linux/drivers/gpu/drm/vc4/vc4_drv.h
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   1/*
   2 * Copyright (C) 2015 Broadcom
   3 *
   4 * This program is free software; you can redistribute it and/or modify
   5 * it under the terms of the GNU General Public License version 2 as
   6 * published by the Free Software Foundation.
   7 */
   8
   9#include "drmP.h"
  10#include "drm_gem_cma_helper.h"
  11
  12struct vc4_dev {
  13        struct drm_device *dev;
  14
  15        struct vc4_hdmi *hdmi;
  16        struct vc4_hvs *hvs;
  17        struct vc4_crtc *crtc[3];
  18        struct vc4_v3d *v3d;
  19
  20        struct drm_fbdev_cma *fbdev;
  21
  22        struct vc4_hang_state *hang_state;
  23
  24        /* The kernel-space BO cache.  Tracks buffers that have been
  25         * unreferenced by all other users (refcounts of 0!) but not
  26         * yet freed, so we can do cheap allocations.
  27         */
  28        struct vc4_bo_cache {
  29                /* Array of list heads for entries in the BO cache,
  30                 * based on number of pages, so we can do O(1) lookups
  31                 * in the cache when allocating.
  32                 */
  33                struct list_head *size_list;
  34                uint32_t size_list_size;
  35
  36                /* List of all BOs in the cache, ordered by age, so we
  37                 * can do O(1) lookups when trying to free old
  38                 * buffers.
  39                 */
  40                struct list_head time_list;
  41                struct work_struct time_work;
  42                struct timer_list time_timer;
  43        } bo_cache;
  44
  45        struct vc4_bo_stats {
  46                u32 num_allocated;
  47                u32 size_allocated;
  48                u32 num_cached;
  49                u32 size_cached;
  50        } bo_stats;
  51
  52        /* Protects bo_cache and the BO stats. */
  53        struct mutex bo_lock;
  54
  55        /* Sequence number for the last job queued in bin_job_list.
  56         * Starts at 0 (no jobs emitted).
  57         */
  58        uint64_t emit_seqno;
  59
  60        /* Sequence number for the last completed job on the GPU.
  61         * Starts at 0 (no jobs completed).
  62         */
  63        uint64_t finished_seqno;
  64
  65        /* List of all struct vc4_exec_info for jobs to be executed in
  66         * the binner.  The first job in the list is the one currently
  67         * programmed into ct0ca for execution.
  68         */
  69        struct list_head bin_job_list;
  70
  71        /* List of all struct vc4_exec_info for jobs that have
  72         * completed binning and are ready for rendering.  The first
  73         * job in the list is the one currently programmed into ct1ca
  74         * for execution.
  75         */
  76        struct list_head render_job_list;
  77
  78        /* List of the finished vc4_exec_infos waiting to be freed by
  79         * job_done_work.
  80         */
  81        struct list_head job_done_list;
  82        /* Spinlock used to synchronize the job_list and seqno
  83         * accesses between the IRQ handler and GEM ioctls.
  84         */
  85        spinlock_t job_lock;
  86        wait_queue_head_t job_wait_queue;
  87        struct work_struct job_done_work;
  88
  89        /* List of struct vc4_seqno_cb for callbacks to be made from a
  90         * workqueue when the given seqno is passed.
  91         */
  92        struct list_head seqno_cb_list;
  93
  94        /* The binner overflow memory that's currently set up in
  95         * BPOA/BPOS registers.  When overflow occurs and a new one is
  96         * allocated, the previous one will be moved to
  97         * vc4->current_exec's free list.
