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 * v3d_job_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);
34 v3d_job_free(struct drm_sched_job *sched_job)
36 struct v3d_job *job = to_v3d_job(sched_job);
38 drm_sched_job_cleanup(sched_job);
40 v3d_exec_put(job->exec);
44 * Returns the fences that the bin job depends on, one by one.
45 * v3d_job_run() won't be called until all of them have been signaled.
47 static struct dma_fence *
48 v3d_job_dependency(struct drm_sched_job *sched_job,
49 struct drm_sched_entity *s_entity)
51 struct v3d_job *job = to_v3d_job(sched_job);
52 struct v3d_exec_info *exec = job->exec;
53 enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
54 struct dma_fence *fence;
56 fence = job->in_fence;
62 if (q == V3D_RENDER) {
63 /* If we had a bin job, the render job definitely depends on
64 * it. We first have to wait for bin to be scheduled, so that
65 * its done_fence is created.
67 fence = exec->bin_done_fence;
69 exec->bin_done_fence = NULL;
74 /* XXX: Wait on a fence for switching the GMP if necessary,
81 static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
83 struct v3d_job *job = to_v3d_job(sched_job);
84 struct v3d_exec_info *exec = job->exec;
85 enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
86 struct v3d_dev *v3d = exec->v3d;
87 struct drm_device *dev = &v3d->drm;
88 struct dma_fence *fence;
89 unsigned long irqflags;
91 if (unlikely(job->base.s_fence->finished.error))
94 /* Lock required around bin_job update vs
95 * v3d_overflow_mem_work().
97 spin_lock_irqsave(&v3d->job_lock, irqflags);
99 v3d->bin_job = job->exec;
101 /* Clear out the overflow allocation, so we don't
102 * reuse the overflow attached to a previous job.
104 V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
106 v3d->render_job = job->exec;
108 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
110 /* Can we avoid this flush when q==RENDER? We need to be
111 * careful of scheduling, though -- imagine job0 rendering to
112 * texture and job1 reading, and them being executed as bin0,
113 * bin1, render0, render1, so that render1's flush at bin time
116 v3d_invalidate_caches(v3d);
118 fence = v3d_fence_create(v3d, q);
123 dma_fence_put(job->done_fence);
124 job->done_fence = dma_fence_get(fence);
126 trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
127 job->start, job->end);
131 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
132 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
135 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
136 V3D_CLE_CT0QTS_ENABLE |
140 /* XXX: Set the QCFG */
143 /* Set the current and end address of the control list.
144 * Writing the end register is what starts the job.
146 V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
147 V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
153 v3d_job_timedout(struct drm_sched_job *sched_job)
155 struct v3d_job *job = to_v3d_job(sched_job);
156 struct v3d_exec_info *exec = job->exec;
157 struct v3d_dev *v3d = exec->v3d;
158 enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
160 u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
161 u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
163 /* If the current address or return address have changed, then
164 * the GPU has probably made progress and we should delay the
165 * reset. This could fail if the GPU got in an infinite loop
166 * in the CL, but that is pretty unlikely outside of an i-g-t
169 if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
170 job->timedout_ctca = ctca;
171 job->timedout_ctra = ctra;
175 mutex_lock(&v3d->reset_lock);
177 /* block scheduler */
178 for (q = 0; q < V3D_MAX_QUEUES; q++) {
179 struct drm_gpu_scheduler *sched = &v3d->queue[q].sched;
181 kthread_park(sched->thread);
182 drm_sched_hw_job_reset(sched, (sched_job->sched == sched ?
186 /* get the GPU back into the init state */
189 /* Unblock schedulers and restart their jobs. */
190 for (q = 0; q < V3D_MAX_QUEUES; q++) {
191 drm_sched_job_recovery(&v3d->queue[q].sched);
192 kthread_unpark(v3d->queue[q].sched.thread);
195 mutex_unlock(&v3d->reset_lock);
198 static const struct drm_sched_backend_ops v3d_sched_ops = {
199 .dependency = v3d_job_dependency,
200 .run_job = v3d_job_run,
201 .timedout_job = v3d_job_timedout,
202 .free_job = v3d_job_free
206 v3d_sched_init(struct v3d_dev *v3d)
208 int hw_jobs_limit = 1;
209 int job_hang_limit = 0;
210 int hang_limit_ms = 500;
213 ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
215 hw_jobs_limit, job_hang_limit,
216 msecs_to_jiffies(hang_limit_ms),
219 dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret);
223 ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
225 hw_jobs_limit, job_hang_limit,
226 msecs_to_jiffies(hang_limit_ms),
229 dev_err(v3d->dev, "Failed to create render scheduler: %d.",
231 drm_sched_fini(&v3d->queue[V3D_BIN].sched);
239 v3d_sched_fini(struct v3d_dev *v3d)
243 for (q = 0; q < V3D_MAX_QUEUES; q++)
244 drm_sched_fini(&v3d->queue[q].sched);