]> Git Repo - linux.git/blob - drivers/gpu/drm/v3d/v3d_sched.c
Merge tag 'drm-misc-next-2018-11-21' of git://anongit.freedesktop.org/drm/drm-misc...
[linux.git] / drivers / gpu / drm / v3d / v3d_sched.c
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
17  * render, instead of having the clients submit jobs using the HW's
18  * semaphores to interlock between them.
19  */
20
21 #include <linux/kthread.h>
22
23 #include "v3d_drv.h"
24 #include "v3d_regs.h"
25 #include "v3d_trace.h"
26
27 static struct v3d_job *
28 to_v3d_job(struct drm_sched_job *sched_job)
29 {
30         return container_of(sched_job, struct v3d_job, base);
31 }
32
33 static void
34 v3d_job_free(struct drm_sched_job *sched_job)
35 {
36         struct v3d_job *job = to_v3d_job(sched_job);
37
38         drm_sched_job_cleanup(sched_job);
39
40         v3d_exec_put(job->exec);
41 }
42
43 /**
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.
46  */
47 static struct dma_fence *
48 v3d_job_dependency(struct drm_sched_job *sched_job,
49                    struct drm_sched_entity *s_entity)
50 {
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;
55
56         fence = job->in_fence;
57         if (fence) {
58                 job->in_fence = NULL;
59                 return fence;
60         }
61
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.
66                  */
67                 fence = exec->bin_done_fence;
68                 if (fence) {
69                         exec->bin_done_fence = NULL;
70                         return fence;
71                 }
72         }
73
74         /* XXX: Wait on a fence for switching the GMP if necessary,
75          * and then do so.
76          */
77
78         return fence;
79 }
80
81 static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
82 {
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;
90
91         if (unlikely(job->base.s_fence->finished.error))
92                 return NULL;
93
94         /* Lock required around bin_job update vs
95          * v3d_overflow_mem_work().
96          */
97         spin_lock_irqsave(&v3d->job_lock, irqflags);
98         if (q == V3D_BIN) {
99                 v3d->bin_job = job->exec;
100
101                 /* Clear out the overflow allocation, so we don't
102                  * reuse the overflow attached to a previous job.
103                  */
104                 V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
105         } else {
106                 v3d->render_job = job->exec;
107         }
108         spin_unlock_irqrestore(&v3d->job_lock, irqflags);
109
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
114          * wasn't enough.
115          */
116         v3d_invalidate_caches(v3d);
117
118         fence = v3d_fence_create(v3d, q);
119         if (IS_ERR(fence))
120                 return NULL;
121
122         if (job->done_fence)
123                 dma_fence_put(job->done_fence);
124         job->done_fence = dma_fence_get(fence);
125
126         trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
127                             job->start, job->end);
128
129         if (q == V3D_BIN) {
130                 if (exec->qma) {
131                         V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
132                         V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
133                 }
134                 if (exec->qts) {
135                         V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
136                                        V3D_CLE_CT0QTS_ENABLE |
137                                        exec->qts);
138                 }
139         } else {
140                 /* XXX: Set the QCFG */
141         }
142
143         /* Set the current and end address of the control list.
144          * Writing the end register is what starts the job.
145          */
146         V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
147         V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
148
149         return fence;
150 }
151
152 static void
153 v3d_job_timedout(struct drm_sched_job *sched_job)
154 {
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;
159         enum v3d_queue q;
160         u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
161         u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
162
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
167          * testcase.
168          */
169         if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
170                 job->timedout_ctca = ctca;
171                 job->timedout_ctra = ctra;
172                 return;
173         }
174
175         mutex_lock(&v3d->reset_lock);
176
177         /* block scheduler */
178         for (q = 0; q < V3D_MAX_QUEUES; q++) {
179                 struct drm_gpu_scheduler *sched = &v3d->queue[q].sched;
180
181                 kthread_park(sched->thread);
182                 drm_sched_hw_job_reset(sched, (sched_job->sched == sched ?
183                                                sched_job : NULL));
184         }
185
186         /* get the GPU back into the init state */
187         v3d_reset(v3d);
188
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);
193         }
194
195         mutex_unlock(&v3d->reset_lock);
196 }
197
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
203 };
204
205 int
206 v3d_sched_init(struct v3d_dev *v3d)
207 {
208         int hw_jobs_limit = 1;
209         int job_hang_limit = 0;
210         int hang_limit_ms = 500;
211         int ret;
212
213         ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
214                              &v3d_sched_ops,
215                              hw_jobs_limit, job_hang_limit,
216                              msecs_to_jiffies(hang_limit_ms),
217                              "v3d_bin");
218         if (ret) {
219                 dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret);
220                 return ret;
221         }
222
223         ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
224                              &v3d_sched_ops,
225                              hw_jobs_limit, job_hang_limit,
226                              msecs_to_jiffies(hang_limit_ms),
227                              "v3d_render");
228         if (ret) {
229                 dev_err(v3d->dev, "Failed to create render scheduler: %d.",
230                         ret);
231                 drm_sched_fini(&v3d->queue[V3D_BIN].sched);
232                 return ret;
233         }
234
235         return 0;
236 }
237
238 void
239 v3d_sched_fini(struct v3d_dev *v3d)
240 {
241         enum v3d_queue q;
242
243         for (q = 0; q < V3D_MAX_QUEUES; q++)
244                 drm_sched_fini(&v3d->queue[q].sched);
245 }
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