dt-bindings: mtd: ingenic: Use standard ecc-engine property
[linux/fpc-iii.git] / drivers / gpu / drm / v3d / v3d_sched.c
blob4704b2df3688816b51f5dfadeda17c9c328e2731
1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2018 Broadcom */
4 /**
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>
23 #include "v3d_drv.h"
24 #include "v3d_regs.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);
39 static void
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);
49 static void
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);
56 v3d_tfu_job_put(job);
59 /**
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;
73 if (fence) {
74 job->in_fence = NULL;
75 return 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;
84 if (fence) {
85 exec->bin_done_fence = NULL;
86 return fence;
90 /* XXX: Wait on a fence for switching the GMP if necessary,
91 * and then do so.
94 return fence;
97 /**
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
100 * signaled.
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;
110 if (fence) {
111 job->in_fence = NULL;
112 return fence;
115 return 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))
129 return NULL;
131 /* Lock required around bin_job update vs
132 * v3d_overflow_mem_work().
134 spin_lock_irqsave(&v3d->job_lock, irqflags);
135 if (q == V3D_BIN) {
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);
142 } else {
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
151 * wasn't enough.
153 v3d_invalidate_caches(v3d);
155 fence = v3d_fence_create(v3d, q);
156 if (IS_ERR(fence))
157 return NULL;
159 if (job->done_fence)
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);
166 if (q == V3D_BIN) {
167 if (exec->qma) {
168 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
169 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
171 if (exec->qts) {
172 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
173 V3D_CLE_CT0QTS_ENABLE |
174 exec->qts);
176 } else {
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);
186 return fence;
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);
198 if (IS_ERR(fence))
199 return NULL;
201 v3d->tfu_job = job;
202 if (job->done_fence)
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);
223 return fence;
226 static void
227 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
229 enum v3d_queue q;
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);
239 if(sched_job)
240 drm_sched_increase_karma(sched_job);
243 /* get the GPU back into the init state */
244 v3d_reset(v3d);
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);
257 static void
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
271 * testcase.
273 if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
274 job->timedout_ctca = ctca;
275 job->timedout_ctra = ctra;
276 return;
279 v3d_gpu_reset_for_timeout(v3d, sched_job);
282 static void
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;
310 int ret;
312 ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
313 &v3d_sched_ops,
314 hw_jobs_limit, job_hang_limit,
315 msecs_to_jiffies(hang_limit_ms),
316 "v3d_bin");
317 if (ret) {
318 dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret);
319 return ret;
322 ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
323 &v3d_sched_ops,
324 hw_jobs_limit, job_hang_limit,
325 msecs_to_jiffies(hang_limit_ms),
326 "v3d_render");
327 if (ret) {
328 dev_err(v3d->dev, "Failed to create render scheduler: %d.",
329 ret);
330 drm_sched_fini(&v3d->queue[V3D_BIN].sched);
331 return ret;
334 ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
335 &v3d_tfu_sched_ops,
336 hw_jobs_limit, job_hang_limit,
337 msecs_to_jiffies(hang_limit_ms),
338 "v3d_tfu");
339 if (ret) {
340 dev_err(v3d->dev, "Failed to create TFU scheduler: %d.",
341 ret);
342 drm_sched_fini(&v3d->queue[V3D_RENDER].sched);
343 drm_sched_fini(&v3d->queue[V3D_BIN].sched);
344 return ret;
347 return 0;
350 void
351 v3d_sched_fini(struct v3d_dev *v3d)
353 enum v3d_queue q;
355 for (q = 0; q < V3D_MAX_QUEUES; q++)
356 drm_sched_fini(&v3d->queue[q].sched);