1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2018 Broadcom */
5 * DOC: Broadcom V3D scheduling
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.
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 * v3d_job_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.
21 #include <linux/kthread.h>
25 #include "v3d_trace.h"
27 static struct v3d_job
*
28 to_v3d_job(struct drm_sched_job
*sched_job
)
30 return container_of(sched_job
, struct v3d_job
, base
);
33 static struct v3d_bin_job
*
34 to_bin_job(struct drm_sched_job
*sched_job
)
36 return container_of(sched_job
, struct v3d_bin_job
, base
.base
);
39 static struct v3d_render_job
*
40 to_render_job(struct drm_sched_job
*sched_job
)
42 return container_of(sched_job
, struct v3d_render_job
, base
.base
);
45 static struct v3d_tfu_job
*
46 to_tfu_job(struct drm_sched_job
*sched_job
)
48 return container_of(sched_job
, struct v3d_tfu_job
, base
.base
);
51 static struct v3d_csd_job
*
52 to_csd_job(struct drm_sched_job
*sched_job
)
54 return container_of(sched_job
, struct v3d_csd_job
, base
.base
);
58 v3d_job_free(struct drm_sched_job
*sched_job
)
60 struct v3d_job
*job
= to_v3d_job(sched_job
);
62 drm_sched_job_cleanup(sched_job
);
67 * Returns the fences that the job depends on, one by one.
69 * If placed in the scheduler's .dependency method, the corresponding
70 * .run_job won't be called until all of them have been signaled.
72 static struct dma_fence
*
73 v3d_job_dependency(struct drm_sched_job
*sched_job
,
74 struct drm_sched_entity
*s_entity
)
76 struct v3d_job
*job
= to_v3d_job(sched_job
);
78 /* XXX: Wait on a fence for switching the GMP if necessary,
82 if (!xa_empty(&job
->deps
))
83 return xa_erase(&job
->deps
, job
->last_dep
++);
88 static struct dma_fence
*v3d_bin_job_run(struct drm_sched_job
*sched_job
)
90 struct v3d_bin_job
*job
= to_bin_job(sched_job
);
91 struct v3d_dev
*v3d
= job
->base
.v3d
;
92 struct drm_device
*dev
= &v3d
->drm
;
93 struct dma_fence
*fence
;
94 unsigned long irqflags
;
96 if (unlikely(job
->base
.base
.s_fence
->finished
.error
))
99 /* Lock required around bin_job update vs
100 * v3d_overflow_mem_work().
102 spin_lock_irqsave(&v3d
->job_lock
, irqflags
);
104 /* Clear out the overflow allocation, so we don't
105 * reuse the overflow attached to a previous job.
107 V3D_CORE_WRITE(0, V3D_PTB_BPOS
, 0);
108 spin_unlock_irqrestore(&v3d
->job_lock
, irqflags
);
110 v3d_invalidate_caches(v3d
);
112 fence
= v3d_fence_create(v3d
, V3D_BIN
);
116 if (job
->base
.irq_fence
)
117 dma_fence_put(job
->base
.irq_fence
);
118 job
->base
.irq_fence
= dma_fence_get(fence
);
120 trace_v3d_submit_cl(dev
, false, to_v3d_fence(fence
)->seqno
,
121 job
->start
, job
->end
);
123 /* Set the current and end address of the control list.
124 * Writing the end register is what starts the job.
127 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA
, job
->qma
);
128 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS
, job
->qms
);
131 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS
,
132 V3D_CLE_CT0QTS_ENABLE
|
135 V3D_CORE_WRITE(0, V3D_CLE_CT0QBA
, job
->start
);
136 V3D_CORE_WRITE(0, V3D_CLE_CT0QEA
, job
->end
);
141 static struct dma_fence
*v3d_render_job_run(struct drm_sched_job
*sched_job
)
143 struct v3d_render_job
*job
= to_render_job(sched_job
);
144 struct v3d_dev
*v3d
= job
->base
.v3d
;
145 struct drm_device
*dev
= &v3d
->drm
;
146 struct dma_fence
*fence
;
148 if (unlikely(job
->base
.base
.s_fence
->finished
.error
))
151 v3d
->render_job
= job
;
153 /* Can we avoid this flush? We need to be careful of
154 * scheduling, though -- imagine job0 rendering to texture and
155 * job1 reading, and them being executed as bin0, bin1,
156 * render0, render1, so that render1's flush at bin time
159 v3d_invalidate_caches(v3d
);
161 fence
= v3d_fence_create(v3d
, V3D_RENDER
);
165 if (job
->base
.irq_fence
)
166 dma_fence_put(job
->base
.irq_fence
);
167 job
->base
.irq_fence
= dma_fence_get(fence
);
169 trace_v3d_submit_cl(dev
, true, to_v3d_fence(fence
)->seqno
,
170 job
->start
, job
->end
);
172 /* XXX: Set the QCFG */
174 /* Set the current and end address of the control list.
175 * Writing the end register is what starts the job.
