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path: root/drivers/gpu/drm/v3d/v3d_drv.h
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Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_drv.h')
-rw-r--r--drivers/gpu/drm/v3d/v3d_drv.h294
1 files changed, 294 insertions, 0 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_drv.h b/drivers/gpu/drm/v3d/v3d_drv.h
new file mode 100644
index 000000000000..a043ac3aae98
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_drv.h
@@ -0,0 +1,294 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2015-2018 Broadcom */
+
+#include <linux/reservation.h>
+#include <drm/drmP.h>
+#include <drm/drm_encoder.h>
+#include <drm/drm_gem.h>
+#include <drm/gpu_scheduler.h>
+
+#define GMP_GRANULARITY (128 * 1024)
+
+/* Enum for each of the V3D queues. We maintain various queue
+ * tracking as an array because at some point we'll want to support
+ * the TFU (texture formatting unit) as another queue.
+ */
+enum v3d_queue {
+ V3D_BIN,
+ V3D_RENDER,
+};
+
+#define V3D_MAX_QUEUES (V3D_RENDER + 1)
+
+struct v3d_queue_state {
+ struct drm_gpu_scheduler sched;
+
+ u64 fence_context;
+ u64 emit_seqno;
+ u64 finished_seqno;
+};
+
+struct v3d_dev {
+ struct drm_device drm;
+
+ /* Short representation (e.g. 33, 41) of the V3D tech version
+ * and revision.
+ */
+ int ver;
+
+ struct device *dev;
+ struct platform_device *pdev;
+ void __iomem *hub_regs;
+ void __iomem *core_regs[3];
+ void __iomem *bridge_regs;
+ void __iomem *gca_regs;
+ struct clk *clk;
+
+ /* Virtual and DMA addresses of the single shared page table. */
+ volatile u32 *pt;
+ dma_addr_t pt_paddr;
+
+ /* Virtual and DMA addresses of the MMU's scratch page. When
+ * a read or write is invalid in the MMU, it will be
+ * redirected here.
+ */
+ void *mmu_scratch;
+ dma_addr_t mmu_scratch_paddr;
+
+ /* Number of V3D cores. */
+ u32 cores;
+
+ /* Allocator managing the address space. All units are in
+ * number of pages.
+ */
+ struct drm_mm mm;
+ spinlock_t mm_lock;
+
+ struct work_struct overflow_mem_work;
+
+ struct v3d_exec_info *bin_job;
+ struct v3d_exec_info *render_job;
+
+ struct v3d_queue_state queue[V3D_MAX_QUEUES];
+
+ /* Spinlock used to synchronize the overflow memory
+ * management against bin job submission.
+ */
+ spinlock_t job_lock;
+
+ /* Protects bo_stats */
+ struct mutex bo_lock;
+
+ /* Lock taken when resetting the GPU, to keep multiple
+ * processes from trying to park the scheduler threads and
+ * reset at once.
+ */
+ struct mutex reset_lock;
+
+ struct {
+ u32 num_allocated;
+ u32 pages_allocated;
+ } bo_stats;
+};
+
+static inline struct v3d_dev *
+to_v3d_dev(struct drm_device *dev)
+{
+ return (struct v3d_dev *)dev->dev_private;
+}
+
+/* The per-fd struct, which tracks the MMU mappings. */
+struct v3d_file_priv {
+ struct v3d_dev *v3d;
+
+ struct drm_sched_entity sched_entity[V3D_MAX_QUEUES];
+};
+
+/* Tracks a mapping of a BO into a per-fd address space */
+struct v3d_vma {
+ struct v3d_page_table *pt;
+ struct list_head list; /* entry in v3d_bo.vmas */
+};
+
+struct v3d_bo {
+ struct drm_gem_object base;
+
+ struct mutex lock;
+
+ struct drm_mm_node node;
+
+ u32 pages_refcount;
+ struct page **pages;
+ struct sg_table *sgt;
+ void *vaddr;
+
+ struct list_head vmas; /* list of v3d_vma */
+
+ /* List entry for the BO's position in
+ * v3d_exec_info->unref_list
+ */
+ struct list_head unref_head;
+
+ /* normally (resv == &_resv) except for imported bo's */
+ struct reservation_object *resv;
+ struct reservation_object _resv;
+};
+
+static inline struct v3d_bo *
+to_v3d_bo(struct drm_gem_object *bo)
+{
+ return (struct v3d_bo *)bo;
+}
+
+struct v3d_fence {
+ struct dma_fence base;
+ struct drm_device *dev;
+ /* v3d seqno for signaled() test */
+ u64 seqno;
+ enum v3d_queue queue;
+};
+
+static inline struct v3d_fence *
+to_v3d_fence(struct dma_fence *fence)
+{
+ return (struct v3d_fence *)fence;
+}
+
+#define V3D_READ(offset) readl(v3d->hub_regs + offset)
+#define V3D_WRITE(offset, val) writel(val, v3d->hub_regs + offset)
+
+#define V3D_BRIDGE_READ(offset) readl(v3d->bridge_regs + offset)
+#define V3D_BRIDGE_WRITE(offset, val) writel(val, v3d->bridge_regs + offset)
+
+#define V3D_GCA_READ(offset) readl(v3d->gca_regs + offset)
+#define V3D_GCA_WRITE(offset, val) writel(val, v3d->gca_regs + offset)
+
+#define V3D_CORE_READ(core, offset) readl(v3d->core_regs[core] + offset)
+#define V3D_CORE_WRITE(core, offset, val) writel(val, v3d->core_regs[core] + offset)
+
+struct v3d_job {
+ struct drm_sched_job base;
+
+ struct v3d_exec_info *exec;
+
+ /* An optional fence userspace can pass in for the job to depend on. */
+ struct dma_fence *in_fence;
+
+ /* v3d fence to be signaled by IRQ handler when the job is complete. */
+ struct dma_fence *done_fence;
+
+ /* GPU virtual addresses of the start/end of the CL job. */
+ u32 start, end;
+};
+
+struct v3d_exec_info {
+ struct v3d_dev *v3d;
+
+ struct v3d_job bin, render;
+
+ /* Fence for when the scheduler considers the binner to be
+ * done, for render to depend on.