  98         */
  99        struct vc4_bo *overflow_mem;
 100        struct work_struct overflow_mem_work;
 101
 102        int power_refcount;
 103
 104        /* Mutex controlling the power refcount. */
 105        struct mutex power_lock;
 106
 107        struct {
 108                struct timer_list timer;
 109                struct work_struct reset_work;
 110        } hangcheck;
 111
 112        struct semaphore async_modeset;
 113};
 114
 115static inline struct vc4_dev *
 116to_vc4_dev(struct drm_device *dev)
 117{
 118        return (struct vc4_dev *)dev->dev_private;
 119}
 120
 121struct vc4_bo {
 122        struct drm_gem_cma_object base;
 123
 124        /* seqno of the last job to render to this BO. */
 125        uint64_t seqno;
 126
 127        /* List entry for the BO's position in either
 128         * vc4_exec_info->unref_list or vc4_dev->bo_cache.time_list
 129         */
 130        struct list_head unref_head;
 131
 132        /* Time in jiffies when the BO was put in vc4->bo_cache. */
 133        unsigned long free_time;
 134
 135        /* List entry for the BO's position in vc4_dev->bo_cache.size_list */
 136        struct list_head size_head;
 137
 138        /* Struct for shader validation state, if created by
 139         * DRM_IOCTL_VC4_CREATE_SHADER_BO.
 140         */
 141        struct vc4_validated_shader_info *validated_shader;
 142};
 143
 144static inline struct vc4_bo *
 145to_vc4_bo(struct drm_gem_object *bo)
 146{
 147        return (struct vc4_bo *)bo;
 148}
 149
 150struct vc4_seqno_cb {
 151        struct work_struct work;
 152        uint64_t seqno;
 153        void (*func)(struct vc4_seqno_cb *cb);
 154};
 155
 156struct vc4_v3d {
 157        struct vc4_dev *vc4;
 158        struct platform_device *pdev;
 159        void __iomem *regs;
 160};
 161
 162struct vc4_hvs {
 163        struct platform_device *pdev;
 164        void __iomem *regs;
 165        u32 __iomem *dlist;
 166
 167        /* Memory manager for CRTCs to allocate space in the display
 168         * list.  Units are dwords.
 169         */
 170        struct drm_mm dlist_mm;
 171        /* Memory manager for the LBM memory used by HVS scaling. */
 172        struct drm_mm lbm_mm;
 173        spinlock_t mm_lock;
 174
 175        struct drm_mm_node mitchell_netravali_filter;
 176};
 177
 178struct vc4_plane {
 179        struct drm_plane base;
 180};
 181
 182static inline struct vc4_plane *
 183to_vc4_plane(struct drm_plane *plane)
 184{
 185        return (struct vc4_plane *)plane;
 186}
 187
 188enum vc4_encoder_type {
 189        VC4_ENCODER_TYPE_HDMI,
 190        VC4_ENCODER_TYPE_VEC,
 191        VC4_ENCODER_TYPE_DSI0,
 192        VC4_ENCODER_TYPE_DSI1,
 193        VC4_ENCODER_TYPE_SMI,
 194        VC4_ENCODER_TYPE_DPI,
 195};
 196
 197struct vc4_encoder {
 198        struct drm_encoder base;
 199        enum vc4_encoder_type type;
 200        u32 clock_select;
 201};
 202
 203static inline struct vc4_encoder *
 204to_vc4_encoder(struct drm_encoder *encoder)
 205{
 206        return container_of(encoder, struct vc4_encoder, base);
 207}
 208
 209#define V3D_READ(offset) readl(vc4->v3d->regs + offset)
 210#define V3D_WRITE(offset, val) writel(val, vc4->v3d->regs + offset)
 211#define HVS_READ(offset) readl(vc4->hvs->regs + offset)
 212#define HVS_WRITE(offset, val) writel(val, vc4->hvs->regs + offset)
 213
 214struct vc4_exec_info {
 215        /* Sequence number for this bin/render job. */
 216        uint64_t seqno;
 217
 218        /* Last current addresses the hardware was processing when the
 219         * hangcheck timer checked on us.
 220         */
 221        uint32_t last_ct0ca, last_ct1ca;
 222
 223        /* Kernel-space copy of the ioctl arguments */
 224        struct drm_vc4_submit_cl *args;
 225
 226        /* This is the array of BOs that were looked up at the start of exec.
