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Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
-rw-r--r--drivers/gpu/drm/v3d/v3d_sched.c152
1 files changed, 130 insertions, 22 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
index 9243dea6e6ad..f7508e907536 100644
--- a/drivers/gpu/drm/v3d/v3d_sched.c
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -30,16 +30,34 @@ to_v3d_job(struct drm_sched_job *sched_job)
return container_of(sched_job, struct v3d_job, base);
}
+static struct v3d_tfu_job *
+to_tfu_job(struct drm_sched_job *sched_job)
+{
+ return container_of(sched_job, struct v3d_tfu_job, base);
+}
+
static void
v3d_job_free(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
+ drm_sched_job_cleanup(sched_job);
+
v3d_exec_put(job->exec);
}
+static void
+v3d_tfu_job_free(struct drm_sched_job *sched_job)
+{
+ struct v3d_tfu_job *job = to_tfu_job(sched_job);
+
+ drm_sched_job_cleanup(sched_job);
+
+ v3d_tfu_job_put(job);
+}
+
/**
- * Returns the fences that the bin job depends on, one by one.
+ * Returns the fences that the bin or render job depends on, one by one.
* v3d_job_run() won't be called until all of them have been signaled.
*/
static struct dma_fence *
@@ -76,6 +94,27 @@ v3d_job_dependency(struct drm_sched_job *sched_job,
return fence;
}
+/**
+ * Returns the fences that the TFU job depends on, one by one.
+ * v3d_tfu_job_run() won't be called until all of them have been
+ * signaled.
+ */
+static struct dma_fence *
+v3d_tfu_job_dependency(struct drm_sched_job *sched_job,
+ struct drm_sched_entity *s_entity)
+{
+ struct v3d_tfu_job *job = to_tfu_job(sched_job);
+ struct dma_fence *fence;
+
+ fence = job->in_fence;
+ if (fence) {
+ job->in_fence = NULL;
+ return fence;
+ }
+
+ return NULL;
+}
+
static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
@@ -147,31 +186,47 @@ static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
return fence;
}
-static void
-v3d_job_timedout(struct drm_sched_job *sched_job)
+static struct dma_fence *
+v3d_tfu_job_run(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));
+ struct v3d_tfu_job *job = to_tfu_job(sched_job);
+ struct v3d_dev *v3d = job->v3d;
+ struct drm_device *dev = &v3d->drm;
+ struct dma_fence *fence;
- /* 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;
+ fence = v3d_fence_create(v3d, V3D_TFU);
+ if (IS_ERR(fence))
+ return NULL;
- schedule_delayed_work(&job->base.sched->work_tdr,
- job->base.sched->timeout);
- return;
+ v3d->tfu_job = job;
+ if (job->done_fence)
+ dma_fence_put(job->done_fence);
+ job->done_fence = dma_fence_get(fence);
+
+ trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
+
+ V3D_WRITE(V3D_TFU_IIA, job->args.iia);
+ V3D_WRITE(V3D_TFU_IIS, job->args.iis);
+ V3D_WRITE(V3D_TFU_ICA, job->args.ica);
+ V3D_WRITE(V3D_TFU_IUA, job->args.iua);
+ V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
+ V3D_WRITE(V3D_TFU_IOS, job->args.ios);
+ V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
+ if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
+ V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
+ V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
+ V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
}
+ /* ICFG kicks off the job. */
+ V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
+
+ return fence;
+}
+
+static void
+v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
+{
+ enum v3d_queue q;
mutex_lock(&v3d->reset_lock);
@@ -196,6 +251,39 @@ v3d_job_timedout(struct drm_sched_job *sched_job)
mutex_unlock(&v3d->reset_lock);
}
+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;
+ 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;
+ return;
+ }
+
+ v3d_gpu_reset_for_timeout(v3d, sched_job);
+}
+
+static void
+v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
+{
+ struct v3d_tfu_job *job = to_tfu_job(sched_job);
+
+ v3d_gpu_reset_for_timeout(job->v3d, sched_job);
+}
+
static const struct drm_sched_backend_ops v3d_sched_ops = {
.dependency = v3d_job_dependency,
.run_job = v3d_job_run,
@@ -203,6 +291,13 @@ static const struct drm_sched_backend_ops v3d_sched_ops = {
.free_job = v3d_job_free
};
+static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
+ .dependency = v3d_tfu_job_dependency,
+ .run_job = v3d_tfu_job_run,
+ .timedout_job = v3d_tfu_job_timedout,
+ .free_job = v3d_tfu_job_free
+};
+
int
v3d_sched_init(struct v3d_dev *v3d)
{
@@ -233,6 +328,19 @@ v3d_sched_init(struct v3d_dev *v3d)
return ret;
}
+ ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
+ &v3d_tfu_sched_ops,
+ hw_jobs_limit, job_hang_limit,
+ msecs_to_jiffies(hang_limit_ms),
+ "v3d_tfu");
+ if (ret) {
+ dev_err(v3d->dev, "Failed to create TFU scheduler: %d.",
+ ret);
+ drm_sched_fini(&v3d->queue[V3D_RENDER].sched);
+ drm_sched_fini(&v3d->queue[V3D_BIN].sched);
+ return ret;
+ }
+
return 0;
}