (job->timedout_batches != batches) {
345 job->timedout_batches = batches;
346 return DRM_GPU_SCHED_STAT_NOMINAL;
349 return v3d_gpu_reset_for_timeout(v3d, sched_job);
352 static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
353 .run_job = v3d_bin_job_run,
354 .timedout_job = v3d_bin_job_timedout,
355 .free_job = v3d_sched_job_free,
358 static const struct drm_sched_backend_ops v3d_render_sched_ops = {
359 .run_job = v3d_render_job_run,
360 .timedout_job = v3d_render_job_timedout,
361 .free_job = v3d_sched_job_free,
364 static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
365 .run_job = v3d_tfu_job_run,
366 .timedout_job = v3d_generic_job_timedout,
367 .free_job = v3d_sched_job_free,
370 static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
371 .run_job = v3d_csd_job_run,
372 .timedout_job = v3d_csd_job_timedout,
373 .free_job = v3d_sched_job_free
376 static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
377 .run_job = v3d_cache_clean_job_run,
378 .timedout_job = v3d_generic_job_timedout,
379 .free_job = v3d_sched_job_free
383 v3d_sched_init(struct v3d_dev *v3d)
385 int hw_jobs_limit = 1;
386 int job_hang_limit = 0;
387 int hang_limit_ms = 500;
390 ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
392 hw_jobs_limit, job_hang_limit,
393 msecs_to_jiffies(hang_limit_ms), NULL,
396 dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret);
400 ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
401 &v3d_render_sched_ops,
402 hw_jobs_limit, job_hang_limit,
403 msecs_to_jiffies(hang_limit_ms), NULL,
406 dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.",
412 ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
414 hw_jobs_limit, job_hang_limit,
415 msecs_to_jiffies(hang_limit_ms), NULL,
418 dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.",
424 if (v3d_has_csd(v3d)) {
425 ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
427 hw_jobs_limit, job_hang_limit,
428 msecs_to_jiffies(hang_limit_ms), NULL,
431 dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.",
437 ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
438 &v3d_cache_clean_sched_ops,
439 hw_jobs_limit, job_hang_limit,
440 msecs_to_jiffies(hang_limit_ms), NULL,
441 NULL, "v3d_cache_clean");
443 dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.",
454 v3d_sched_fini(struct v3d_dev *v3d)
458 for (q = 0; q < V3D_MAX_QUEUES; q++) {
459 if (v3d->queue[q].sched.ready)
460 drm_sched_fini(&v3d->queue[q].sched);