linux/drivers/gpu/drm/v3d/v3d_sched.c
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   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 * drm_sched_job_add_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
  27static struct v3d_job *
  28to_v3d_job(struct drm_sched_job *sched_job)
  29{
  30        return container_of(sched_job, struct v3d_job, base);
  31}
  32
  33static struct v3d_bin_job *
  34to_bin_job(struct drm_sched_job *sched_job)
  35{
  36        return container_of(sched_job, struct v3d_bin_job, base.base);
  37}
  38
  39static struct v3d_render_job *
  40to_render_job(struct drm_sched_job *sched_job)
  41{
  42        return container_of(sched_job, struct v3d_render_job, base.base);
  43}
  44
  45static struct v3d_tfu_job *
  46to_tfu_job(struct drm_sched_job *sched_job)
  47{
  48        return container_of(sched_job, struct v3d_tfu_job, base.base);
  49}
  50
  51static struct v3d_csd_job *
  52to_csd_job(struct drm_sched_job *sched_job)
  53{
  54        return container_of(sched_job, struct v3d_csd_job, base.base);
  55}
  56
  57static void
  58v3d_sched_job_free(struct drm_sched_job *sched_job)
  59{
  60        struct v3d_job *job = to_v3d_job(sched_job);
  61
  62        v3d_job_cleanup(job);
  63}
  64
  65static void
  66v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
  67{
  68        if (job->perfmon != v3d->active_perfmon)
  69                v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
  70
  71        if (job->perfmon && v3d->active_perfmon != job->perfmon)
  72                v3d_perfmon_start(v3d, job->perfmon);
  73}
  74
  75static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
  76{
  77        struct v3d_bin_job *job = to_bin_job(sched_job);
  78        struct v3d_dev *v3d = job->base.v3d;
  79        struct drm_device *dev = &v3d->drm;
  80        struct dma_fence *fence;
  81        unsigned long irqflags;
  82
  83        if (unlikely(job->base.base.s_fence->finished.error))
  84                return NULL;
  85
  86        /* Lock required around bin_job update vs
  87         * v3d_overflow_mem_work().
  88         */
  89        spin_lock_irqsave(&v3d->job_lock, irqflags);
  90        v3d->bin_job = job;
  91        /* Clear out the overflow allocation, so we don't
  92         * reuse the overflow attached to a previous job.
  93         */
  94        V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
  95        spin_unlock_irqrestore(&v3d->job_lock, irqflags);
  96
  97        v3d_invalidate_caches(v3d);
  98
  99        fence = v3d_fence_create(v3d, V3D_BIN);
 100        if (IS_ERR(fence))
 101                return NULL;
 102
 103        if (job->base.irq_fence)
 104                dma_fence_put(job->base.irq_fence);
 105        job->base.irq_fence = dma_fence_get(fence);
 106
 107        trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
 108                            job->start, job->end);
 109
 110        v3d_switch_perfmon(v3d, &job->base);
 111
 112        /* Set the current and end address of the control list.
 113         * Writing the end register is what starts the job.
 114         */
 115        if (job->qma) {
 116                V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
 117                V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
 118        }
 119        if (job->qts) {
 120                V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
 121                               V3D_CLE_CT0QTS_ENABLE |
 122                               job->qts);
 123        }
 124        V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
 125        V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
 126
 127        return fence;
 128}
 129
 130static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
 131{
 132        struct v3d_render_job *job = to_render_job(sched_job);
 133        struct v3d_dev *v3d = job->base.v3d;
 134        struct drm_device *dev = &v3d->drm;
 135        struct dma_fence *fence;
 136
 137        if (unlikely(job->base.base.s_fence->finished.error))
 138                return NULL;
 139
 140        v3d->render_job = job;
 141
 142        /* Can we avoid this flush?  We need to be careful of
 143         * scheduling, though -- imagine job0 rendering to texture and
 144         * job1 reading, and them being executed as bin0, bin1,
 145         * render0, render1, so that render1's flush at bin time
 146         * wasn't enough.
 147         */
 148        v3d_invalidate_caches(v3d);
 149
 150        fence = v3d_fence_create(v3d, V3D_RENDER);
 151        if (IS_ERR(fence))
 152                return NULL;
 153
 154        if (job->base.irq_fence)
 155                dma_fence_put(job->base.irq_fence);
 156        job->base.irq_fence = dma_fence_get(fence);
 157
 158        trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
 159                            job->start, job->end);
 160
 161        v3d_switch_perfmon(v3d, &job->base);
 162
 163        /* XXX: Set the QCFG */
 164
 165        /* Set the current and end address of the control list.
 166         * Writing the end register is what starts the job.
