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);
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_job_free(struct drm_sched_job *sched_job)
60 struct v3d_job *job = to_v3d_job(sched_job);
62 drm_sched_job_cleanup(sched_job);
67 v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
69 if (job->perfmon != v3d->active_perfmon)
70 v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
72 if (job->perfmon && v3d->active_perfmon != job->perfmon)
73 v3d_perfmon_start(v3d, job->perfmon);
77 * Returns the fences that the job depends on, one by one.
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.
82 static struct dma_fence *
83 v3d_job_dependency(struct drm_sched_job *sched_job,
84 struct drm_sched_entity *s_entity)
86 struct v3d_job *job = to_v3d_job(sched_job);
88 /* XXX: Wait on a fence for switching the GMP if necessary,
92 if (!xa_empty(&job->deps))
93 return xa_erase(&job->deps, job->last_dep++);
98 static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
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;
106 if (unlikely(job->base.base.s_fence->finished.error))
109 /* Lock required around bin_job update vs
110 * v3d_overflow_mem_work().
112 spin_lock_irqsave(&v3d->job_lock, irqflags);
114 /* Clear out the overflow allocation, so we don't
115 * reuse the overflow attached to a previous job.
117 V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
118 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
120 v3d_invalidate_caches(v3d);
122 fence = v3d_fence_create(v3d, V3D_BIN);
126 if (job->base.irq_fence)
127 dma_fence_put(job->base.irq_fence);
128 job->base.irq_fence = dma_fence_get(fence);
130 trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
131 job->start, job->end);
133 v3d_switch_perfmon(v3d, &job->base);
135 /* Set the current and end address of the control list.
136 * Writing the end register is what starts the job.
139 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
140 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
143 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
144 V3D_CLE_CT0QTS_ENABLE |
147 V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
148 V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
153 static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
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;
160 if (unlikely(job->base.base.s_fence->finished.error))
163 v3d->render_job = job;
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
171 v3d_invalidate_caches(v3d);
173 fence = v3d_fence_create(v3d, V3D_RENDER);
177 if (job->base.irq_fence)
178 dma_fence_put(job->base.irq_fence);
179 job->base.irq_fence = dma_fence_get(fence);
181 trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
182 job->start, job->end);
184 v3d_switch_perfmon(v3d, &job->base);
186 /* XXX: Set the QCFG */
188 /* Set the current and end address of the control list.
189 * Writing the end register is what starts the job.
191 V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
192 V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
197 static struct dma_fence *
198 v3d_tfu_job_run(struct drm_sched_job *sched_job)
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;
205 fence = v3d_fence_create(v3d, V3D_TFU);
210 if (job->base.irq_fence)
211 dma_fence_put(job->base.irq_fence);
212 job->base.irq_fence = dma_fence_get(fence);
214 trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
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]);
228 /* ICFG kicks off the job. */
229 V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
234 static struct dma_fence *
235 v3d_csd_job_run(struct drm_sched_job *sched_job)
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;
245 v3d_invalidate_caches(v3d);
247 fence = v3d_fence_create(v3d, V3D_CSD);
251 if (job->base.irq_fence)
252 dma_fence_put(job->base.irq_fence);
253 job->base.irq_fence = dma_fence_get(fence);
255 trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
257 v3d_switch_perfmon(v3d, &job->base);
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]);
267 static struct dma_fence *
268 v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
270 struct v3d_job *job = to_v3d_job(sched_job);
271 struct v3d_dev *v3d = job->v3d;
273 v3d_clean_caches(v3d);
278 static enum drm_gpu_sched_stat
279 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
283 mutex_lock(&v3d->reset_lock);
285 /* block scheduler */
286 for (q = 0; q < V3D_MAX_QUEUES; q++)
287 drm_sched_stop(&v3d->queue[q].sched, sched_job);
290 drm_sched_increase_karma(sched_job);
292 /* get the GPU back into the init state */
295 for (q = 0; q < V3D_MAX_QUEUES; q++)
296 drm_sched_resubmit_jobs(&v3d->queue[q].sched);
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);
303 mutex_unlock(&v3d->reset_lock);
305 return DRM_GPU_SCHED_STAT_NOMINAL;
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.
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)
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));
322 if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
323 *timedout_ctca = ctca;
324 *timedout_ctra = ctra;
325 return DRM_GPU_SCHED_STAT_NOMINAL;
328 return v3d_gpu_reset_for_timeout(v3d, sched_job);
331 static enum drm_gpu_sched_stat
332 v3d_bin_job_timedout(struct drm_sched_job *sched_job)
334 struct v3d_bin_job *job = to_bin_job(sched_job);
336 return v3d_cl_job_timedout(sched_job, V3D_BIN,
337 &job->timedout_ctca, &job->timedout_ctra);
340 static enum drm_gpu_sched_stat
341 v3d_render_job_timedout(struct drm_sched_job *sched_job)
343 struct v3d_render_job *job = to_render_job(sched_job);
345 return v3d_cl_job_timedout(sched_job, V3D_RENDER,
346 &job->timedout_ctca, &job->timedout_ctra);
349 static enum drm_gpu_sched_stat
350 v3d_generic_job_timedout(struct drm_sched_job *sched_job)
352 struct v3d_job *job = to_v3d_job(sched_job);
354 return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
357 static enum drm_gpu_sched_stat
358 v3d_csd_job_timedout(struct drm_sched_job *sched_job)
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);
364 /* If we've made progress, skip reset and let the timer get
367 if (job->timedout_batches != batches) {
368 job->timedout_batches = batches;
369 return DRM_GPU_SCHED_STAT_NOMINAL;
372 return v3d_gpu_reset_for_timeout(v3d, sched_job);
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,
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,
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,
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
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
411 v3d_sched_init(struct v3d_dev *v3d)
413 int hw_jobs_limit = 1;
414 int job_hang_limit = 0;
415 int hang_limit_ms = 500;
418 ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
420 hw_jobs_limit, job_hang_limit,
421 msecs_to_jiffies(hang_limit_ms), NULL,
424 dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret);
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,
434 dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.",
440 ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
442 hw_jobs_limit, job_hang_limit,
443 msecs_to_jiffies(hang_limit_ms), NULL,
446 dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.",
452 if (v3d_has_csd(v3d)) {
453 ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
455 hw_jobs_limit, job_hang_limit,
456 msecs_to_jiffies(hang_limit_ms), NULL,
459 dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.",
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");
471 dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.",
482 v3d_sched_fini(struct v3d_dev *v3d)
486 for (q = 0; q < V3D_MAX_QUEUES; q++) {
487 if (v3d->queue[q].sched.ready)
488 drm_sched_fini(&v3d->queue[q].sched);