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path: root/drivers/gpu/drm/vc4/vc4_drv.h
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Diffstat (limited to 'drivers/gpu/drm/vc4/vc4_drv.h')
-rw-r--r--drivers/gpu/drm/vc4/vc4_drv.h318
1 files changed, 317 insertions, 1 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_drv.h b/drivers/gpu/drm/vc4/vc4_drv.h
index fd8319fa682e..080865ec2bae 100644
--- a/drivers/gpu/drm/vc4/vc4_drv.h
+++ b/drivers/gpu/drm/vc4/vc4_drv.h
@@ -15,8 +15,89 @@ struct vc4_dev {
struct vc4_hdmi *hdmi;
struct vc4_hvs *hvs;
struct vc4_crtc *crtc[3];
+ struct vc4_v3d *v3d;
struct drm_fbdev_cma *fbdev;
+
+ struct vc4_hang_state *hang_state;
+
+ /* The kernel-space BO cache. Tracks buffers that have been
+ * unreferenced by all other users (refcounts of 0!) but not
+ * yet freed, so we can do cheap allocations.
+ */
+ struct vc4_bo_cache {
+ /* Array of list heads for entries in the BO cache,
+ * based on number of pages, so we can do O(1) lookups
+ * in the cache when allocating.
+ */
+ struct list_head *size_list;
+ uint32_t size_list_size;
+
+ /* List of all BOs in the cache, ordered by age, so we
+ * can do O(1) lookups when trying to free old
+ * buffers.
+ */
+ struct list_head time_list;
+ struct work_struct time_work;
+ struct timer_list time_timer;
+ } bo_cache;
+
+ struct vc4_bo_stats {
+ u32 num_allocated;
+ u32 size_allocated;
+ u32 num_cached;
+ u32 size_cached;
+ } bo_stats;
+
+ /* Protects bo_cache and the BO stats. */
+ struct mutex bo_lock;
+
+ /* Sequence number for the last job queued in job_list.
+ * Starts at 0 (no jobs emitted).
+ */
+ uint64_t emit_seqno;
+
+ /* Sequence number for the last completed job on the GPU.
+ * Starts at 0 (no jobs completed).
+ */
+ uint64_t finished_seqno;
+
+ /* List of all struct vc4_exec_info for jobs to be executed.
+ * The first job in the list is the one currently programmed
+ * into ct0ca/ct1ca for execution.
+ */
+ struct list_head job_list;
+ /* List of the finished vc4_exec_infos waiting to be freed by
+ * job_done_work.
+ */
+ struct list_head job_done_list;
+ /* Spinlock used to synchronize the job_list and seqno
+ * accesses between the IRQ handler and GEM ioctls.
+ */
+ spinlock_t job_lock;
+ wait_queue_head_t job_wait_queue;
+ struct work_struct job_done_work;
+
+ /* List of struct vc4_seqno_cb for callbacks to be made from a
+ * workqueue when the given seqno is passed.
+ */
+ struct list_head seqno_cb_list;
+
+ /* The binner overflow memory that's currently set up in
+ * BPOA/BPOS registers. When overflow occurs and a new one is
+ * allocated, the previous one will be moved to
+ * vc4->current_exec's free list.
+ */
+ struct vc4_bo *overflow_mem;
+ struct work_struct overflow_mem_work;
+
+ struct {
+ uint32_t last_ct0ca, last_ct1ca;
+ struct timer_list timer;
+ struct work_struct reset_work;
+ } hangcheck;
+
+ struct semaphore async_modeset;
};
static inline struct vc4_dev *
@@ -27,6 +108,25 @@ to_vc4_dev(struct drm_device *dev)
struct vc4_bo {
struct drm_gem_cma_object base;
+
+ /* seqno of the last job to render to this BO. */
+ uint64_t seqno;
+
+ /* List entry for the BO's position in either
+ * vc4_exec_info->unref_list or vc4_dev->bo_cache.time_list
+ */
+ struct list_head unref_head;
+
+ /* Time in jiffies when the BO was put in vc4->bo_cache. */
+ unsigned long free_time;
+
+ /* List entry for the BO's position in vc4_dev->bo_cache.size_list */
+ struct list_head size_head;
+
+ /* Struct for shader validation state, if created by
+ * DRM_IOCTL_VC4_CREATE_SHADER_BO.
