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- // 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 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 (IS_ERR(fence))
- return NULL;
- 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 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));
- /* 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;
- schedule_delayed_work(&job->base.work_tdr,
- job->base.sched->timeout);
- return;
- }
- 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);
- }
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