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_tfu_job
*
34 to_tfu_job(struct drm_sched_job
*sched_job
)
36 return container_of(sched_job
, struct v3d_tfu_job
, base
);
40 v3d_job_free(struct drm_sched_job
*sched_job
)
42 struct v3d_job
*job
= to_v3d_job(sched_job
);
44 drm_sched_job_cleanup(sched_job
);
46 v3d_exec_put(job
->exec
);
50 v3d_tfu_job_free(struct drm_sched_job
*sched_job
)
52 struct v3d_tfu_job
*job
= to_tfu_job(sched_job
);
54 drm_sched_job_cleanup(sched_job
);
60 * Returns the fences that the bin or render job depends on, one by one.
61 * v3d_job_run() won't be called until all of them have been signaled.
63 static struct dma_fence
*
64 v3d_job_dependency(struct drm_sched_job
*sched_job
,
65 struct drm_sched_entity
*s_entity
)
67 struct v3d_job
*job
= to_v3d_job(sched_job
);
68 struct v3d_exec_info
*exec
= job
->exec
;
69 enum v3d_queue q
= job
== &exec
->bin
? V3D_BIN
: V3D_RENDER
;
70 struct dma_fence
*fence
;
72 fence
= job
->in_fence
;
78 if (q
== V3D_RENDER
) {
79 /* If we had a bin job, the render job definitely depends on
80 * it. We first have to wait for bin to be scheduled, so that
81 * its done_fence is created.
83 fence
= exec
->bin_done_fence
;
85 exec
->bin_done_fence
= NULL
;
90 /* XXX: Wait on a fence for switching the GMP if necessary,
98 * Returns the fences that the TFU job depends on, one by one.
99 * v3d_tfu_job_run() won't be called until all of them have been
102 static struct dma_fence
*
103 v3d_tfu_job_dependency(struct drm_sched_job
*sched_job
,
104 struct drm_sched_entity
*s_entity
)
106 struct v3d_tfu_job
*job
= to_tfu_job(sched_job
);
107 struct dma_fence
*fence
;
109 fence
= job
->in_fence
;
111 job
->in_fence
= NULL
;
118 static struct dma_fence
*v3d_job_run(struct drm_sched_job
*sched_job
)
120 struct v3d_job
*job
= to_v3d_job(sched_job
);
121 struct v3d_exec_info
*exec
= job
->exec
;
122 enum v3d_queue q
= job
== &exec
->bin
? V3D_BIN
: V3D_RENDER
;
123 struct v3d_dev
*v3d
= exec
->v3d
;
124 struct drm_device
*dev
= &v3d
->drm
;
125 struct dma_fence
*fence
;
126 unsigned long irqflags
;
128 if (unlikely(job
->base
.s_fence
->finished
.error
))
131 /* Lock required around bin_job update vs
132 * v3d_overflow_mem_work().
134 spin_lock_irqsave(&v3d
->job_lock
, irqflags
);
136 v3d
->bin_job
= job
->exec
;
138 /* Clear out the overflow allocation, so we don't
139 * reuse the overflow attached to a previous job.
141 V3D_CORE_WRITE(0, V3D_PTB_BPOS
, 0);
143 v3d
->render_job
= job
->exec
;
145 spin_unlock_irqrestore(&v3d
->job_lock
, irqflags
);
147 /* Can we avoid this flush when q==RENDER? We need to be
148 * careful of scheduling, though -- imagine job0 rendering to
149 * texture and job1 reading, and them being executed as bin0,
150 * bin1, render0, render1, so that render1's flush at bin time
153 v3d_invalidate_caches(v3d
);
155 fence
= v3d_fence_create(v3d
, q
);
160 dma_fence_put(job
->done_fence
);
161 job
->done_fence
= dma_fence_get(fence
);
163 trace_v3d_submit_cl(dev
, q
== V3D_RENDER
, to_v3d_fence(fence
)->seqno
,
164 job
->start
, job
->end
);
168 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA
, exec
->qma
);
169 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS
, exec
->qms
);
172 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS
,
173 V3D_CLE_CT0QTS_ENABLE
|
177 /* XXX: Set the QCFG */
180 /* Set the current and end address of the control list.
181 * Writing the end register is what starts the job.
