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drm/v3d: Rename the fence signaled from IRQs to "irq_fence".
[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_tfu_job *
34 to_tfu_job(struct drm_sched_job *sched_job)
35 {
36         return container_of(sched_job, struct v3d_tfu_job, base);
37 }
38
39 static void
40 v3d_job_free(struct drm_sched_job *sched_job)
41 {
42         struct v3d_job *job = to_v3d_job(sched_job);
43
44         drm_sched_job_cleanup(sched_job);
45
46         v3d_exec_put(job->exec);
47 }
48
49 static void
50 v3d_tfu_job_free(struct drm_sched_job *sched_job)
51 {
52         struct v3d_tfu_job *job = to_tfu_job(sched_job);
53
54         drm_sched_job_cleanup(sched_job);
55
56         v3d_tfu_job_put(job);
57 }
58
59 /**
60  * Returns the fences that the bin or render job depends on, one by one.
61  * v3d_job_run() won't be called until all of them have been signaled.
62  */
63 static struct dma_fence *
64 v3d_job_dependency(struct drm_sched_job *sched_job,
65                    struct drm_sched_entity *s_entity)
66 {
67         struct v3d_job *job = to_v3d_job(sched_job);
68         struct v3d_exec_info *exec = job->exec;
69         enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
70         struct dma_fence *fence;
71
72         fence = job->in_fence;
73         if (fence) {
74                 job->in_fence = NULL;
75                 return fence;
76         }
77
78         if (q == V3D_RENDER) {
79                 /* If we had a bin job, the render job definitely depends on
80                  * it. We first have to wait for bin to be scheduled, so that
81                  * its done_fence is created.
82                  */
83                 fence = exec->bin_done_fence;
84                 if (fence) {
85                         exec->bin_done_fence = NULL;
86                         return fence;
87                 }
88         }
89
90         /* XXX: Wait on a fence for switching the GMP if necessary,
91          * and then do so.
92          */
93
94         return fence;
95 }
96
97 /**
98  * Returns the fences that the TFU job depends on, one by one.
99  * v3d_tfu_job_run() won't be called until all of them have been
100  * signaled.
101  */
102 static struct dma_fence *
103 v3d_tfu_job_dependency(struct drm_sched_job *sched_job,
104                        struct drm_sched_entity *s_entity)
105 {
106         struct v3d_tfu_job *job = to_tfu_job(sched_job);
107         struct dma_fence *fence;
108
109         fence = job->in_fence;
110         if (fence) {
111                 job->in_fence = NULL;
112                 return fence;
113         }
114
115         return NULL;
116 }
117
118 static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
119 {
120         struct v3d_job *job = to_v3d_job(sched_job);
121         struct v3d_exec_info *exec = job->exec;
122         enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
123         struct v3d_dev *v3d = exec->v3d;
124         struct drm_device *dev = &v3d->drm;
125         struct dma_fence *fence;
126         unsigned long irqflags;
127
128         if (unlikely(job->base.s_fence->finished.error))
129                 return NULL;
130
131         /* Lock required around bin_job update vs
132          * v3d_overflow_mem_work().
133          */
134         spin_lock_irqsave(&v3d->job_lock, irqflags);
135         if (q == V3D_BIN) {
136                 v3d->bin_job = job->exec;
137
138                 /* Clear out the overflow allocation, so we don't
139                  * reuse the overflow attached to a previous job.
140                  */
141                 V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
142         } else {
143                 v3d->render_job = job->exec;
144         }
145         spin_unlock_irqrestore(&v3d->job_lock, irqflags);
146
147         /* Can we avoid this flush when q==RENDER?  We need to be
148          * careful of scheduling, though -- imagine job0 rendering to
149          * texture and job1 reading, and them being executed as bin0,
150          * bin1, render0, render1, so that render1's flush at bin time
151          * wasn't enough.
152          */
153         v3d_invalidate_caches(v3d);
154
155         fence = v3d_fence_create(v3d, q);
156         if (IS_ERR(fence))
157                 return NULL;
158
159         if (job->irq_fence)
160                 dma_fence_put(job->irq_fence);
161         job->irq_fence = dma_fence_get(fence);
162
163         trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
164                             job->start, job->end);
165
166         if (q == V3D_BIN) {
167                 if (exec->qma) {
168                         V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
169                         V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
170                 }
171                 if (exec->qts) {
172                         V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
173                                        V3D_CLE_CT0QTS_ENABLE |
174                                        exec->qts);
175                 }
176         } else {
177                 /* XXX: Set the QCFG */
178         }
179
180         /* Set the current and end address of the control list.
181          * Writing the end register is what starts the job.
182          */
183         V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
184         V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
185
186         return fence;
187 }
188
189 static struct dma_fence *
190 v3d_tfu_job_run(struct drm_sched_job *sched_job)
191 {
192         struct v3d_tfu_job *job = to_tfu_job(sched_job);
193         struct v3d_dev *v3d = job->v3d;
194         struct drm_device *dev = &v3d->drm;
195         struct dma_fence *fence;
196
197         fence = v3d_fence_create(v3d, V3D_TFU);
198         if (IS_ERR(fence))
199                 return NULL;
200
201         v3d->tfu_job = job;
202         if (job->irq_fence)
203                 dma_fence_put(job->irq_fence);
204         job->irq_fence = dma_fence_get(fence);
205
206         trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
207
208         V3D_WRITE(V3D_TFU_IIA, job->args.iia);
209         V3D_WRITE(V3D_TFU_IIS, job->args.iis);
210         V3D_WRITE(V3D_TFU_ICA, job->args.ica);
211         V3D_WRITE(V3D_TFU_IUA, job->args.iua);
212         V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
213         V3D_WRITE(V3D_TFU_IOS, job->args.ios);
214         V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
215         if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
216                 V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
217                 V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
218                 V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
219         }
220         /* ICFG kicks off the job. */
221         V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
222
223         return fence;
224 }
225
226 static void
227 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
228 {
229         enum v3d_queue q;
230
231         mutex_lock(&v3d->reset_lock);
232
233         /* block scheduler */
234         for (q = 0; q < V3D_MAX_QUEUES; q++)
235                 drm_sched_stop(&v3d->queue[q].sched);
236
237         if (sched_job)
238                 drm_sched_increase_karma(sched_job);
239
240         /* get the GPU back into the init state */
241         v3d_reset(v3d);
242
243         for (q = 0; q < V3D_MAX_QUEUES; q++)
244                 drm_sched_resubmit_jobs(&v3d->queue[q].sched);
245
246         /* Unblock schedulers and restart their jobs. */
247         for (q = 0; q < V3D_MAX_QUEUES; q++) {
248                 drm_sched_start(&v3d->queue[q].sched, true);
249         }
250
251         mutex_unlock(&v3d->reset_lock);
252 }
253
254 static void
255 v3d_job_timedout(struct drm_sched_job *sched_job)
256 {
257         struct v3d_job *job = to_v3d_job(sched_job);
258         struct v3d_exec_info *exec = job->exec;
259         struct v3d_dev *v3d = exec->v3d;
260         enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
261         u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
262         u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
263
264         /* If the current address or return address have changed, then
265          * the GPU has probably made progress and we should delay the
266          * reset.  This could fail if the GPU got in an infinite loop
267          * in the CL, but that is pretty unlikely outside of an i-g-t
268          * testcase.
269          */
270         if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
271                 job->timedout_ctca = ctca;
272                 job->timedout_ctra = ctra;
273                 return;
274         }
275
276         v3d_gpu_reset_for_timeout(v3d, sched_job);
277 }
278
279 static void
280 v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
281 {
282         struct v3d_tfu_job *job = to_tfu_job(sched_job);
283
284         v3d_gpu_reset_for_timeout(job->v3d, sched_job);
285 }
286
287 static const struct drm_sched_backend_ops v3d_sched_ops = {
288         .dependency = v3d_job_dependency,
289         .run_job = v3d_job_run,
290         .timedout_job = v3d_job_timedout,
291         .free_job = v3d_job_free
292 };
293
294 static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
295         .dependency = v3d_tfu_job_dependency,
296         .run_job = v3d_tfu_job_run,
297         .timedout_job = v3d_tfu_job_timedout,
298         .free_job = v3d_tfu_job_free
299 };
300
301 int
302 v3d_sched_init(struct v3d_dev *v3d)
303 {
304         int hw_jobs_limit = 1;
305         int job_hang_limit = 0;
306         int hang_limit_ms = 500;
307         int ret;
308
309         ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
310                              &v3d_sched_ops,
311                              hw_jobs_limit, job_hang_limit,
312                              msecs_to_jiffies(hang_limit_ms),
313                              "v3d_bin");
314         if (ret) {
315                 dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret);
316                 return ret;
317         }
318
319         ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
320                              &v3d_sched_ops,
321                              hw_jobs_limit, job_hang_limit,
322                              msecs_to_jiffies(hang_limit_ms),
323                              "v3d_render");
324         if (ret) {
325                 dev_err(v3d->dev, "Failed to create render scheduler: %d.",
326                         ret);
327                 drm_sched_fini(&v3d->queue[V3D_BIN].sched);
328                 return ret;
329         }
330
331         ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
332                              &v3d_tfu_sched_ops,
333                              hw_jobs_limit, job_hang_limit,
334                              msecs_to_jiffies(hang_limit_ms),
335                              "v3d_tfu");
336         if (ret) {
337                 dev_err(v3d->dev, "Failed to create TFU scheduler: %d.",
338                         ret);
339                 drm_sched_fini(&v3d->queue[V3D_RENDER].sched);
340                 drm_sched_fini(&v3d->queue[V3D_BIN].sched);
341                 return ret;
342         }
343
344         return 0;
345 }
346
347 void
348 v3d_sched_fini(struct v3d_dev *v3d)
349 {
350         enum v3d_queue q;
351
352         for (q = 0; q < V3D_MAX_QUEUES; q++)
353                 drm_sched_fini(&v3d->queue[q].sched);
354 }