 227         * Command validation will use indices into this array.
 228         */
 229        struct drm_gem_cma_object **bo;
 230        uint32_t bo_count;
 231
 232        /* Pointers for our position in vc4->job_list */
 233        struct list_head head;
 234
 235        /* List of other BOs used in the job that need to be released
 236         * once the job is complete.
 237         */
 238        struct list_head unref_list;
 239
 240        /* Current unvalidated indices into @bo loaded by the non-hardware
 241         * VC4_PACKET_GEM_HANDLES.
 242         */
 243        uint32_t bo_index[2];
 244
 245        /* This is the BO where we store the validated command lists, shader
 246         * records, and uniforms.
 247         */
 248        struct drm_gem_cma_object *exec_bo;
 249
 250        /**
 251         * This tracks the per-shader-record state (packet 64) that
 252         * determines the length of the shader record and the offset
 253         * it's expected to be found at.  It gets read in from the
 254         * command lists.
 255         */
 256        struct vc4_shader_state {
 257                uint32_t addr;
 258                /* Maximum vertex index referenced by any primitive using this
 259                 * shader state.
 260                 */
 261                uint32_t max_index;
 262        } *shader_state;
 263
 264        /** How many shader states the user declared they were using. */
 265        uint32_t shader_state_size;
 266        /** How many shader state records the validator has seen. */
 267        uint32_t shader_state_count;
 268
 269        bool found_tile_binning_mode_config_packet;
 270        bool found_start_tile_binning_packet;
 271        bool found_increment_semaphore_packet;
 272        bool found_flush;
 273        uint8_t bin_tiles_x, bin_tiles_y;
 274        struct drm_gem_cma_object *tile_bo;
 275        uint32_t tile_alloc_offset;
 276
 277        /**
 278         * Computed addresses pointing into exec_bo where we start the
 279         * bin thread (ct0) and render thread (ct1).
 280         */
 281        uint32_t ct0ca, ct0ea;
 282        uint32_t ct1ca, ct1ea;
 283
 284        /* Pointer to the unvalidated bin CL (if present). */
 285        void *bin_u;
 286
 287        /* Pointers to the shader recs.  These paddr gets incremented as CL
 288         * packets are relocated in validate_gl_shader_state, and the vaddrs
 289         * (u and v) get incremented and size decremented as the shader recs
 290         * themselves are validated.
 291         */
 292        void *shader_rec_u;
 293        void *shader_rec_v;
 294        uint32_t shader_rec_p;
 295        uint32_t shader_rec_size;
 296
 297        /* Pointers to the uniform data.  These pointers are incremented, and
 298         * size decremented, as each batch of uniforms is uploaded.
 299         */
 300        void *uniforms_u;
 301        void *uniforms_v;
 302        uint32_t uniforms_p;
 303        uint32_t uniforms_size;
 304};
 305
 306static inline struct vc4_exec_info *
 307vc4_first_bin_job(struct vc4_dev *vc4)
 308{
 309        if (list_empty(&vc4->bin_job_list))
 310                return NULL;
 311        return list_first_entry(&vc4->bin_job_list, struct vc4_exec_info, head);
 312}
 313
 314static inline struct vc4_exec_info *
 315vc4_first_render_job(struct vc4_dev *vc4)
 316{
 317        if (list_empty(&vc4->render_job_list))
 318                return NULL;
 319        return list_first_entry(&vc4->render_job_list,
 320                                struct vc4_exec_info, head);
 321}
 322
 323/**
 324 * struct vc4_texture_sample_info - saves the offsets into the UBO for texture
 325 * setup parameters.
 326 *
 327 * This will be used at draw time to relocate the reference to the texture
 328 * contents in p0, and validate that the offset combined with
 329 * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
 330 * Note that the hardware treats unprovided config parameters as 0, so not all
 331 * of them need to be set up for every texure sample, and we'll store ~0 as
 332 * the offset to mark the unused ones.
 333 *
 334 * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
 335 * Setup") for definitions of the texture parameters.