183 V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q
), job
->start
);
184 V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q
), job
->end
);
189 static struct dma_fence
*
190 v3d_tfu_job_run(struct drm_sched_job
*sched_job
)
192 struct v3d_tfu_job
*job
= to_tfu_job(sched_job
);
193 struct v3d_dev
*v3d
= job
->v3d
;
194 struct drm_device
*dev
= &v3d
->drm
;
195 struct dma_fence
*fence
;
197 fence
= v3d_fence_create(v3d
, V3D_TFU
);
203 dma_fence_put(job
->done_fence
);
204 job
->done_fence
= dma_fence_get(fence
);
206 trace_v3d_submit_tfu(dev
, to_v3d_fence(fence
)->seqno
);
208 V3D_WRITE(V3D_TFU_IIA
, job
->args
.iia
);
209 V3D_WRITE(V3D_TFU_IIS
, job
->args
.iis
);
210 V3D_WRITE(V3D_TFU_ICA
, job
->args
.ica
);
211 V3D_WRITE(V3D_TFU_IUA
, job
->args
.iua
);
212 V3D_WRITE(V3D_TFU_IOA
, job
->args
.ioa
);
213 V3D_WRITE(V3D_TFU_IOS
, job
->args
.ios
);
214 V3D_WRITE(V3D_TFU_COEF0
, job
->args
.coef
[0]);
215 if (job
->args
.coef
[0] & V3D_TFU_COEF0_USECOEF
) {
216 V3D_WRITE(V3D_TFU_COEF1
, job
->args
.coef
[1]);
217 V3D_WRITE(V3D_TFU_COEF2
, job
->args
.coef
[2]);
218 V3D_WRITE(V3D_TFU_COEF3
, job
->args
.coef
[3]);
220 /* ICFG kicks off the job. */
221 V3D_WRITE(V3D_TFU_ICFG
, job
->args
.icfg
| V3D_TFU_ICFG_IOC
);
227 v3d_gpu_reset_for_timeout(struct v3d_dev
*v3d
, struct drm_sched_job
*sched_job
)
231 mutex_lock(&v3d
->reset_lock
);
233 /* block scheduler */
234 for (q
= 0; q
< V3D_MAX_QUEUES
; q
++) {
235 struct drm_gpu_scheduler
*sched
= &v3d
->queue
[q
].sched
;
237 drm_sched_stop(sched
);
240 drm_sched_increase_karma(sched_job
);
243 /* get the GPU back into the init state */
246 for (q
= 0; q
< V3D_MAX_QUEUES
; q
++)
247 drm_sched_resubmit_jobs(sched_job
->sched
);
249 /* Unblock schedulers and restart their jobs. */
250 for (q
= 0; q
< V3D_MAX_QUEUES
; q
++) {
251 drm_sched_start(&v3d
->queue
[q
].sched
, true);
254 mutex_unlock(&v3d
->reset_lock
);
258 v3d_job_timedout(struct drm_sched_job
*sched_job
)
260 struct v3d_job
*job
= to_v3d_job(sched_job
);
261 struct v3d_exec_info
*exec
= job
->exec
;
262 struct v3d_dev
*v3d
= exec
->v3d
;
263 enum v3d_queue job_q
= job
== &exec
->bin
? V3D_BIN
: V3D_RENDER
;
264 u32 ctca
= V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q
));
265 u32 ctra
= V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q
));
267 /* If the current address or return address have changed, then
268 * the GPU has probably made progress and we should delay the
269 * reset. This could fail if the GPU got in an infinite loop
270 * in the CL, but that is pretty unlikely outside of an i-g-t
273 if (job
->timedout_ctca
!= ctca
|| job
->timedout_ctra
!= ctra
) {
274 job
->timedout_ctca
= ctca
;
275 job
->timedout_ctra
= ctra
;
279 v3d_gpu_reset_for_timeout(v3d
, sched_job
);
283 v3d_tfu_job_timedout(struct drm_sched_job
*sched_job
)
285 struct v3d_tfu_job
*job
= to_tfu_job(sched_job
);
287 v3d_gpu_reset_for_timeout(job
->v3d
, sched_job
);
290 static const struct drm_sched_backend_ops v3d_sched_ops
= {
291 .dependency
= v3d_job_dependency
,
292 .run_job
= v3d_job_run
,
293 .timedout_job
= v3d_job_timedout
,
294 .free_job
= v3d_job_free
297 static const struct drm_sched_backend_ops v3d_tfu_sched_ops
= {
298 .dependency
= v3d_tfu_job_dependency
,
299 .run_job
= v3d_tfu_job_run
,
300 .timedout_job
= v3d_tfu_job_timedout
,
301 .free_job
= v3d_tfu_job_free
305 v3d_sched_init(struct v3d_dev
*v3d
)
307 int hw_jobs_limit
= 1;
308 int job_hang_limit
= 0;
309 int hang_limit_ms
= 500;
312 ret
= drm_sched_init(&v3d
->queue
[V3D_BIN
].sched
,
314 hw_jobs_limit
, job_hang_limit
,
315 msecs_to_jiffies(hang_limit_ms
),
318 dev_err(v3d
->dev
, "Failed to create bin scheduler: %d.", ret
);
322 ret
= drm_sched_init(&v3d
->queue
[V3D_RENDER
].sched
,
324 hw_jobs_limit
, job_hang_limit
,
325 msecs_to_jiffies(hang_limit_ms
),
328 dev_err(v3d
->dev
, "Failed to create render scheduler: %d.",
330 drm_sched_fini(&v3d
->queue
[V3D_BIN
].sched
);
334 ret
= drm_sched_init(&v3d
->queue
[V3D_TFU
].sched
,
336 hw_jobs_limit
, job_hang_limit
,
337 msecs_to_jiffies(hang_limit_ms
),
340 dev_err(v3d
->dev
, "Failed to create TFU scheduler: %d.",
342 drm_sched_fini(&v3d
->queue
[V3D_RENDER
].sched
);
343 drm_sched_fini(&v3d
->queue
[V3D_BIN
].sched
);
351 v3d_sched_fini(struct v3d_dev
*v3d
)
355 for (q
= 0; q
< V3D_MAX_QUEUES
; q
++)
356 drm_sched_fini(&v3d
->queue
[q
].sched
);