// SPDX-License-Identifier: GPL-2.0+ /* Copyright (C) 2015-2018 Broadcom */ #include #include #include #include #include #include #include #include #include "uapi/drm/v3d_drm.h" struct clk; struct platform_device; struct reset_control; #define GMP_GRANULARITY (128 * 1024) #define V3D_MAX_QUEUES (V3D_CACHE_CLEAN + 1) struct v3d_queue_state { struct drm_gpu_scheduler sched; u64 fence_context; u64 emit_seqno; }; /* Performance monitor object. The perform lifetime is controlled by userspace * using perfmon related ioctls. A perfmon can be attached to a submit_cl * request, and when this is the case, HW perf counters will be activated just * before the submit_cl is submitted to the GPU and disabled when the job is * done. This way, only events related to a specific job will be counted. */ struct v3d_perfmon { /* Tracks the number of users of the perfmon, when this counter reaches * zero the perfmon is destroyed. */ refcount_t refcnt; /* Protects perfmon stop, as it can be invoked from multiple places. */ struct mutex lock; /* Number of counters activated in this perfmon instance * (should be less than DRM_V3D_MAX_PERF_COUNTERS). */ u8 ncounters; /* Events counted by the HW perf counters. */ u8 counters[DRM_V3D_MAX_PERF_COUNTERS]; /* Storage for counter values. Counters are incremented by the * HW perf counter values every time the perfmon is attached * to a GPU job. This way, perfmon users don't have to * retrieve the results after each job if they want to track * events covering several submissions. Note that counter * values can't be reset, but you can fake a reset by * destroying the perfmon and creating a new one. */ u64 values[]; }; struct v3d_dev { struct drm_device drm; /* Short representation (e.g. 33, 41) of the V3D tech version * and revision. */ int ver; bool single_irq_line; void __iomem *hub_regs; void __iomem *core_regs[3]; void __iomem *bridge_regs; void __iomem *gca_regs; struct clk *clk; struct reset_control *reset; /* Virtual and DMA addresses of the single shared page table. */ volatile u32 *pt; dma_addr_t pt_paddr; /* Virtual and DMA addresses of the MMU's scratch page. When * a read or write is invalid in the MMU, it will be * redirected here. */ void *mmu_scratch; dma_addr_t mmu_scratch_paddr; /* virtual address bits from V3D to the MMU. */ int va_width; /* Number of V3D cores. */ u32 cores; /* Allocator managing the address space. All units are in * number of pages. */ struct drm_mm mm; spinlock_t mm_lock; struct work_struct overflow_mem_work; struct v3d_bin_job *bin_job; struct v3d_render_job *render_job; struct v3d_tfu_job *tfu_job; struct v3d_csd_job *csd_job; struct v3d_queue_state queue[V3D_MAX_QUEUES]; /* Spinlock used to synchronize the overflow memory * management against bin job submission. */ spinlock_t job_lock; /* Used to track the active perfmon if any. */ struct v3d_perfmon *active_perfmon; /* Protects bo_stats */ struct mutex bo_lock; /* Lock taken when resetting the GPU, to keep multiple * processes from trying to park the scheduler threads and * reset at once. */ struct mutex reset_lock; /* Lock taken when creating and pushing the GPU scheduler * jobs, to keep the sched-fence seqnos in order. */ struct mutex sched_lock; /* Lock taken during a cache clean and when initiating an L2 * flush, to keep L2 flushes from interfering with the * synchronous L2 cleans. */ struct mutex cache_clean_lock; struct { u32 num_allocated; u32 pages_allocated; } bo_stats; }; static inline struct v3d_dev * to_v3d_dev(struct drm_device *dev) { return container_of(dev, struct