 336 */
 337struct vc4_texture_sample_info {
 338        bool is_direct;
 339        uint32_t p_offset[4];
 340};
 341
 342/**
 343 * struct vc4_validated_shader_info - information about validated shaders that
 344 * needs to be used from command list validation.
 345 *
 346 * For a given shader, each time a shader state record references it, we need
 347 * to verify that the shader doesn't read more uniforms than the shader state
 348 * record's uniform BO pointer can provide, and we need to apply relocations
 349 * and validate the shader state record's uniforms that define the texture
 350 * samples.
 351 */
 352struct vc4_validated_shader_info {
 353        uint32_t uniforms_size;
 354        uint32_t uniforms_src_size;
 355        uint32_t num_texture_samples;
 356        struct vc4_texture_sample_info *texture_samples;
 357};
 358
 359/**
 360 * _wait_for - magic (register) wait macro
 361 *
 362 * Does the right thing for modeset paths when run under kdgb or similar atomic
 363 * contexts. Note that it's important that we check the condition again after
 364 * having timed out, since the timeout could be due to preemption or similar and
 365 * we've never had a chance to check the condition before the timeout.
 366 */
 367#define _wait_for(COND, MS, W) ({ \
 368        unsigned long timeout__ = jiffies + msecs_to_jiffies(MS) + 1;   \
 369        int ret__ = 0;                                                  \
 370        while (!(COND)) {                                               \
 371                if (time_after(jiffies, timeout__)) {                   \
 372                        if (!(COND))                                    \
 373                                ret__ = -ETIMEDOUT;                     \
 374                        break;                                          \
 375                }                                                       \
 376                if (W && drm_can_sleep())  {                            \
 377                        msleep(W);                                      \
 378                } else {                                                \
 379                        cpu_relax();                                    \
 380                }                                                       \
 381        }                                                               \
 382        ret__;                                                          \
 383})
 384
 385#define wait_for(COND, MS) _wait_for(COND, MS, 1)
 386
 387/* vc4_bo.c */
 388struct drm_gem_object *vc4_create_object(struct drm_device *dev, size_t size);
 389void vc4_free_object(struct drm_gem_object *gem_obj);
 390struct vc4_bo *vc4_bo_create(struct drm_device *dev, size_t size,
 391                             bool from_cache);
 392int vc4_dumb_create(struct drm_file *file_priv,
 393                    struct drm_device *dev,
 394                    struct drm_mode_create_dumb *args);
 395struct dma_buf *vc4_prime_export(struct drm_device *dev,
 396                                 struct drm_gem_object *obj, int flags);
 397int vc4_create_bo_ioctl(struct drm_device *dev, void *data,
 398                        struct drm_file *file_priv);
 399int vc4_create_shader_bo_ioctl(struct drm_device *dev, void *data,
 400                               struct drm_file *file_priv);
 401int vc4_mmap_bo_ioctl(struct drm_device *dev, void *data,
 402                      struct drm_file *file_priv);
 403int vc4_get_hang_state_ioctl(struct drm_device *dev, void *data,
 404                             struct drm_file *file_priv);
 405int vc4_mmap(struct file *filp, struct vm_area_struct *vma);
 406int vc4_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma);
 407void *vc4_prime_vmap(struct drm_gem_object *obj);
 408void vc4_bo_cache_init(struct drm_device *dev);
 409void vc4_bo_cache_destroy(struct drm_device *dev);