 167         */
 168        V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
 169        V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
 170
 171        return fence;
 172}
 173
 174static struct dma_fence *
 175v3d_tfu_job_run(struct drm_sched_job *sched_job)
 176{
 177        struct v3d_tfu_job *job = to_tfu_job(sched_job);
 178        struct v3d_dev *v3d = job->base.v3d;
 179        struct drm_device *dev = &v3d->drm;
 180        struct dma_fence *fence;
 181
 182        fence = v3d_fence_create(v3d, V3D_TFU);
 183        if (IS_ERR(fence))
 184                return NULL;
 185
 186        v3d->tfu_job = job;
 187        if (job->base.irq_fence)
 188                dma_fence_put(job->base.irq_fence);
 189        job->base.irq_fence = dma_fence_get(fence);
 190
 191        trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
 192
 193        V3D_WRITE(V3D_TFU_IIA, job->args.iia);
 194        V3D_WRITE(V3D_TFU_IIS, job->args.iis);
 195        V3D_WRITE(V3D_TFU_ICA, job->args.ica);
 196        V3D_WRITE(V3D_TFU_IUA, job->args.iua);
 197        V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
 198        V3D_WRITE(V3D_TFU_IOS, job->args.ios);
 199        V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
 200        if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
 201                V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
 202                V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
 203                V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
 204        }
 205        /* ICFG kicks off the job. */
 206        V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
 207
 208        return fence;
 209}
 210
 211static struct dma_fence *
 212v3d_csd_job_run(struct drm_sched_job *sched_job)
 213{
 214        struct v3d_csd_job *job = to_csd_job(sched_job);
 215        struct v3d_dev *v3d = job->base.v3d;
 216        struct drm_device *dev = &v3d->drm;
 217        struct dma_fence *fence;
 218        int i;
 219
 220        v3d->csd_job = job;
 221
 222        v3d_invalidate_caches(v3d);
 223
 224        fence = v3d_fence_create(v3d, V3D_CSD);
 225        if (IS_ERR(fence))
 226                return NULL;
 227
 228        if (job->base.irq_fence)
 229                dma_fence_put(job->base.irq_fence);
 230        job->base.irq_fence = dma_fence_get(fence);
 231
 232        trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
 233
 234        v3d_switch_perfmon(v3d, &job->base);
 235
 236        for (i = 1; i <= 6; i++)
 237                V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
 238        /* CFG0 write kicks off the job. */
 239        V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
 240
 241        return fence;
 242}
 243
 244static struct dma_fence *
 245v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
 246{
 247        struct v3d_job *job = to_v3d_job(sched_job);
 248        struct v3d_dev *v3d = job->v3d;
 249
 250        v3d_clean_caches(v3d);
 251
 252        return NULL;
 253}
 254
 255static enum drm_gpu_sched_stat
 256v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
 257{
 258        enum v3d_queue q;
 259
 260        mutex_lock(&v3d->reset_lock);
 261
 262        /* block scheduler */
 263        for (q = 0; q < V3D_MAX_QUEUES; q++)
 264                drm_sched_stop(&v3d->queue[q].sched, sched_job);
 265
 266        if (sched_job)
 267                drm_sched_increase_karma(sched_job);
 268
 269        /* get the GPU back into the init state */
 270        v3d_reset(v3d);
 271
 272        for (q = 0; q < V3D_MAX_QUEUES; q++)
 273                drm_sched_resubmit_jobs(&v3d->queue[q].sched);
 274
 275        /* Unblock schedulers and restart their jobs. */
 276        for (q = 0; q < V3D_MAX_QUEUES; q++) {
 277                drm_sched_start(&v3d->queue[q].sched, true);
 278        }
 279
 280        mutex_unlock(&v3d->reset_lock);
 281
 282        return DRM_GPU_SCHED_STAT_NOMINAL;
 283}
 284
 285/* If the current address or return address have changed, then the GPU
 286 * has probably made progress and we should delay the reset.  This
 287 * could fail if the GPU got in an infinite loop in the CL, but that
 288 * is pretty unlikely outside of an i-g-t testcase.