v3d_dev, drm); } static inline bool v3d_has_csd(struct v3d_dev *v3d) { return v3d->ver >= 41; } #define v3d_to_pdev(v3d) to_platform_device((v3d)->drm.dev) /* The per-fd struct, which tracks the MMU mappings. */ struct v3d_file_priv { struct v3d_dev *v3d; struct { struct idr idr; struct mutex lock; } perfmon; struct drm_sched_entity sched_entity[V3D_MAX_QUEUES]; }; struct v3d_bo { struct drm_gem_shmem_object base; struct drm_mm_node node; /* List entry for the BO's position in * v3d_render_job->unref_list */ struct list_head unref_head; }; static inline struct v3d_bo * to_v3d_bo(struct drm_gem_object *bo) { return (struct v3d_bo *)bo; } struct v3d_fence { struct dma_fence base; struct drm_device *dev; /* v3d seqno for signaled() test */ u64 seqno; enum v3d_queue queue; }; static inline struct v3d_fence * to_v3d_fence(struct dma_fence *fence) { return (struct v3d_fence *)fence; } #define V3D_READ(offset) readl(v3d->hub_regs + offset) #define V3D_WRITE(offset, val) writel(val, v3d->hub_regs + offset) #define V3D_BRIDGE_READ(offset) readl(v3d->bridge_regs + offset) #define V3D_BRIDGE_WRITE(offset, val) writel(val, v3d->bridge_regs + offset) #define V3D_GCA_READ(offset) readl(v3d->gca_regs + offset) #define V3D_GCA_WRITE(offset, val) writel(val, v3d->gca_regs + offset) #define V3D_CORE_READ(core, offset) readl(v3d->core_regs[core] + offset) #define V3D_CORE_WRITE(core, offset, val) writel(val, v3d->core_regs[core] + offset) struct v3d_job { struct drm_sched_job base; struct kref refcount; struct v3d_dev *v3d; /* This is the array of BOs that were looked up at the start * of submission. */ struct drm_gem_object **bo; u32 bo_count; /* v3d fence to be signaled by IRQ handler when the job is complete. */ struct dma_fence *irq_fence; /* scheduler fence for when the job is considered complete and * the BO reservations can be released. */ struct dma_fence *done_fence; /* Pointer to a performance monitor object if the user requested it, * NULL otherwise. */ struct v3d_perfmon *perfmon; /* Callback for the freeing of the job on refcount going to 0. */ void (*free)(struct kref *ref); }; struct v3d_bin_job { struct v3d_job base; /* GPU virtual addresses of the start/end of the CL job. */ u32 start, end; u32 timedout_ctca, timedout_ctra; /* Corresponding render job, for attaching our overflow memory. */ struct v3d_render_job *render; /* Submitted tile memory allocation start/size, tile state. */ u32 qma, qms, qts; }; struct v3d_render_job { struct v3d_job base; /* GPU virtual addresses of the start/end of the CL job. */ u32 start, end; u32 timedout_ctca, timedout_ctra; /* List of overflow BOs used in the job that need to be * released once the job is complete. */ struct list_head unref_list; }; struct v3d_tfu_job { struct v3d_job base; struct drm_v3d_submit_tfu args; }; struct v3d_csd_job { struct v3d_job base; u32 timedout_batches; struct drm_v3d_submit_csd args; }; struct v3d_submit_outsync { struct drm_syncobj *syncobj; }; struct v3d_submit_ext { u32 flags; u32 wait_stage; u32 in_sync_count; u64 in_syncs; u32 out_sync_count; struct v3d_submit_outsync *out_syncs; }; /** * __wait_for - magic wait macro * * Macro to help avoid open coding check/wait/timeout patterns. Note that it's * important that we check the condition again after having timed out, since the * timeout could be due to preemption or similar and we've never had a chance to * check the condition before the timeout. */ #define __wait_for(OP, COND, US, Wmin, Wmax) ({ \ const ktime_t end__ = ktime_add_ns(ktime_get_raw(), 