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Merge tag 'for-net-next-2021-10-01' of git://git.kernel.org/pub/scm/linux/kernel...
[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 struct v3d_bin_job *
34 to_bin_job(struct drm_sched_job *sched_job)
35 {
36         return container_of(sched_job, struct v3d_bin_job, base.base);
37 }
38
39 static struct v3d_render_job *
40 to_render_job(struct drm_sched_job *sched_job)
41 {
42         return container_of(sched_job, struct v3d_render_job, base.base);
43 }
44
45 static struct v3d_tfu_job *
46 to_tfu_job(struct drm_sched_job *sched_job)
47 {
48         return container_of(sched_job, struct v3d_tfu_job, base.base);
49 }
50
51 static struct v3d_csd_job *
52 to_csd_job(struct drm_sched_job *sched_job)
53 {
54         return container_of(sched_job, struct v3d_csd_job, base.base);
55 }
56
57 static void
58 v3d_job_free(struct drm_sched_job *sched_job)
59 {
60         struct v3d_job *job = to_v3d_job(sched_job);
61
62         drm_sched_job_cleanup(sched_job);
63         v3d_job_put(job);
64 }
65
66 static void
67 v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
68 {
69         if (job->perfmon != v3d->active_perfmon)
70                 v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
71
72         if (job->perfmon && v3d->active_perfmon != job->perfmon)
73                 v3d_perfmon_start(v3d, job->perfmon);
74 }
75
76 /*
77  * Returns the fences that the job depends on, one by one.
78  *
79  * If placed in the scheduler's .dependency method, the corresponding
80  * .run_job won't be called until all of them have been signaled.
81  */
82 static struct dma_fence *
83 v3d_job_dependency(struct drm_sched_job *sched_job,
84                    struct drm_sched_entity *s_entity)
85 {
86         struct v3d_job *job = to_v3d_job(sched_job);
87
88         /* XXX: Wait on a fence for switching the GMP if necessary,
89          * and then do so.
90          */
91
92         if (!xa_empty(&job->deps))
93                 return xa_erase(&job->deps, job->last_dep++);
94
95         return NULL;
96 }
97
98 static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
99 {
100         struct v3d_bin_job *job = to_bin_job(sched_job);
101         struct v3d_dev *v3d = job->base.v3d;
102         struct drm_device *dev = &v3d->drm;
103         struct dma_fence *fence;
104         unsigned long irqflags;
105
106         if (unlikely(job->base.base.s_fence->finished.error))
107                 return NULL;
108
109         /* Lock required around bin_job update vs
110          * v3d_overflow_mem_work().
111          */
112         spin_lock_irqsave(&v3d->job_lock, irqflags);
113         v3d->bin_job = job;
114         /* Clear out the overflow allocation, so we don't
115          * reuse the overflow attached to a previous job.
116          */
117         V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
118         spin_unlock_irqrestore(&v3d->job_lock, irqflags);
119
120         v3d_invalidate_caches(v3d);
121
122         fence = v3d_fence_create(v3d, V3D_BIN);
123         if (IS_ERR(fence))
124                 return NULL;
125
126         if (job->base.irq_fence)
127                 dma_fence_put(job->base.irq_fence);
128         job->base.irq_fence = dma_fence_get(fence);
129
130         trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
131                             job->start, job->end);
132
133         v3d_switch_perfmon(v3d, &job->base);
134
135         /* Set the current and end address of the control list.
136          * Writing the end register is what starts the job.
137          */
138         if (job->qma) {
139                 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
140                 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
141         }
142         if (job->qts) {
143                 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
144                                V3D_CLE_CT0QTS_ENABLE |
145                                job->qts);
146         }
147         V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
148         V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
149
150         return fence;
151 }
152
153 static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
154 {
155         struct v3d_render_job *job = to_render_job(sched_job);
156         struct v3d_dev *v3d = job->base.v3d;
157         struct drm_device *dev = &v3d->drm;
158         struct dma_fence *fence;
159
160         if (unlikely(job->base.base.s_fence->finished.error))
161                 return NULL;
162
163         v3d->render_job = job;
164
165         /* Can we avoid this flush?  We need to be careful of
166          * scheduling, though -- imagine job0 rendering to texture and
167          * job1 reading, and them being executed as bin0, bin1,
168          * render0, render1, so that render1's flush at bin time
169          * wasn't enough.
170          */
171         v3d_invalidate_caches(v3d);
172
173         fence = v3d_fence_create(v3d, V3D_RENDER);
174         if (IS_ERR(fence))
175                 return NULL;
176
177         if (job->base.irq_fence)
178                 dma_fence_put(job->base.irq_fence);
179         job->base.irq_fence = dma_fence_get(fence);
180
181         trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
182                             job->start, job->end);
183
184         v3d_switch_perfmon(v3d, &job->base);
185
186         /* XXX: Set the QCFG */
187
188         /* Set the current and end address of the control list.