 410int vc4_bo_stats_debugfs(struct seq_file *m, void *arg);
 411
 412/* vc4_crtc.c */
 413extern struct platform_driver vc4_crtc_driver;
 414int vc4_enable_vblank(struct drm_device *dev, unsigned int crtc_id);
 415void vc4_disable_vblank(struct drm_device *dev, unsigned int crtc_id);
 416int vc4_crtc_debugfs_regs(struct seq_file *m, void *arg);
 417
 418/* vc4_debugfs.c */
 419int vc4_debugfs_init(struct drm_minor *minor);
 420void vc4_debugfs_cleanup(struct drm_minor *minor);
 421
 422/* vc4_drv.c */
 423void __iomem *vc4_ioremap_regs(struct platform_device *dev, int index);
 424
 425/* vc4_gem.c */
 426void vc4_gem_init(struct drm_device *dev);
 427void vc4_gem_destroy(struct drm_device *dev);
 428int vc4_submit_cl_ioctl(struct drm_device *dev, void *data,
 429                        struct drm_file *file_priv);
 430int vc4_wait_seqno_ioctl(struct drm_device *dev, void *data,
 431                         struct drm_file *file_priv);
 432int vc4_wait_bo_ioctl(struct drm_device *dev, void *data,
 433                      struct drm_file *file_priv);
 434void vc4_submit_next_bin_job(struct drm_device *dev);
 435void vc4_submit_next_render_job(struct drm_device *dev);
 436void vc4_move_job_to_render(struct drm_device *dev, struct vc4_exec_info *exec);
 437int vc4_wait_for_seqno(struct drm_device *dev, uint64_t seqno,
 438                       uint64_t timeout_ns, bool interruptible);
 439void vc4_job_handle_completed(struct vc4_dev *vc4);
 440int vc4_queue_seqno_cb(struct drm_device *dev,
 441                       struct vc4_seqno_cb *cb, uint64_t seqno,
 442                       void (*func)(struct vc4_seqno_cb *cb));
 443
 444/* vc4_hdmi.c */
 445extern struct platform_driver vc4_hdmi_driver;
 446int vc4_hdmi_debugfs_regs(struct seq_file *m, void *unused);
 447
 448/* vc4_irq.c */
 449irqreturn_t vc4_irq(int irq, void *arg);
 450void vc4_irq_preinstall(struct drm_device *dev);
 451int vc4_irq_postinstall(struct drm_device *dev);
 452void vc4_irq_uninstall(struct drm_device *dev);
 453void vc4_irq_reset(struct drm_device *dev);
 454
 455/* vc4_hvs.c */
 456extern struct platform_driver vc4_hvs_driver;
 457void vc4_hvs_dump_state(struct drm_device *dev);
 458int vc4_hvs_debugfs_regs(struct seq_file *m, void *unused);
 459
 460/* vc4_kms.c */
 461int vc4_kms_load(struct drm_device *dev);
 462
 463/* vc4_plane.c */
 464struct drm_plane *vc4_plane_init(struct drm_device *dev,
 465                                 enum drm_plane_type type);
 466u32 vc4_plane_write_dlist(struct drm_plane *plane, u32 __iomem *dlist);
 467u32 vc4_plane_dlist_size(struct drm_plane_state *state);
 468void vc4_plane_async_set_fb(struct drm_plane *plane,
 469                            struct drm_framebuffer *fb);
 470
 471/* vc4_v3d.c */
 472extern struct platform_driver vc4_v3d_driver;
 473int vc4_v3d_debugfs_ident(struct seq_file *m, void *unused);
 474int vc4_v3d_debugfs_regs(struct seq_file *m, void *unused);
 475
 476/* vc4_validate.c */
 477int
 478vc4_validate_bin_cl(struct drm_device *dev,
 479                    void *validated,
 480                    void *unvalidated,
 481                    struct vc4_exec_info *exec);
 482
 483int
 484vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec);
 485
 486struct drm_gem_cma_object *vc4_use_bo(struct vc4_exec_info *exec,
 487                                      uint32_t hindex);
 488
 489int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec);
 490
 491bool vc4_check_tex_size(struct vc4_exec_info *exec,
 492                        struct drm_gem_cma_object *fbo,
 493                        uint32_t offset, uint8_t tiling_format,
 494                        uint32_t width, uint32_t height, uint8_t cpp);
 495
 496/* vc4_validate_shader.c */
 497struct vc4_validated_shader_info *
 498vc4_validate_shader(struct drm_gem_cma_object *shader_obj);
 499