aboutsummaryrefslogtreecommitdiffstats
path: root/drivers/gpu/drm/v3d/v3d_sched.c
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
-rw-r--r--drivers/gpu/drm/v3d/v3d_sched.c228
1 files changed, 228 insertions, 0 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
new file mode 100644
index 000000000000..b07bece9417d
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -0,0 +1,228 @@
+// 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 with 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 (!fence)
+ return fence;
+
+ 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 q;
+
+ 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);
+}