189          * Writing the end register is what starts the job.
190          */
191         V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
192         V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
193
194         return fence;
195 }
196
197 static struct dma_fence *
198 v3d_tfu_job_run(struct drm_sched_job *sched_job)
199 {
200         struct v3d_tfu_job *job = to_tfu_job(sched_job);
201         struct v3d_dev *v3d = job->base.v3d;
202         struct drm_device *dev = &v3d->drm;
203         struct dma_fence *fence;
204
205         fence = v3d_fence_create(v3d, V3D_TFU);
206         if (IS_ERR(fence))
207                 return NULL;
208
209         v3d->tfu_job = job;
210         if (job->base.irq_fence)
211                 dma_fence_put(job->base.irq_fence);
212         job->base.irq_fence = dma_fence_get(fence);
213
214         trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
215
216         V3D_WRITE(V3D_TFU_IIA, job->args.iia);
217         V3D_WRITE(V3D_TFU_IIS, job->args.iis);
218         V3D_WRITE(V3D_TFU_ICA, job->args.ica);
219         V3D_WRITE(V3D_TFU_IUA, job->args.iua);
220         V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
221         V3D_WRITE(V3D_TFU_IOS, job->args.ios);
222         V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
223         if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
224                 V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
225                 V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
226                 V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
227         }
228         /* ICFG kicks off the job. */
229         V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
230
231         return fence;
232 }
233
234 static struct dma_fence *
235 v3d_csd_job_run(struct drm_sched_job *sched_job)
236 {
237         struct v3d_csd_job *job = to_csd_job(sched_job);
238         struct v3d_dev *v3d = job->base.v3d;
239         struct drm_device *dev = &v3d->drm;
240         struct dma_fence *fence;
241         int i;
242
243         v3d->csd_job = job;
244
245         v3d_invalidate_caches(v3d);
246
247         fence = v3d_fence_create(v3d, V3D_CSD);
248         if (IS_ERR(fence))
249                 return NULL;
250
251         if (job->base.irq_fence)
252                 dma_fence_put(job->base.irq_fence);
253         job->base.irq_fence = dma_fence_get(fence);
254
255         trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
256
257         v3d_switch_perfmon(v3d, &job->base);
258
259         for (i = 1; i <= 6; i++)
260                 V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
261         /* CFG0 write kicks off the job. */
262         V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
263
264         return fence;
265 }
266
267 static struct dma_fence *
268 v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
269 {
270         struct v3d_job *job = to_v3d_job(sched_job);
271         struct v3d_dev *v3d = job->v3d;
272
273         v3d_clean_caches(v3d);
274
275         return NULL;
276 }
277
278 static enum drm_gpu_sched_stat
279 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
280 {
281         enum v3d_queue q;
282
283         mutex_lock(&v3d->reset_lock);
284
285         /* block scheduler */
286         for (q = 0; q < V3D_MAX_QUEUES; q++)
287                 drm_sched_stop(&v3d->queue[q].sched, sched_job);
288
289         if (sched_job)
290                 drm_sched_increase_karma(sched_job);
291
292         /* get the GPU back into the init state */
293         v3d_reset(v3d);
294
295         for (q = 0; q < V3D_MAX_QUEUES; q++)
296                 drm_sched_resubmit_jobs(&v3d->queue[q].sched);
297
298         /* Unblock schedulers and restart their jobs. */
299         for (q = 0; q < V3D_MAX_QUEUES; q++) {
300                 drm_sched_start(&v3d->queue[q].sched, true);
301         }
302
303         mutex_unlock(&v3d->reset_lock);
304
305         return DRM_GPU_SCHED_STAT_NOMINAL;
306 }
307
308 /* If the current address or return address have changed, then the GPU
309  * has probably made progress and we should delay the reset.  This
310  * could fail if the GPU got in an infinite loop in the CL, but that
311  * is pretty unlikely outside of an i-g-t testcase.