+ */
+ struct vc4_validated_shader_info *validated_shader;
};
static inline struct vc4_bo *
@@ -35,6 +135,17 @@ to_vc4_bo(struct drm_gem_object *bo)
return (struct vc4_bo *)bo;
}
+struct vc4_seqno_cb {
+ struct work_struct work;
+ uint64_t seqno;
+ void (*func)(struct vc4_seqno_cb *cb);
+};
+
+struct vc4_v3d {
+ struct platform_device *pdev;
+ void __iomem *regs;
+};
+
struct vc4_hvs {
struct platform_device *pdev;
void __iomem *regs;
@@ -72,9 +183,142 @@ to_vc4_encoder(struct drm_encoder *encoder)
return container_of(encoder, struct vc4_encoder, base);
}
+#define V3D_READ(offset) readl(vc4->v3d->regs + offset)
+#define V3D_WRITE(offset, val) writel(val, vc4->v3d->regs + offset)
#define HVS_READ(offset) readl(vc4->hvs->regs + offset)
#define HVS_WRITE(offset, val) writel(val, vc4->hvs->regs + offset)
+struct vc4_exec_info {
+ /* Sequence number for this bin/render job. */
+ uint64_t seqno;
+
+ /* Kernel-space copy of the ioctl arguments */
+ struct drm_vc4_submit_cl *args;
+
+ /* This is the array of BOs that were looked up at the start of exec.
+ * Command validation will use indices into this array.
+ */
+ struct drm_gem_cma_object **bo;
+ uint32_t bo_count;
+
+ /* Pointers for our position in vc4->job_list */
+ struct list_head head;
+
+ /* List of other BOs used in the job that need to be released
+ * once the job is complete.
+ */
+ struct list_head unref_list;
+
+ /* Current unvalidated indices into @bo loaded by the non-hardware
+ * VC4_PACKET_GEM_HANDLES.
+ */
+ uint32_t bo_index[2];
+
+ /* This is the BO where we store the validated command lists, shader
+ * records, and uniforms.
+ */
+ struct drm_gem_cma_object *exec_bo;
+
+ /**
+ * This tracks the per-shader-record state (packet 64) that
+ * determines the length of the shader record and the offset
+ * it's expected to be found at. It gets read in from the
+ * command lists.
+ */
+ struct vc4_shader_state {
+ uint32_t addr;
+ /* Maximum vertex index referenced by any primitive using this
+ * shader state.
+ */
+ uint32_t max_index;
+ } *shader_state;
+
+ /** How many shader states the user declared they were using. */
+ uint32_t shader_state_size;
+ /** How many shader state records the validator has seen. */
+ uint32_t shader_state_count;
+
+ bool found_tile_binning_mode_config_packet;
+ bool found_start_tile_binning_packet;
+ bool found_increment_semaphore_packet;
+ bool found_flush;
+ uint8_t bin_tiles_x, bin_tiles_y;
+ struct drm_gem_cma_object *tile_bo;
+ uint32_t tile_alloc_offset;
+
+ /**
+ * Computed addresses pointing into exec_bo where we start the
+ * bin thread (ct0) and render thread (ct1).
+ */
+ uint32_t ct0ca, ct0ea;
+ uint32_t ct1ca, ct1ea;
+
+ /* Pointer to the unvalidated bin CL (if present). */
+ void *bin_u;
+
+ /* Pointers to the shader recs. These paddr gets incremented as CL
+ * packets are relocated in validate_gl_shader_state, and the vaddrs
+ * (u and v) get incremented and size decremented as the shader recs
+ * themselves are validated.
+ */
+ void *shader_rec_u;
+ void *shader_rec_v;
+ uint32_t shader_rec_p;
+ uint32_t shader_rec_size;
+
+ /* Pointers to the uniform data. These pointers are incremented, and
+ * size decremented, as each batch of uniforms is uploaded.
+ */
+ void *uniforms_u;
+ void *uniforms_v;
+ uint32_t uniforms_p;
+ uint32_t uniforms_size;
+};
+
+static inline struct vc4_exec_info *
+vc4_first_job(struct vc4_dev *vc4)
+{
+ if (list_empty(&vc4->job_list))
+ return NULL;
+ return list_first_entry(&vc4->job_list, struct vc4_exec_info, head);
+}
+
+/**
+ * struct vc4_texture_sample_info - saves the offsets into the UBO for texture
+ * setup parameters.
+ *
+ * This will be used at draw time to relocate the reference to the texture
+ * contents in p0, and validate that the offset combined with
+ * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
+ * Note that the hardware treats unprovided config parameters as 0, so not all
+ * of them need to be set up for every texure sample, and we'll store ~0 as
+ * the offset to mark the unused ones.
+ *
+ * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
+ * Setup") for definitions of the texture parameters.
+ */
+struct vc4_texture_sample_info {
+ bool is_direct;
+ uint32_t p_offset[4];
+};
+
+/**
+ * struct vc4_validated_shader_info - information about validated shaders that
+ * needs to be used from command list validation.
+ *
+ * For a given shader, each time a shader state record references it, we need
+ * to verify that the shader doesn't read more uniforms than the shader state
+ * record's uniform BO pointer can provide, and we need to apply relocations
+ * and validate the shader state record's uniforms that define the texture
+ * samples.
