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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}