+ */
+ struct dma_fence *bin_done_fence;
+
+ struct kref refcount;
+
+ /* This is the array of BOs that were looked up at the start of exec. */
+ struct v3d_bo **bo;
+ u32 bo_count;
+
+ /* List of overflow BOs used in the job that need to be
+ * released once the job is complete.
+ */
+ struct list_head unref_list;
+
+ /* Submitted tile memory allocation start/size, tile state. */
+ u32 qma, qms, qts;
+};
+
+/**
+ * _wait_for - magic (register) wait macro
+ *
+ * Does the right thing for modeset paths when run under kdgb or similar atomic
+ * contexts. Note that it's important that we check the condition again after
+ * having timed out, since the timeout could be due to preemption or similar and
+ * we've never had a chance to check the condition before the timeout.
+ */
+#define wait_for(COND, MS) ({ \
+ unsigned long timeout__ = jiffies + msecs_to_jiffies(MS) + 1; \
+ int ret__ = 0; \
+ while (!(COND)) { \
+ if (time_after(jiffies, timeout__)) { \
+ if (!(COND)) \
+ ret__ = -ETIMEDOUT; \
+ break; \
+ } \
+ msleep(1); \
+ } \
+ ret__; \
+})
+
+static inline unsigned long nsecs_to_jiffies_timeout(const u64 n)
+{
+ /* nsecs_to_jiffies64() does not guard against overflow */
+ if (NSEC_PER_SEC % HZ &&
+ div_u64(n, NSEC_PER_SEC) >= MAX_JIFFY_OFFSET / HZ)
+ return MAX_JIFFY_OFFSET;
+
+ return min_t(u64, MAX_JIFFY_OFFSET, nsecs_to_jiffies64(n) + 1);
+}
+
+/* v3d_bo.c */
+void v3d_free_object(struct drm_gem_object *gem_obj);
+struct v3d_bo *v3d_bo_create(struct drm_device *dev, struct drm_file *file_priv,
+ size_t size);
+int v3d_create_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int v3d_mmap_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int v3d_get_bo_offset_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int v3d_gem_fault(struct vm_fault *vmf);
+int v3d_mmap(struct file *filp, struct vm_area_struct *vma);
+struct reservation_object *v3d_prime_res_obj(struct drm_gem_object *obj);
+int v3d_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma);
+struct sg_table *v3d_prime_get_sg_table(struct drm_gem_object *obj);
+struct drm_gem_object *v3d_prime_import_sg_table(struct drm_device *dev,
+ struct dma_buf_attachment *attach,
+ struct sg_table *sgt);
+
+/* v3d_debugfs.c */
+int v3d_debugfs_init(struct drm_minor *minor);
+
+/* v3d_fence.c */
+extern const struct dma_fence_ops v3d_fence_ops;
+struct dma_fence *v3d_fence_create(struct v3d_dev *v3d, enum v3d_queue queue);
+
+/* v3d_gem.c */
+int v3d_gem_init(struct drm_device *dev);
+void v3d_gem_destroy(struct drm_device *dev);
+int v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+void v3d_exec_put(struct v3d_exec_info *exec);
+void v3d_reset(struct v3d_dev *v3d);
+void v3d_invalidate_caches(struct v3d_dev *v3d);
+void v3d_flush_caches(struct v3d_dev *v3d);
+
+/* v3d_irq.c */
+void v3d_irq_init(struct v3d_dev *v3d);
+void v3d_irq_enable(struct v3d_dev *v3d);
+void v3d_irq_disable(struct v3d_dev *v3d);
+void v3d_irq_reset(struct v3d_dev *v3d);
+
+/* v3d_mmu.c */
+int v3d_mmu_get_offset(struct drm_file *file_priv, struct v3d_bo *bo,
+ u32 *offset);
+int v3d_mmu_set_page_table(struct v3d_dev *v3d);
+void v3d_mmu_insert_ptes(struct v3d_bo *bo);
+void v3d_mmu_remove_ptes(struct v3d_bo *bo);
+
+/* v3d_sched.c */
+int v3d_sched_init(struct v3d_dev *v3d);
+void v3d_sched_fini(struct v3d_dev *v3d);