xref: /openbmc/linux/drivers/gpu/drm/v3d/v3d_sched.c (revision 840d9a813c8eaa5c55d86525e374a97ca5023b53)
1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2018 Broadcom */
3 
4 /**
5  * DOC: Broadcom V3D scheduling
6  *
7  * The shared DRM GPU scheduler is used to coordinate submitting jobs
8  * to the hardware.  Each DRM fd (roughly a client process) gets its
9  * own scheduler entity, which will process jobs in order.  The GPU
10  * scheduler will round-robin between clients to submit the next job.
11  *
12  * For simplicity, and in order to keep latency low for interactive
13  * jobs when bulk background jobs are queued up, we submit a new job
14  * to the HW only when it has completed the last one, instead of
15  * filling up the CT[01]Q FIFOs with jobs.  Similarly, we use
16  * drm_sched_job_add_dependency() to manage the dependency between bin and
17  * render, instead of having the clients submit jobs using the HW's
18  * semaphores to interlock between them.
19  */
20 
21 #include <linux/kthread.h>
22 
23 #include "v3d_drv.h"
24 #include "v3d_regs.h"
25 #include "v3d_trace.h"
26 
27 static struct v3d_job *
to_v3d_job(struct drm_sched_job * sched_job)28 to_v3d_job(struct drm_sched_job *sched_job)
29 {
30 	return container_of(sched_job, struct v3d_job, base);
31 }
32 
33 static struct v3d_bin_job *
to_bin_job(struct drm_sched_job * sched_job)34 to_bin_job(struct drm_sched_job *sched_job)
35 {
36 	return container_of(sched_job, struct v3d_bin_job, base.base);
37 }
38 
39 static struct v3d_render_job *
to_render_job(struct drm_sched_job * sched_job)40 to_render_job(struct drm_sched_job *sched_job)
41 {
42 	return container_of(sched_job, struct v3d_render_job, base.base);
43 }
44 
45 static struct v3d_tfu_job *
to_tfu_job(struct drm_sched_job * sched_job)46 to_tfu_job(struct drm_sched_job *sched_job)
47 {
48 	return container_of(sched_job, struct v3d_tfu_job, base.base);
49 }
50 
51 static struct v3d_csd_job *
to_csd_job(struct drm_sched_job * sched_job)52 to_csd_job(struct drm_sched_job *sched_job)
53 {
54 	return container_of(sched_job, struct v3d_csd_job, base.base);
55 }
56 
57 static void
v3d_sched_job_free(struct drm_sched_job * sched_job)58 v3d_sched_job_free(struct drm_sched_job *sched_job)
59 {
60 	struct v3d_job *job = to_v3d_job(sched_job);
61 
62 	v3d_job_cleanup(job);
63 }
64 
65 static void
v3d_switch_perfmon(struct v3d_dev * v3d,struct v3d_job * job)66 v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
67 {
68 	if (job->perfmon != v3d->active_perfmon)
69 		v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
70 
71 	if (job->perfmon && v3d->active_perfmon != job->perfmon)
72 		v3d_perfmon_start(v3d, job->perfmon);
73 }
74 
v3d_bin_job_run(struct drm_sched_job * sched_job)75 static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
76 {
77 	struct v3d_bin_job *job = to_bin_job(sched_job);
78 	struct v3d_dev *v3d = job->base.v3d;
79 	struct drm_device *dev = &v3d->drm;
80 	struct dma_fence *fence;
81 	unsigned long irqflags;
82 
83 	if (unlikely(job->base.base.s_fence->finished.error))
84 		return NULL;
85 
86 	/* Lock required around bin_job update vs
87 	 * v3d_overflow_mem_work().
88 	 */
89 	spin_lock_irqsave(&v3d->job_lock, irqflags);
90 	v3d->bin_job = job;
91 	/* Clear out the overflow allocation, so we don't
92 	 * reuse the overflow attached to a previous job.
