| // 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 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 (IS_ERR(fence)) |
| return NULL; |
| |
| 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 job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER; |
| enum v3d_queue q; |
| u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q)); |
| u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q)); |
| |
| /* If the current address or return address have changed, then |
| * the GPU has probably made progress and we should delay the |
| * reset. This could fail if the GPU got in an infinite loop |
| * in the CL, but that is pretty unlikely outside of an i-g-t |
| * testcase. |
| */ |
| if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) { |
| job->timedout_ctca = ctca; |
| job->timedout_ctra = ctra; |
| |
| schedule_delayed_work(&job->base.work_tdr, |
| job->base.sched->timeout); |
| return; |
| } |
| |
| 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); |
| } |