177 V3D_CORE_WRITE(0, V3D_CLE_CT1QBA
, job
->start
);
178 V3D_CORE_WRITE(0, V3D_CLE_CT1QEA
, job
->end
);
183 static struct dma_fence
*
184 v3d_tfu_job_run(struct drm_sched_job
*sched_job
)
186 struct v3d_tfu_job
*job
= to_tfu_job(sched_job
);
187 struct v3d_dev
*v3d
= job
->base
.v3d
;
188 struct drm_device
*dev
= &v3d
->drm
;
189 struct dma_fence
*fence
;
191 fence
= v3d_fence_create(v3d
, V3D_TFU
);
196 if (job
->base
.irq_fence
)
197 dma_fence_put(job
->base
.irq_fence
);
198 job
->base
.irq_fence
= dma_fence_get(fence
);
200 trace_v3d_submit_tfu(dev
, to_v3d_fence(fence
)->seqno
);
202 V3D_WRITE(V3D_TFU_IIA
, job
->args
.iia
);
203 V3D_WRITE(V3D_TFU_IIS
, job
->args
.iis
);
204 V3D_WRITE(V3D_TFU_ICA
, job
->args
.ica
);
205 V3D_WRITE(V3D_TFU_IUA
, job
->args
.iua
);
206 V3D_WRITE(V3D_TFU_IOA
, job
->args
.ioa
);
207 V3D_WRITE(V3D_TFU_IOS
, job
->args
.ios
);
208 V3D_WRITE(V3D_TFU_COEF0
, job
->args
.coef
[0]);
209 if (job
->args
.coef
[0] & V3D_TFU_COEF0_USECOEF
) {
210 V3D_WRITE(V3D_TFU_COEF1
, job
->args
.coef
[1]);
211 V3D_WRITE(V3D_TFU_COEF2
, job
->args
.coef
[2]);
212 V3D_WRITE(V3D_TFU_COEF3
, job
->args
.coef
[3]);
214 /* ICFG kicks off the job. */
215 V3D_WRITE(V3D_TFU_ICFG
, job
->args
.icfg
| V3D_TFU_ICFG_IOC
);
220 static struct dma_fence
*
221 v3d_csd_job_run(struct drm_sched_job
*sched_job
)
223 struct v3d_csd_job
*job
= to_csd_job(sched_job
);
224 struct v3d_dev
*v3d
= job
->base
.v3d
;
225 struct drm_device
*dev
= &v3d
->drm
;
226 struct dma_fence
*fence
;
231 v3d_invalidate_caches(v3d
);
233 fence
= v3d_fence_create(v3d
, V3D_CSD
);
237 if (job
->base
.irq_fence
)
238 dma_fence_put(job
->base
.irq_fence
);
239 job
->base
.irq_fence
= dma_fence_get(fence
);
241 trace_v3d_submit_csd(dev
, to_v3d_fence(fence
)->seqno
);
243 for (i
= 1; i
<= 6; i
++)
244 V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0
+ 4 * i
, job
->args
.cfg
[i
]);
245 /* CFG0 write kicks off the job. */
246 V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0
, job
->args
.cfg
[0]);
251 static struct dma_fence
*
252 v3d_cache_clean_job_run(struct drm_sched_job
*sched_job
)
254 struct v3d_job
*job
= to_v3d_job(sched_job
);
255 struct v3d_dev
*v3d
= job
->v3d
;
257 v3d_clean_caches(v3d
);
263 v3d_gpu_reset_for_timeout(struct v3d_dev
*v3d
, struct drm_sched_job
*sched_job
)
267 mutex_lock(&v3d
->reset_lock
);
269 /* block scheduler */
270 for (q
= 0; q
< V3D_MAX_QUEUES
; q
++)
271 drm_sched_stop(&v3d
->queue
[q
].sched
, sched_job
);
274 drm_sched_increase_karma(sched_job
);
276 /* get the GPU back into the init state */
279 for (q
= 0; q
< V3D_MAX_QUEUES
; q
++)
280 drm_sched_resubmit_jobs(&v3d
->queue
[q
].sched
);
282 /* Unblock schedulers and restart their jobs. */
283 for (q
= 0; q
< V3D_MAX_QUEUES
; q
++) {
284 drm_sched_start(&v3d
->queue
[q
].sched
, true);
287 mutex_unlock(&v3d
->reset_lock
);
290 /* If the current address or return address have changed, then the GPU
291 * has probably made progress and we should delay the reset. This
292 * could fail if the GPU got in an infinite loop in the CL, but that
293 * is pretty unlikely outside of an i-g-t testcase.