312  */
313 static enum drm_gpu_sched_stat
314 v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
315                     u32 *timedout_ctca, u32 *timedout_ctra)
316 {
317         struct v3d_job *job = to_v3d_job(sched_job);
318         struct v3d_dev *v3d = job->v3d;
319         u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
320         u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
321
322         if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
323                 *timedout_ctca = ctca;
324                 *timedout_ctra = ctra;
325                 return DRM_GPU_SCHED_STAT_NOMINAL;
326         }
327
328         return v3d_gpu_reset_for_timeout(v3d, sched_job);
329 }
330
331 static enum drm_gpu_sched_stat
332 v3d_bin_job_timedout(struct drm_sched_job *sched_job)
333 {
334         struct v3d_bin_job *job = to_bin_job(sched_job);
335
336         return v3d_cl_job_timedout(sched_job, V3D_BIN,
337                                    &job->timedout_ctca, &job->timedout_ctra);
338 }
339
340 static enum drm_gpu_sched_stat
341 v3d_render_job_timedout(struct drm_sched_job *sched_job)
342 {
343         struct v3d_render_job *job = to_render_job(sched_job);
344
345         return v3d_cl_job_timedout(sched_job, V3D_RENDER,
346                                    &job->timedout_ctca, &job->timedout_ctra);
347 }
348
349 static enum drm_gpu_sched_stat
350 v3d_generic_job_timedout(struct drm_sched_job *sched_job)
351 {
352         struct v3d_job *job = to_v3d_job(sched_job);
353
354         return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
355 }
356
357 static enum drm_gpu_sched_stat
358 v3d_csd_job_timedout(struct drm_sched_job *sched_job)
359 {
360         struct v3d_csd_job *job = to_csd_job(sched_job);
361         struct v3d_dev *v3d = job->base.v3d;
362         u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
363
364         /* If we've made progress, skip reset and let the timer get
365          * rearmed.
366          */
367         if (job->timedout_batches != batches) {
368                 job->timedout_batches = batches;
369                 return DRM_GPU_SCHED_STAT_NOMINAL;
370         }
371
372         return v3d_gpu_reset_for_timeout(v3d, sched_job);
373 }
374
375 static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
376         .dependency = v3d_job_dependency,
377         .run_job = v3d_bin_job_run,
378         .timedout_job = v3d_bin_job_timedout,
379         .free_job = v3d_job_free,
380 };
381
382 static const struct drm_sched_backend_ops v3d_render_sched_ops = {
383         .dependency = v3d_job_dependency,
384         .run_job = v3d_render_job_run,
385         .timedout_job = v3d_render_job_timedout,
386         .free_job = v3d_job_free,
387 };
388
389 static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
390         .dependency = v3d_job_dependency,
391         .run_job = v3d_tfu_job_run,
392         .timedout_job = v3d_generic_job_timedout,
393         .free_job = v3d_job_free,
394 };
395
396 static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
397         .dependency = v3d_job_dependency,
398         .run_job = v3d_csd_job_run,
399         .timedout_job = v3d_csd_job_timedout,
400         .free_job = v3d_job_free
401 };
402
403 static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
404         .dependency = v3d_job_dependency,
405         .run_job = v3d_cache_clean_job_run,
406         .timedout_job = v3d_generic_job_timedout,
407         .free_job = v3d_job_free
408 };
409
410 int
411 v3d_sched_init(struct v3d_dev *v3d)
412 {
413         int hw_jobs_limit = 1;
414         int job_hang_limit = 0;
415         int hang_limit_ms = 500;
416         int ret;
417
418         ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
419                              &v3d_bin_sched_ops,
420                              hw_jobs_limit, job_hang_limit,
421                              msecs_to_jiffies(hang_limit_ms), NULL,
422                              NULL, "v3d_bin");
423         if (ret) {
424                 dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret);
425                 return ret;
426         }
427
428         ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
429                              &v3d_render_sched_ops,
430                              hw_jobs_limit, job_hang_limit,
431                              msecs_to_jiffies(hang_limit_ms), NULL,
432                              NULL, "v3d_render");
433         if (ret) {
434                 dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.",
435                         ret);
436                 v3d_sched_fini(v3d);
437                 return ret;
438         }
439
440         ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
441                              &v3d_tfu_sched_ops,
442                              hw_jobs_limit, job_hang_limit,
443                              msecs_to_jiffies(hang_limit_ms), NULL,
444                              NULL, "v3d_tfu");
445         if (ret) {
446                 dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.",
447                         ret);
448                 v3d_sched_fini(v3d);
449                 return ret;
450         }
451
452         if (v3d_has_csd(v3d)) {
453                 ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
454                                      &v3d_csd_sched_ops,
455                                      hw_jobs_limit, job_hang_limit,
456                                      msecs_to_jiffies(hang_limit_ms), NULL,
457                                      NULL, "v3d_csd");
458                 if (ret) {
459                         dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.",
460                                 ret);
461                         v3d_sched_fini(v3d);
462                         return ret;
463                 }
464
465                 ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
466                                      &v3d_cache_clean_sched_ops,
467                                      hw_jobs_limit, job_hang_limit,
468                                      msecs_to_jiffies(hang_limit_ms), NULL,
469                                      NULL, "v3d_cache_clean");
470                 if (ret) {
471                         dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.",
472                                 ret);
473                         v3d_sched_fini(v3d);
474                         return ret;
475                 }
476         }
477
478         return 0;
479 }
480
481 void
482 v3d_sched_fini(struct v3d_dev *v3d)
483 {
484         enum v3d_queue q;
485
486         for (q = 0; q < V3D_MAX_QUEUES; q++) {
487                 if (v3d->queue[q].sched.ready)
488                         drm_sched_fini(&v3d->queue[q].sched);
489         }
490 }
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