1000ll * (US)); \ long wait__ = (Wmin); /* recommended min for usleep is 10 us */ \ int ret__; \ might_sleep(); \ for (;;) { \ const bool expired__ = ktime_after(ktime_get_raw(), end__); \ OP; \ /* Guarantee COND check prior to timeout */ \ barrier(); \ if (COND) { \ ret__ = 0; \ break; \ } \ if (expired__) { \ ret__ = -ETIMEDOUT; \ break; \ } \ usleep_range(wait__, wait__ * 2); \ if (wait__ < (Wmax)) \ wait__ <<= 1; \ } \ ret__; \ }) #define _wait_for(COND, US, Wmin, Wmax) __wait_for(, (COND), (US), (Wmin), \ (Wmax)) #define wait_for(COND, MS) _wait_for((COND), (MS) * 1000, 10, 1000) static inline unsigned long nsecs_to_jiffies_timeout(const u64 n) { /* nsecs_to_jiffies64() does not guard against overflow */ if (NSEC_PER_SEC % HZ && div_u64(n, NSEC_PER_SEC) >= MAX_JIFFY_OFFSET / HZ) return MAX_JIFFY_OFFSET; return min_t(u64, MAX_JIFFY_OFFSET, nsecs_to_jiffies64(n) + 1); } /* v3d_bo.c */ struct drm_gem_object *v3d_create_object(struct drm_device *dev, size_t size); void v3d_free_object(struct drm_gem_object *gem_obj); struct v3d_bo *v3d_bo_create(struct drm_device *dev, struct drm_file *file_priv, size_t size); int v3d_create_bo_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int v3d_mmap_bo_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int v3d_get_bo_offset_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); struct drm_gem_object *v3d_prime_import_sg_table(struct drm_device *dev, struct dma_buf_attachment *attach, struct sg_table *sgt); /* v3d_debugfs.c */ void v3d_debugfs_init(struct drm_minor *minor); /* v3d_fence.c */ extern const struct dma_fence_ops v3d_fence_ops; struct dma_fence *v3d_fence_create(struct v3d_dev *v3d, enum v3d_queue queue); /* v3d_gem.c */ int v3d_gem_init(struct drm_device *dev); void v3d_gem_destroy(struct drm_device *dev); int v3d_submit_cl_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int v3d_submit_tfu_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int v3d_submit_csd_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int v3d_wait_bo_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); void v3d_job_cleanup(struct v3d_job *job); void v3d_job_put(struct v3d_job *job); void v3d_reset(struct v3d_dev *v3d); void v3d_invalidate_caches(struct v3d_dev *v3d); void v3d_clean_caches(struct v3d_dev *v3d); /* v3d_irq.c */ int v3d_irq_init(struct v3d_dev *v3d); void v3d_irq_enable(struct v3d_dev *v3d); void v3d_irq_disable(struct v3d_dev *v3d); void v3d_irq_reset(struct v3d_dev *v3d); /* v3d_mmu.c */ int v3d_mmu_get_offset(struct drm_file *file_priv, struct v3d_bo *bo, u32 *offset); int v3d_mmu_set_page_table(struct v3d_dev *v3d); void v3d_mmu_insert_ptes(struct v3d_bo *bo); void v3d_mmu_remove_ptes(struct v3d_bo *bo); /* v3d_sched.c */ int v3d_sched_init(struct v3d_dev *v3d); void v3d_sched_fini(struct v3d_dev *v3d); /* v3d_perfmon.c */ void v3d_perfmon_get(struct v3d_perfmon *perfmon); void v3d_perfmon_put(struct v3d_perfmon *perfmon); void v3d_perfmon_start(struct v3d_dev *v3d, struct v3d_perfmon *perfmon); void v3d_perfmon_stop(struct v3d_dev *v3d, struct v3d_perfmon *perfmon, bool capture); struct v3d_perfmon *v3d_perfmon_find(struct v3d_file_priv *v3d_priv, int id); void v3d_perfmon_open_file(struct v3d_file_priv *v3d_priv); void v3d_perfmon_close_file(struct v3d_file_priv *v3d_priv); int v3d_perfmon_create_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int v3d_perfmon_destroy_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int v3d_perfmon_get_values_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv);