1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935
|
// SPDX-License-Identifier: GPL-2.0+
/* Copyright (C) 2018 Broadcom */
/**
* DOC: Broadcom V3D scheduling
*
* The shared DRM GPU scheduler is used to coordinate submitting jobs
* to the hardware. Each DRM fd (roughly a client process) gets its
* own scheduler entity, which will process jobs in order. The GPU
* scheduler will schedule the clients with a FIFO scheduling algorithm.
*
* For simplicity, and in order to keep latency low for interactive
* jobs when bulk background jobs are queued up, we submit a new job
* to the HW only when it has completed the last one, instead of
* filling up the CT[01]Q FIFOs with jobs. Similarly, we use
* `drm_sched_job_add_dependency()` to manage the dependency between bin
* and render, instead of having the clients submit jobs using the HW's
* semaphores to interlock between them.
*/
#include <linux/sched/clock.h>
#include <linux/kthread.h>
#include <drm/drm_syncobj.h>
#include "v3d_drv.h"
#include "v3d_regs.h"
#include "v3d_trace.h"
#define V3D_CSD_CFG012_WG_COUNT_SHIFT 16
static struct v3d_job *
to_v3d_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_job, base);
}
static struct v3d_bin_job *
to_bin_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_bin_job, base.base);
}
static struct v3d_render_job *
to_render_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_render_job, base.base);
}
static struct v3d_tfu_job *
to_tfu_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_tfu_job, base.base);
}
static struct v3d_csd_job *
to_csd_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_csd_job, base.base);
}
static struct v3d_cpu_job *
to_cpu_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_cpu_job, base.base);
}
static void
v3d_sched_job_free(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
v3d_job_cleanup(job);
}
void
v3d_timestamp_query_info_free(struct v3d_timestamp_query_info *query_info,
unsigned int count)
{
if (query_info->queries) {
unsigned int i;
for (i = 0; i < count; i++)
drm_syncobj_put(query_info->queries[i].syncobj);
kvfree(query_info->queries);
}
}
void
v3d_performance_query_info_free(struct v3d_performance_query_info *query_info,
unsigned int count)
{
if (query_info->queries) {
unsigned int i;
for (i = 0; i < count; i++) {
drm_syncobj_put(query_info->queries[i].syncobj);
kvfree(query_info->queries[i].kperfmon_ids);
}
kvfree(query_info->queries);
}
}
static void
v3d_cpu_job_free(struct drm_sched_job *sched_job)
{
struct v3d_cpu_job *job = to_cpu_job(sched_job);
v3d_timestamp_query_info_free(&job->timestamp_query,
job->timestamp_query.count);
v3d_performance_query_info_free(&job->performance_query,
job->performance_query.count);
v3d_job_cleanup(&job->base);
}
static void
v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
{
struct v3d_perfmon *perfmon = v3d->global_perfmon;
if (!perfmon)
perfmon = job->perfmon;
if (perfmon == v3d->active_perfmon)
return;
if (perfmon != v3d->active_perfmon)
v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
if (perfmon && v3d->active_perfmon != perfmon)
v3d_perfmon_start(v3d, perfmon);
}
static void
v3d_job_start_stats(struct v3d_job *job, enum v3d_queue queue)
{
struct v3d_dev *v3d = job->v3d;
struct v3d_file_priv *file = job->file->driver_priv;
struct v3d_stats *global_stats = &v3d->queue[queue].stats;
struct v3d_stats *local_stats = &file->stats[queue];
u64 now = local_clock();
unsigned long flags;
/*
* We only need to disable local interrupts to appease lockdep who
* otherwise would think v3d_job_start_stats vs v3d_stats_update has an
* unsafe in-irq vs no-irq-off usage problem. This is a false positive
* because all the locks are per queue and stats type, and all jobs are
* completely one at a time serialised. More specifically:
*
* 1. Locks for GPU queues are updated from interrupt handlers under a
* spin lock and started here with preemption disabled.
*
* 2. Locks for CPU queues are updated from the worker with preemption
* disabled and equally started here with preemption disabled.
*
* Therefore both are consistent.
*
* 3. Because next job can only be queued after the previous one has
* been signaled, and locks are per queue, there is also no scope for
* the start part to race with the update part.
*/
if (IS_ENABLED(CONFIG_LOCKDEP))
local_irq_save(flags);
else
preempt_disable();
write_seqcount_begin(&local_stats->lock);
local_stats->start_ns = now;
write_seqcount_end(&local_stats->lock);
write_seqcount_begin(&global_stats->lock);
global_stats->start_ns = now;
write_seqcount_end(&global_stats->lock);
if (IS_ENABLED(CONFIG_LOCKDEP))
local_irq_restore(flags);
else
preempt_enable();
}
static void
v3d_stats_update(struct v3d_stats *stats, u64 now)
{
write_seqcount_begin(&stats->lock);
stats->enabled_ns += now - stats->start_ns;
stats->jobs_completed++;
stats->start_ns = 0;
write_seqcount_end(&stats->lock);
}
void
v3d_job_update_stats(struct v3d_job *job, enum v3d_queue queue)
{
struct v3d_dev *v3d = job->v3d;
struct v3d_file_priv *file = job->file->driver_priv;
struct v3d_stats *global_stats = &v3d->queue[queue].stats;
u64 now = local_clock();
unsigned long flags;
/* See comment in v3d_job_start_stats() */
if (IS_ENABLED(CONFIG_LOCKDEP))
local_irq_save(flags);
else
preempt_disable();
/* Don't update the local stats if the file context has already closed */
if (file)
v3d_stats_update(&file->stats[queue], now);
else
drm_dbg(&v3d->drm, "The file descriptor was closed before job completion\n");
v3d_stats_update(global_stats, now);
if (IS_ENABLED(CONFIG_LOCKDEP))
local_irq_restore(flags);
else
preempt_enable();
}
static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
{
struct v3d_bin_job *job = to_bin_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
unsigned long irqflags;
if (unlikely(job->base.base.s_fence->finished.error)) {
spin_lock_irqsave(&v3d->job_lock, irqflags);
v3d->bin_job = NULL;
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
return NULL;
}
/* Lock required around bin_job update vs
* v3d_overflow_mem_work().
*/
spin_lock_irqsave(&v3d->job_lock, irqflags);
v3d->bin_job = job;
/* Clear out the overflow allocation, so we don't
* reuse the overflow attached to a previous job.
*/
V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
v3d_invalidate_caches(v3d);
fence = v3d_fence_create(v3d, V3D_BIN);
if (IS_ERR(fence))
return NULL;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
job->start, job->end);
v3d_job_start_stats(&job->base, V3D_BIN);
v3d_switch_perfmon(v3d, &job->base);
/* Set the current and end address of the control list.
* Writing the end register is what starts the job.
*/
if (job->qma) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
}
if (job->qts) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
V3D_CLE_CT0QTS_ENABLE |
job->qts);
}
V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
return fence;
}
static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
{
struct v3d_render_job *job = to_render_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
if (unlikely(job->base.base.s_fence->finished.error)) {
v3d->render_job = NULL;
return NULL;
}
v3d->render_job = job;
/* Can we avoid this flush? We need to be careful of
* scheduling, though -- imagine job0 rendering to texture and
* job1 reading, and them being executed as bin0, bin1,
* render0, render1, so that render1's flush at bin time
* wasn't enough.
*/
v3d_invalidate_caches(v3d);
fence = v3d_fence_create(v3d, V3D_RENDER);
if (IS_ERR(fence))
return NULL;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
job->start, job->end);
v3d_job_start_stats(&job->base, V3D_RENDER);
v3d_switch_perfmon(v3d, &job->base);
/* XXX: Set the QCFG */
/* Set the current and end address of the control list.
* Writing the end register is what starts the job.
*/
V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
return fence;
}
static struct dma_fence *
v3d_tfu_job_run(struct drm_sched_job *sched_job)
{
struct v3d_tfu_job *job = to_tfu_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
if (unlikely(job->base.base.s_fence->finished.error)) {
v3d->tfu_job = NULL;
return NULL;
}
v3d->tfu_job = job;
fence = v3d_fence_create(v3d, V3D_TFU);
if (IS_ERR(fence))
return NULL;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
v3d_job_start_stats(&job->base, V3D_TFU);
V3D_WRITE(V3D_TFU_IIA(v3d->ver), job->args.iia);
V3D_WRITE(V3D_TFU_IIS(v3d->ver), job->args.iis);
V3D_WRITE(V3D_TFU_ICA(v3d->ver), job->args.ica);
V3D_WRITE(V3D_TFU_IUA(v3d->ver), job->args.iua);
V3D_WRITE(V3D_TFU_IOA(v3d->ver), job->args.ioa);
if (v3d->ver >= V3D_GEN_71)
V3D_WRITE(V3D_V7_TFU_IOC, job->args.v71.ioc);
V3D_WRITE(V3D_TFU_IOS(v3d->ver), job->args.ios);
V3D_WRITE(V3D_TFU_COEF0(v3d->ver), job->args.coef[0]);
if (v3d->ver >= V3D_GEN_71 || (job->args.coef[0] & V3D_TFU_COEF0_USECOEF)) {
V3D_WRITE(V3D_TFU_COEF1(v3d->ver), job->args.coef[1]);
V3D_WRITE(V3D_TFU_COEF2(v3d->ver), job->args.coef[2]);
V3D_WRITE(V3D_TFU_COEF3(v3d->ver), job->args.coef[3]);
}
/* ICFG kicks off the job. */
V3D_WRITE(V3D_TFU_ICFG(v3d->ver), job->args.icfg | V3D_TFU_ICFG_IOC);
return fence;
}
static struct dma_fence *
v3d_csd_job_run(struct drm_sched_job *sched_job)
{
struct v3d_csd_job *job = to_csd_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
int i, csd_cfg0_reg;
if (unlikely(job->base.base.s_fence->finished.error)) {
v3d->csd_job = NULL;
return NULL;
}
v3d->csd_job = job;
v3d_invalidate_caches(v3d);
fence = v3d_fence_create(v3d, V3D_CSD);
if (IS_ERR(fence))
return NULL;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
v3d_job_start_stats(&job->base, V3D_CSD);
v3d_switch_perfmon(v3d, &job->base);
csd_cfg0_reg = V3D_CSD_QUEUED_CFG0(v3d->ver);
for (i = 1; i <= 6; i++)
V3D_CORE_WRITE(0, csd_cfg0_reg + 4 * i, job->args.cfg[i]);
/* Although V3D 7.1 has an eighth configuration register, we are not
* using it. Therefore, make sure it remains unused.
*
* XXX: Set the CFG7 register
*/
if (v3d->ver >= V3D_GEN_71)
V3D_CORE_WRITE(0, V3D_V7_CSD_QUEUED_CFG7, 0);
/* CFG0 write kicks off the job. */
V3D_CORE_WRITE(0, csd_cfg0_reg, job->args.cfg[0]);
return fence;
}
static void
v3d_rewrite_csd_job_wg_counts_from_indirect(struct v3d_cpu_job *job)
{
struct v3d_indirect_csd_info *indirect_csd = &job->indirect_csd;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
struct v3d_bo *indirect = to_v3d_bo(indirect_csd->indirect);
struct drm_v3d_submit_csd *args = &indirect_csd->job->args;
struct v3d_dev *v3d = job->base.v3d;
u32 num_batches, *wg_counts;
v3d_get_bo_vaddr(bo);
v3d_get_bo_vaddr(indirect);
wg_counts = (uint32_t *)(bo->vaddr + indirect_csd->offset);
if (wg_counts[0] == 0 || wg_counts[1] == 0 || wg_counts[2] == 0)
return;
args->cfg[0] = wg_counts[0] << V3D_CSD_CFG012_WG_COUNT_SHIFT;
args->cfg[1] = wg_counts[1] << V3D_CSD_CFG012_WG_COUNT_SHIFT;
args->cfg[2] = wg_counts[2] << V3D_CSD_CFG012_WG_COUNT_SHIFT;
num_batches = DIV_ROUND_UP(indirect_csd->wg_size, 16) *
(wg_counts[0] * wg_counts[1] * wg_counts[2]);
/* V3D 7.1.6 and later don't subtract 1 from the number of batches */
if (v3d->ver < 71 || (v3d->ver == 71 && v3d->rev < 6))
args->cfg[4] = num_batches - 1;
else
args->cfg[4] = num_batches;
WARN_ON(args->cfg[4] == ~0);
for (int i = 0; i < 3; i++) {
/* 0xffffffff indicates that the uniform rewrite is not needed */
if (indirect_csd->wg_uniform_offsets[i] != 0xffffffff) {
u32 uniform_idx = indirect_csd->wg_uniform_offsets[i];
((uint32_t *)indirect->vaddr)[uniform_idx] = wg_counts[i];
}
}
v3d_put_bo_vaddr(indirect);
v3d_put_bo_vaddr(bo);
}
static void
v3d_timestamp_query(struct v3d_cpu_job *job)
{
struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
u8 *value_addr;
v3d_get_bo_vaddr(bo);
for (int i = 0; i < timestamp_query->count; i++) {
value_addr = ((u8 *)bo->vaddr) + timestamp_query->queries[i].offset;
*((u64 *)value_addr) = i == 0 ? ktime_get_ns() : 0ull;
drm_syncobj_replace_fence(timestamp_query->queries[i].syncobj,
job->base.done_fence);
}
v3d_put_bo_vaddr(bo);
}
static void
v3d_reset_timestamp_queries(struct v3d_cpu_job *job)
{
struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;
struct v3d_timestamp_query *queries = timestamp_query->queries;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
u8 *value_addr;
v3d_get_bo_vaddr(bo);
for (int i = 0; i < timestamp_query->count; i++) {
value_addr = ((u8 *)bo->vaddr) + queries[i].offset;
*((u64 *)value_addr) = 0;
drm_syncobj_replace_fence(queries[i].syncobj, NULL);
}
v3d_put_bo_vaddr(bo);
}
static void write_to_buffer_32(u32 *dst, unsigned int idx, u32 value)
{
dst[idx] = value;
}
static void write_to_buffer_64(u64 *dst, unsigned int idx, u64 value)
{
dst[idx] = value;
}
static void
write_to_buffer(void *dst, unsigned int idx, bool do_64bit, u64 value)
{
if (do_64bit)
write_to_buffer_64(dst, idx, value);
else
write_to_buffer_32(dst, idx, value);
}
static void
v3d_copy_query_results(struct v3d_cpu_job *job)
{
struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;
struct v3d_timestamp_query *queries = timestamp_query->queries;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
struct v3d_bo *timestamp = to_v3d_bo(job->base.bo[1]);
struct v3d_copy_query_results_info *copy = &job->copy;
struct dma_fence *fence;
u8 *query_addr;
bool available, write_result;
u8 *data;
int i;
v3d_get_bo_vaddr(bo);
v3d_get_bo_vaddr(timestamp);
data = ((u8 *)bo->vaddr) + copy->offset;
for (i = 0; i < timestamp_query->count; i++) {
fence = drm_syncobj_fence_get(queries[i].syncobj);
available = fence ? dma_fence_is_signaled(fence) : false;
write_result = available || copy->do_partial;
if (write_result) {
query_addr = ((u8 *)timestamp->vaddr) + queries[i].offset;
write_to_buffer(data, 0, copy->do_64bit, *((u64 *)query_addr));
}
if (copy->availability_bit)
write_to_buffer(data, 1, copy->do_64bit, available ? 1u : 0u);
data += copy->stride;
dma_fence_put(fence);
}
v3d_put_bo_vaddr(timestamp);
v3d_put_bo_vaddr(bo);
}
static void
v3d_reset_performance_queries(struct v3d_cpu_job *job)
{
struct v3d_performance_query_info *performance_query = &job->performance_query;
struct v3d_file_priv *v3d_priv = job->base.file->driver_priv;
struct v3d_dev *v3d = job->base.v3d;
struct v3d_perfmon *perfmon;
for (int i = 0; i < performance_query->count; i++) {
for (int j = 0; j < performance_query->nperfmons; j++) {
perfmon = v3d_perfmon_find(v3d_priv,
performance_query->queries[i].kperfmon_ids[j]);
if (!perfmon) {
DRM_DEBUG("Failed to find perfmon.");
continue;
}
v3d_perfmon_stop(v3d, perfmon, false);
memset(perfmon->values, 0, perfmon->ncounters * sizeof(u64));
v3d_perfmon_put(perfmon);
}
drm_syncobj_replace_fence(performance_query->queries[i].syncobj, NULL);
}
}
static void
v3d_write_performance_query_result(struct v3d_cpu_job *job, void *data,
unsigned int query)
{
struct v3d_performance_query_info *performance_query =
&job->performance_query;
struct v3d_file_priv *v3d_priv = job->base.file->driver_priv;
struct v3d_performance_query *perf_query =
&performance_query->queries[query];
struct v3d_dev *v3d = job->base.v3d;
unsigned int i, j, offset;
for (i = 0, offset = 0;
i < performance_query->nperfmons;
i++, offset += DRM_V3D_MAX_PERF_COUNTERS) {
struct v3d_perfmon *perfmon;
perfmon = v3d_perfmon_find(v3d_priv,
perf_query->kperfmon_ids[i]);
if (!perfmon) {
DRM_DEBUG("Failed to find perfmon.");
continue;
}
v3d_perfmon_stop(v3d, perfmon, true);
if (job->copy.do_64bit) {
for (j = 0; j < perfmon->ncounters; j++)
write_to_buffer_64(data, offset + j,
perfmon->values[j]);
} else {
for (j = 0; j < perfmon->ncounters; j++)
write_to_buffer_32(data, offset + j,
perfmon->values[j]);
}
v3d_perfmon_put(perfmon);
}
}
static void
v3d_copy_performance_query(struct v3d_cpu_job *job)
{
struct v3d_performance_query_info *performance_query = &job->performance_query;
struct v3d_copy_query_results_info *copy = &job->copy;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
struct dma_fence *fence;
bool available, write_result;
u8 *data;
v3d_get_bo_vaddr(bo);
data = ((u8 *)bo->vaddr) + copy->offset;
for (int i = 0; i < performance_query->count; i++) {
fence = drm_syncobj_fence_get(performance_query->queries[i].syncobj);
available = fence ? dma_fence_is_signaled(fence) : false;
write_result = available || copy->do_partial;
if (write_result)
v3d_write_performance_query_result(job, data, i);
if (copy->availability_bit)
write_to_buffer(data, performance_query->ncounters,
copy->do_64bit, available ? 1u : 0u);
data += copy->stride;
dma_fence_put(fence);
}
v3d_put_bo_vaddr(bo);
}
static const v3d_cpu_job_fn cpu_job_function[] = {
[V3D_CPU_JOB_TYPE_INDIRECT_CSD] = v3d_rewrite_csd_job_wg_counts_from_indirect,
[V3D_CPU_JOB_TYPE_TIMESTAMP_QUERY] = v3d_timestamp_query,
[V3D_CPU_JOB_TYPE_RESET_TIMESTAMP_QUERY] = v3d_reset_timestamp_queries,
[V3D_CPU_JOB_TYPE_COPY_TIMESTAMP_QUERY] = v3d_copy_query_results,
[V3D_CPU_JOB_TYPE_RESET_PERFORMANCE_QUERY] = v3d_reset_performance_queries,
[V3D_CPU_JOB_TYPE_COPY_PERFORMANCE_QUERY] = v3d_copy_performance_query,
};
static struct dma_fence *
v3d_cpu_job_run(struct drm_sched_job *sched_job)
{
struct v3d_cpu_job *job = to_cpu_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
if (job->job_type >= ARRAY_SIZE(cpu_job_function)) {
DRM_DEBUG_DRIVER("Unknown CPU job: %d\n", job->job_type);
return NULL;
}
v3d_job_start_stats(&job->base, V3D_CPU);
trace_v3d_cpu_job_begin(&v3d->drm, job->job_type);
cpu_job_function[job->job_type](job);
trace_v3d_cpu_job_end(&v3d->drm, job->job_type);
v3d_job_update_stats(&job->base, V3D_CPU);
return NULL;
}
static struct dma_fence *
v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_dev *v3d = job->v3d;
v3d_job_start_stats(job, V3D_CACHE_CLEAN);
v3d_clean_caches(v3d);
v3d_job_update_stats(job, V3D_CACHE_CLEAN);
return NULL;
}
static enum drm_gpu_sched_stat
v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
{
enum v3d_queue q;
mutex_lock(&v3d->reset_lock);
/* block scheduler */
for (q = 0; q < V3D_MAX_QUEUES; q++)
drm_sched_stop(&v3d->queue[q].sched, sched_job);
if (sched_job)
drm_sched_increase_karma(sched_job);
/* get the GPU back into the init state */
v3d_reset(v3d);
for (q = 0; q < V3D_MAX_QUEUES; q++)
drm_sched_resubmit_jobs(&v3d->queue[q].sched);
/* Unblock schedulers and restart their jobs. */
for (q = 0; q < V3D_MAX_QUEUES; q++) {
drm_sched_start(&v3d->queue[q].sched, 0);
}
mutex_unlock(&v3d->reset_lock);
return DRM_GPU_SCHED_STAT_NOMINAL;
}
static void
v3d_sched_skip_reset(struct drm_sched_job *sched_job)
{
struct drm_gpu_scheduler *sched = sched_job->sched;
spin_lock(&sched->job_list_lock);
list_add(&sched_job->list, &sched->pending_list);
spin_unlock(&sched->job_list_lock);
}
static enum drm_gpu_sched_stat
v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
u32 *timedout_ctca, u32 *timedout_ctra)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_dev *v3d = job->v3d;
u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
/* If the current address or return address have changed, then the GPU
* has probably made progress and we should delay the reset. This
* could fail if the GPU got in an infinite loop in the CL, but that
* is pretty unlikely outside of an i-g-t testcase.
*/
if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
*timedout_ctca = ctca;
*timedout_ctra = ctra;
v3d_sched_skip_reset(sched_job);
return DRM_GPU_SCHED_STAT_NOMINAL;
}
return v3d_gpu_reset_for_timeout(v3d, sched_job);
}
static enum drm_gpu_sched_stat
v3d_bin_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_bin_job *job = to_bin_job(sched_job);
return v3d_cl_job_timedout(sched_job, V3D_BIN,
&job->timedout_ctca, &job->timedout_ctra);
}
static enum drm_gpu_sched_stat
v3d_render_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_render_job *job = to_render_job(sched_job);
return v3d_cl_job_timedout(sched_job, V3D_RENDER,
&job->timedout_ctca, &job->timedout_ctra);
}
static enum drm_gpu_sched_stat
v3d_generic_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
}
static enum drm_gpu_sched_stat
v3d_csd_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_csd_job *job = to_csd_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4(v3d->ver));
/* If we've made progress, skip reset, add the job to the pending
* list, and let the timer get rearmed.
*/
if (job->timedout_batches != batches) {
job->timedout_batches = batches;
v3d_sched_skip_reset(sched_job);
return DRM_GPU_SCHED_STAT_NOMINAL;
}
return v3d_gpu_reset_for_timeout(v3d, sched_job);
}
static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
.run_job = v3d_bin_job_run,
.timedout_job = v3d_bin_job_timedout,
.free_job = v3d_sched_job_free,
};
static const struct drm_sched_backend_ops v3d_render_sched_ops = {
.run_job = v3d_render_job_run,
.timedout_job = v3d_render_job_timedout,
.free_job = v3d_sched_job_free,
};
static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
.run_job = v3d_tfu_job_run,
.timedout_job = v3d_generic_job_timedout,
.free_job = v3d_sched_job_free,
};
static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
.run_job = v3d_csd_job_run,
.timedout_job = v3d_csd_job_timedout,
.free_job = v3d_sched_job_free
};
static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
.run_job = v3d_cache_clean_job_run,
.timedout_job = v3d_generic_job_timedout,
.free_job = v3d_sched_job_free
};
static const struct drm_sched_backend_ops v3d_cpu_sched_ops = {
.run_job = v3d_cpu_job_run,
.timedout_job = v3d_generic_job_timedout,
.free_job = v3d_cpu_job_free
};
static int
v3d_queue_sched_init(struct v3d_dev *v3d, const struct drm_sched_backend_ops *ops,
enum v3d_queue queue, const char *name)
{
struct drm_sched_init_args args = {
.num_rqs = DRM_SCHED_PRIORITY_COUNT,
.credit_limit = 1,
.timeout = msecs_to_jiffies(500),
.dev = v3d->drm.dev,
};
args.ops = ops;
args.name = name;
return drm_sched_init(&v3d->queue[queue].sched, &args);
}
int
v3d_sched_init(struct v3d_dev *v3d)
{
int ret;
ret = v3d_queue_sched_init(v3d, &v3d_bin_sched_ops, V3D_BIN, "v3d_bin");
if (ret)
return ret;
ret = v3d_queue_sched_init(v3d, &v3d_render_sched_ops, V3D_RENDER,
"v3d_render");
if (ret)
goto fail;
ret = v3d_queue_sched_init(v3d, &v3d_tfu_sched_ops, V3D_TFU, "v3d_tfu");
if (ret)
goto fail;
if (v3d_has_csd(v3d)) {
ret = v3d_queue_sched_init(v3d, &v3d_csd_sched_ops, V3D_CSD,
"v3d_csd");
if (ret)
goto fail;
ret = v3d_queue_sched_init(v3d, &v3d_cache_clean_sched_ops,
V3D_CACHE_CLEAN, "v3d_cache_clean");
if (ret)
goto fail;
}
ret = v3d_queue_sched_init(v3d, &v3d_cpu_sched_ops, V3D_CPU, "v3d_cpu");
if (ret)
goto fail;
return 0;
fail:
v3d_sched_fini(v3d);
return ret;
}
void
v3d_sched_fini(struct v3d_dev *v3d)
{
enum v3d_queue q;
for (q = 0; q < V3D_MAX_QUEUES; q++) {
if (v3d->queue[q].sched.ready)
drm_sched_fini(&v3d->queue[q].sched);
}
}
|