 289 */
 290static enum drm_gpu_sched_stat
 291v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
 292                    u32 *timedout_ctca, u32 *timedout_ctra)
 293{
 294        struct v3d_job *job = to_v3d_job(sched_job);
 295        struct v3d_dev *v3d = job->v3d;
 296        u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
 297        u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
 298
 299        if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
 300                *timedout_ctca = ctca;
 301                *timedout_ctra = ctra;
 302                return DRM_GPU_SCHED_STAT_NOMINAL;
 303        }
 304
 305        return v3d_gpu_reset_for_timeout(v3d, sched_job);
 306}
 307
 308static enum drm_gpu_sched_stat
 309v3d_bin_job_timedout(struct drm_sched_job *sched_job)
 310{
 311        struct v3d_bin_job *job = to_bin_job(sched_job);
 312
 313        return v3d_cl_job_timedout(sched_job, V3D_BIN,
 314                                   &job->timedout_ctca, &job->timedout_ctra);
 315}
 316
 317static enum drm_gpu_sched_stat
 318v3d_render_job_timedout(struct drm_sched_job *sched_job)
 319{
 320        struct v3d_render_job *job = to_render_job(sched_job);
 321
 322        return v3d_cl_job_timedout(sched_job, V3D_RENDER,
 323                                   &job->timedout_ctca, &job->timedout_ctra);
 324}
 325
 326static enum drm_gpu_sched_stat
 327v3d_generic_job_timedout(struct drm_sched_job *sched_job)
 328{
 329        struct v3d_job *job = to_v3d_job(sched_job);
 330
 331        return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
 332}
 333
 334static enum drm_gpu_sched_stat
 335v3d_csd_job_timedout(struct drm_sched_job *sched_job)
 336{
 337        struct v3d_csd_job *job = to_csd_job(sched_job);
 338        struct v3d_dev *v3d = job->base.v3d;
 339        u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
 340
 341        /* If we've made progress, skip reset and let the timer get
 342         * rearmed.
 343         */
 344        if (job->timedout_batches != batches) {
 345                job->timedout_batches = batches;
 346                return DRM_GPU_SCHED_STAT_NOMINAL;
 347        }
 348
 349        return v3d_gpu_reset_for_timeout(v3d, sched_job);
 350}
 351
 352static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
 353        .run_job = v3d_bin_job_run,
 354        .timedout_job = v3d_bin_job_timedout,
 355        .free_job = v3d_sched_job_free,
 356};
 357
 358static const struct drm_sched_backend_ops v3d_render_sched_ops = {
 359        .run_job = v3d_render_job_run,
 360        .timedout_job = v3d_render_job_timedout,
 361        .free_job = v3d_sched_job_free,
 362};
 363
 364static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
 365        .run_job = v3d_tfu_job_run,
 366        .timedout_job = v3d_generic_job_timedout,
 367        .free_job = v3d_sched_job_free,
 368};
 369
 370static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
 371        .run_job = v3d_csd_job_run,
 372        .timedout_job = v3d_csd_job_timedout,
 373        .free_job = v3d_sched_job_free
 374};
 375
 376static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
 377        .run_job = v3d_cache_clean_job_run,
 378        .timedout_job = v3d_generic_job_timedout,
 379        .free_job = v3d_sched_job_free
 380};
 381
 382int
 383v3d_sched_init(struct v3d_dev *v3d)
 384{
 385        int hw_jobs_limit = 1;
 386        int job_hang_limit = 0;
 387        int hang_limit_ms = 500;
 388        int ret;
 389
 390        ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
 391                             &v3d_bin_sched_ops,
 392                             hw_jobs_limit, job_hang_limit,
 393                             msecs_to_jiffies(hang_limit_ms), NULL,
 394                             NULL, "v3d_bin", v3d->drm.dev);
 395        if (ret)
 396                return ret;
 397
 398        ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
 399                             &v3d_render_sched_ops,
 400                             hw_jobs_limit, job_hang_limit,
 401                             msecs_to_jiffies(hang_limit_ms), NULL,
 402                             NULL, "v3d_render", v3d->drm.dev);
 403        if (ret)
 404                goto fail;
 405
 406        ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
 407                             &v3d_tfu_sched_ops,
 408                             hw_jobs_limit, job_hang_limit,
 409                             msecs_to_jiffies(hang_limit_ms), NULL,
 410                             NULL, "v3d_tfu", v3d->drm.dev);
 411        if (ret)
 412                goto fail;
 413
 414        if (v3d_has_csd(v3d)) {
 415                ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
 416                                     &v3d_csd_sched_ops,
 417                                     hw_jobs_limit, job_hang_limit,
 418                                     msecs_to_jiffies(hang_limit_ms), NULL,
 419                                     NULL, "v3d_csd", v3d->drm.dev);
 420                if (ret)
 421                        goto fail;
 422
 423                ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
 424                                     &v3d_cache_clean_sched_ops,
 425                                     hw_jobs_limit, job_hang_limit,
 426                                     msecs_to_jiffies(hang_limit_ms), NULL,
 427                                     NULL, "v3d_cache_clean", v3d->drm.dev);
 428                if (ret)
 429                        goto fail;
 430        }
 431
 432        return 0;
 433
 434fail:
 435        v3d_sched_fini(v3d);
 436        return ret;
 437}
 438
 439void
 440v3d_sched_fini(struct v3d_dev *v3d)
 441{
 442        enum v3d_queue q;
 443
 444        for (q = 0; q < V3D_MAX_QUEUES; q++) {
 445                if (v3d->queue[q].sched.ready)
 446                        drm_sched_fini(&v3d->queue[q].sched);
 447        }
 448}
 449