296 v3d_cl_job_timedout(struct drm_sched_job
*sched_job
, enum v3d_queue q
,
297 u32
*timedout_ctca
, u32
*timedout_ctra
)
299 struct v3d_job
*job
= to_v3d_job(sched_job
);
300 struct v3d_dev
*v3d
= job
->v3d
;
301 u32 ctca
= V3D_CORE_READ(0, V3D_CLE_CTNCA(q
));
302 u32 ctra
= V3D_CORE_READ(0, V3D_CLE_CTNRA(q
));
304 if (*timedout_ctca
!= ctca
|| *timedout_ctra
!= ctra
) {
305 *timedout_ctca
= ctca
;
306 *timedout_ctra
= ctra
;
310 v3d_gpu_reset_for_timeout(v3d
, sched_job
);
314 v3d_bin_job_timedout(struct drm_sched_job
*sched_job
)
316 struct v3d_bin_job
*job
= to_bin_job(sched_job
);
318 v3d_cl_job_timedout(sched_job
, V3D_BIN
,
319 &job
->timedout_ctca
, &job
->timedout_ctra
);
323 v3d_render_job_timedout(struct drm_sched_job
*sched_job
)
325 struct v3d_render_job
*job
= to_render_job(sched_job
);
327 v3d_cl_job_timedout(sched_job
, V3D_RENDER
,
328 &job
->timedout_ctca
, &job
->timedout_ctra
);
332 v3d_generic_job_timedout(struct drm_sched_job
*sched_job
)
334 struct v3d_job
*job
= to_v3d_job(sched_job
);
336 v3d_gpu_reset_for_timeout(job
->v3d
, sched_job
);
340 v3d_csd_job_timedout(struct drm_sched_job
*sched_job
)
342 struct v3d_csd_job
*job
= to_csd_job(sched_job
);
343 struct v3d_dev
*v3d
= job
->base
.v3d
;
344 u32 batches
= V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4
);
346 /* If we've made progress, skip reset and let the timer get
349 if (job
->timedout_batches
!= batches
) {
350 job
->timedout_batches
= batches
;
354 v3d_gpu_reset_for_timeout(v3d
, sched_job
);
357 static const struct drm_sched_backend_ops v3d_bin_sched_ops
= {
358 .dependency
= v3d_job_dependency
,
359 .run_job
= v3d_bin_job_run
,
360 .timedout_job
= v3d_bin_job_timedout
,
361 .free_job
= v3d_job_free
,
364 static const struct drm_sched_backend_ops v3d_render_sched_ops
= {
365 .dependency
= v3d_job_dependency
,
366 .run_job
= v3d_render_job_run
,
367 .timedout_job
= v3d_render_job_timedout
,
368 .free_job
= v3d_job_free
,
371 static const struct drm_sched_backend_ops v3d_tfu_sched_ops
= {
372 .dependency
= v3d_job_dependency
,
373 .run_job
= v3d_tfu_job_run
,
374 .timedout_job
= v3d_generic_job_timedout
,
375 .free_job
= v3d_job_free
,
378 static const struct drm_sched_backend_ops v3d_csd_sched_ops
= {
379 .dependency
= v3d_job_dependency
,
380 .run_job
= v3d_csd_job_run
,
381 .timedout_job
= v3d_csd_job_timedout
,
382 .free_job
= v3d_job_free
385 static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops
= {
386 .dependency
= v3d_job_dependency
,
387 .run_job
= v3d_cache_clean_job_run
,
388 .timedout_job
= v3d_generic_job_timedout
,
389 .free_job
= v3d_job_free
393 v3d_sched_init(struct v3d_dev
*v3d
)
395 int hw_jobs_limit
= 1;
396 int job_hang_limit
= 0;
397 int hang_limit_ms
= 500;
400 ret
= drm_sched_init(&v3d
->queue
[V3D_BIN
].sched
,
402 hw_jobs_limit
, job_hang_limit
,
403 msecs_to_jiffies(hang_limit_ms
),
406 dev_err(v3d
->drm
.dev
, "Failed to create bin scheduler: %d.", ret
);
410 ret
= drm_sched_init(&v3d
->queue
[V3D_RENDER
].sched
,
411 &v3d_render_sched_ops
,
412 hw_jobs_limit
, job_hang_limit
,
413 msecs_to_jiffies(hang_limit_ms
),
416 dev_err(v3d
->drm
.dev
, "Failed to create render scheduler: %d.",
422 ret
= drm_sched_init(&v3d
->queue
[V3D_TFU
].sched
,
424 hw_jobs_limit
, job_hang_limit
,
425 msecs_to_jiffies(hang_limit_ms
),
428 dev_err(v3d
->drm
.dev
, "Failed to create TFU scheduler: %d.",
434 if (v3d_has_csd(v3d
)) {
435 ret
= drm_sched_init(&v3d
->queue
[V3D_CSD
].sched
,
437 hw_jobs_limit
, job_hang_limit
,
438 msecs_to_jiffies(hang_limit_ms
),
441 dev_err(v3d
->drm
.dev
, "Failed to create CSD scheduler: %d.",
447 ret
= drm_sched_init(&v3d
->queue
[V3D_CACHE_CLEAN
].sched
,
448 &v3d_cache_clean_sched_ops
,
449 hw_jobs_limit
, job_hang_limit
,
450 msecs_to_jiffies(hang_limit_ms
),
453 dev_err(v3d
->drm
.dev
, "Failed to create CACHE_CLEAN scheduler: %d.",
464 v3d_sched_fini(struct v3d_dev
*v3d
)
468 for (q
= 0; q
< V3D_MAX_QUEUES
; q
++) {
469 if (v3d
->queue
[q
].sched
.ready
)
470 drm_sched_fini(&v3d
->queue
[q
].sched
);