+ */
+struct vc4_validated_shader_info {
+ uint32_t uniforms_size;
+ uint32_t uniforms_src_size;
+ uint32_t num_texture_samples;
+ struct vc4_texture_sample_info *texture_samples;
+};
+
/**
* _wait_for - magic (register) wait macro
*
@@ -104,13 +348,29 @@ to_vc4_encoder(struct drm_encoder *encoder)
#define wait_for(COND, MS) _wait_for(COND, MS, 1)
/* vc4_bo.c */
+struct drm_gem_object *vc4_create_object(struct drm_device *dev, size_t size);
void vc4_free_object(struct drm_gem_object *gem_obj);
-struct vc4_bo *vc4_bo_create(struct drm_device *dev, size_t size);
+struct vc4_bo *vc4_bo_create(struct drm_device *dev, size_t size,
+ bool from_cache);
int vc4_dumb_create(struct drm_file *file_priv,
struct drm_device *dev,
struct drm_mode_create_dumb *args);
struct dma_buf *vc4_prime_export(struct drm_device *dev,
struct drm_gem_object *obj, int flags);
+int vc4_create_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int vc4_create_shader_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int vc4_mmap_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int vc4_get_hang_state_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int vc4_mmap(struct file *filp, struct vm_area_struct *vma);
+int vc4_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma);
+void *vc4_prime_vmap(struct drm_gem_object *obj);
+void vc4_bo_cache_init(struct drm_device *dev);
+void vc4_bo_cache_destroy(struct drm_device *dev);
+int vc4_bo_stats_debugfs(struct seq_file *m, void *arg);
/* vc4_crtc.c */
extern struct platform_driver vc4_crtc_driver;
@@ -126,10 +386,34 @@ void vc4_debugfs_cleanup(struct drm_minor *minor);
/* vc4_drv.c */
void __iomem *vc4_ioremap_regs(struct platform_device *dev, int index);
+/* vc4_gem.c */
+void vc4_gem_init(struct drm_device *dev);
+void vc4_gem_destroy(struct drm_device *dev);
+int vc4_submit_cl_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int vc4_wait_seqno_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+int vc4_wait_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv);
+void vc4_submit_next_job(struct drm_device *dev);
+int vc4_wait_for_seqno(struct drm_device *dev, uint64_t seqno,
+ uint64_t timeout_ns, bool interruptible);
+void vc4_job_handle_completed(struct vc4_dev *vc4);
+int vc4_queue_seqno_cb(struct drm_device *dev,
+ struct vc4_seqno_cb *cb, uint64_t seqno,
+ void (*func)(struct vc4_seqno_cb *cb));
+
/* vc4_hdmi.c */
extern struct platform_driver vc4_hdmi_driver;
int vc4_hdmi_debugfs_regs(struct seq_file *m, void *unused);
+/* vc4_irq.c */
+irqreturn_t vc4_irq(int irq, void *arg);
+void vc4_irq_preinstall(struct drm_device *dev);
+int vc4_irq_postinstall(struct drm_device *dev);
+void vc4_irq_uninstall(struct drm_device *dev);
+void vc4_irq_reset(struct drm_device *dev);
+
/* vc4_hvs.c */
extern struct platform_driver vc4_hvs_driver;
void vc4_hvs_dump_state(struct drm_device *dev);
@@ -143,3 +427,35 @@ struct drm_plane *vc4_plane_init(struct drm_device *dev,
enum drm_plane_type type);
u32 vc4_plane_write_dlist(struct drm_plane *plane, u32 __iomem *dlist);
u32 vc4_plane_dlist_size(struct drm_plane_state *state);
+void vc4_plane_async_set_fb(struct drm_plane *plane,
+ struct drm_framebuffer *fb);
+
+/* vc4_v3d.c */
+extern struct platform_driver vc4_v3d_driver;
+int vc4_v3d_debugfs_ident(struct seq_file *m, void *unused);
+int vc4_v3d_debugfs_regs(struct seq_file *m, void *unused);
+int vc4_v3d_set_power(struct vc4_dev *vc4, bool on);
+
+/* vc4_validate.c */
+int
+vc4_validate_bin_cl(struct drm_device *dev,
+ void *validated,
+ void *unvalidated,
+ struct vc4_exec_info *exec);
+
+int
+vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec);
+
+struct drm_gem_cma_object *vc4_use_bo(struct vc4_exec_info *exec,
+ uint32_t hindex);
+
+int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec);
+
+bool vc4_check_tex_size(struct vc4_exec_info *exec,
+ struct drm_gem_cma_object *fbo,
+ uint32_t offset, uint8_t tiling_format,
+ uint32_t width, uint32_t height, uint8_t cpp);
+
+/* vc4_validate_shader.c */
+struct vc4_validated_shader_info *
+vc4_validate_shader(struct drm_gem_cma_object *shader_obj);