diff options
Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
-rw-r--r-- | drivers/gpu/drm/v3d/v3d_sched.c | 228 |
1 files changed, 228 insertions, 0 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c new file mode 100644 index 000000000000..b07bece9417d --- /dev/null +++ b/drivers/gpu/drm/v3d/v3d_sched.c @@ -0,0 +1,228 @@ +// 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 round-robin between clients to submit the next job. + * + * 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 + * v3d_job_dependency() to manage the dependency between bin and + * render, instead of having the clients submit jobs with using the + * HW's semaphores to interlock between them. + */ + +#include <linux/kthread.h> + +#include "v3d_drv.h" +#include "v3d_regs.h" +#include "v3d_trace.h" + +static struct v3d_job * +to_v3d_job(struct drm_sched_job *sched_job) +{ + return container_of(sched_job, struct v3d_job, base); +} + +static void +v3d_job_free(struct drm_sched_job *sched_job) +{ + struct v3d_job *job = to_v3d_job(sched_job); + + v3d_exec_put(job->exec); +} + +/** + * Returns the fences that the bin job depends on, one by one. + * v3d_job_run() won't be called until all of them have been signaled. + */ +static struct dma_fence * +v3d_job_dependency(struct drm_sched_job *sched_job, + struct drm_sched_entity *s_entity) +{ + struct v3d_job *job = to_v3d_job(sched_job); + struct v3d_exec_info *exec = job->exec; + enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER; + struct dma_fence *fence; + + fence = job->in_fence; + if (fence) { + job->in_fence = NULL; + return fence; + } + + if (q == V3D_RENDER) { + /* If we had a bin job, the render job definitely depends on + * it. We first have to wait for bin to be scheduled, so that + * its done_fence is created. + */ + fence = exec->bin_done_fence; + if (fence) { + exec->bin_done_fence = NULL; + return fence; + } + } + + /* XXX: Wait on a fence for switching the GMP if necessary, + * and then do so. + */ + + return fence; +} + +static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job) +{ + struct v3d_job *job = to_v3d_job(sched_job); + struct v3d_exec_info *exec = job->exec; + enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER; + struct v3d_dev *v3d = exec->v3d; + struct drm_device *dev = &v3d->drm; + struct dma_fence *fence; + unsigned long irqflags; + + if (unlikely(job->base.s_fence->finished.error)) + return NULL; + + /* Lock required around bin_job update vs + * v3d_overflow_mem_work(). + */ + spin_lock_irqsave(&v3d->job_lock, irqflags); + if (q == V3D_BIN) { + v3d->bin_job = job->exec; + + /* 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); + } else { + v3d->render_job = job->exec; + } + spin_unlock_irqrestore(&v3d->job_lock, irqflags); + + /* Can we avoid this flush when q==RENDER? 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, q); + if (!fence) + return fence; + + if (job->done_fence) + dma_fence_put(job->done_fence); + job->done_fence = dma_fence_get(fence); + + trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno, + job->start, job->end); + + if (q == V3D_BIN) { + if (exec->qma) { + V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma); + V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms); + } + if (exec->qts) { + V3D_CORE_WRITE(0, V3D_CLE_CT0QTS, + V3D_CLE_CT0QTS_ENABLE | + exec->qts); + } + } else { + /* 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_CTNQBA(q), job->start); + V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end); + + return fence; +} + +static void +v3d_job_timedout(struct drm_sched_job *sched_job) +{ + struct v3d_job *job = to_v3d_job(sched_job); + struct v3d_exec_info *exec = job->exec; + struct v3d_dev *v3d = exec->v3d; + enum v3d_queue q; + + mutex_lock(&v3d->reset_lock); + + /* block scheduler */ + for (q = 0; q < V3D_MAX_QUEUES; q++) { + struct drm_gpu_scheduler *sched = &v3d->queue[q].sched; + + kthread_park(sched->thread); + drm_sched_hw_job_reset(sched, (sched_job->sched == sched ? + sched_job : NULL)); + } + + /* get the GPU back into the init state */ + v3d_reset(v3d); + + /* Unblock schedulers and restart their jobs. */ + for (q = 0; q < V3D_MAX_QUEUES; q++) { + drm_sched_job_recovery(&v3d->queue[q].sched); + kthread_unpark(v3d->queue[q].sched.thread); + } + + mutex_unlock(&v3d->reset_lock); +} + +static const struct drm_sched_backend_ops v3d_sched_ops = { + .dependency = v3d_job_dependency, + .run_job = v3d_job_run, + .timedout_job = v3d_job_timedout, + .free_job = v3d_job_free +}; + +int +v3d_sched_init(struct v3d_dev *v3d) +{ + int hw_jobs_limit = 1; + int job_hang_limit = 0; + int hang_limit_ms = 500; + int ret; + + ret = drm_sched_init(&v3d->queue[V3D_BIN].sched, + &v3d_sched_ops, + hw_jobs_limit, job_hang_limit, + msecs_to_jiffies(hang_limit_ms), + "v3d_bin"); + if (ret) { + dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret); + return ret; + } + + ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched, + &v3d_sched_ops, + hw_jobs_limit, job_hang_limit, + msecs_to_jiffies(hang_limit_ms), + "v3d_render"); + if (ret) { + dev_err(v3d->dev, "Failed to create render scheduler: %d.", + ret); + drm_sched_fini(&v3d->queue[V3D_BIN].sched); + return ret; + } + + return 0; +} + +void +v3d_sched_fini(struct v3d_dev *v3d) +{ + enum v3d_queue q; + + for (q = 0; q < V3D_MAX_QUEUES; q++) + drm_sched_fini(&v3d->queue[q].sched); +} |