93 	 */
94 	V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
95 	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
96 
97 	v3d_invalidate_caches(v3d);
98 
99 	fence = v3d_fence_create(v3d, V3D_BIN);
100 	if (IS_ERR(fence))
101 		return NULL;
102 
103 	if (job->base.irq_fence)
104 		dma_fence_put(job->base.irq_fence);
105 	job->base.irq_fence = dma_fence_get(fence);
106 
107 	trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
108 			    job->start, job->end);
109 
110 	v3d_switch_perfmon(v3d, &job->base);
111 
112 	/* Set the current and end address of the control list.
113 	 * Writing the end register is what starts the job.
114 	 */
115 	if (job->qma) {
116 		V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
117 		V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
118 	}
119 	if (job->qts) {
120 		V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
121 			       V3D_CLE_CT0QTS_ENABLE |
122 			       job->qts);
123 	}
124 	V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
125 	V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
126 
127 	return fence;
128 }
129 
v3d_render_job_run(struct drm_sched_job * sched_job)130 static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
131 {
132 	struct v3d_render_job *job = to_render_job(sched_job);
133 	struct v3d_dev *v3d = job->base.v3d;
134 	struct drm_device *dev = &v3d->drm;
135 	struct dma_fence *fence;
136 
137 	if (unlikely(job->base.base.s_fence->finished.error))
138 		return NULL;
139 
140 	v3d->render_job = job;
141 
142 	/* Can we avoid this flush?  We need to be careful of
143 	 * scheduling, though -- imagine job0 rendering to texture and
144 	 * job1 reading, and them being executed as bin0, bin1,
145 	 * render0, render1, so that render1's flush at bin time
146 	 * wasn't enough.
147 	 */
148 	v3d_invalidate_caches(v3d);
149 
150 	fence = v3d_fence_create(v3d, V3D_RENDER);
151 	if (IS_ERR(fence))
152 		return NULL;
153 
154 	if (job->base.irq_fence)
155 		dma_fence_put(job->base.irq_fence);
156 	job->base.irq_fence = dma_fence_get(fence);
157 
158 	trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
159 			    job->start, job->end);
160 
161 	v3d_switch_perfmon(v3d, &job->base);
162 
163 	/* XXX: Set the QCFG */
164 
165 	/* Set the current and end address of the control list.
166 	 * Writing the end register is what starts the job.
167 	 */
168 	V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
169 	V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
170 
171 	return fence;
172 }
173 
174 static struct dma_fence *
v3d_tfu_job_run(struct drm_sched_job * sched_job)175 v3d_tfu_job_run(struct drm_sched_job *sched_job)
176 {
177 	struct v3d_tfu_job *job = to_tfu_job(sched_job);
178 	struct v3d_dev *v3d = job->base.v3d;
179 	struct drm_device *dev = &v3d->drm;
180 	struct dma_fence *fence;
181 
182 	if (unlikely(job->base.base.s_fence->finished.error))
183 		return NULL;
184 
185 	v3d->tfu_job = job;
186 
187 	fence = v3d_fence_create(v3d, V3D_TFU);
188 	if (IS_ERR(fence))
189 		return NULL;
190 
191 	if (job->base.irq_fence)
192 		dma_fence_put(job->base.irq_fence);
193 	job->base.irq_fence = dma_fence_get(fence);
194 
195 	trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
196 
197 	V3D_WRITE(V3D_TFU_IIA, job->args.iia);
198 	V3D_WRITE(V3D_TFU_IIS, job->args.iis);
199 	V3D_WRITE(V3D_TFU_ICA, job->args.ica);
200 	V3D_WRITE(V3D_TFU_IUA, job->args.iua);
201 	V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
202 	V3D_WRITE(V3D_TFU_IOS, job->args.ios);
203 	V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
204 	if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
205 		V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
206 		V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
207 		V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
208 	}
209 	/* ICFG kicks off the job. */
210 	V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
211 
212 	return fence;
213 }
214 
215 static struct dma_fence *
v3d_csd_job_run(struct drm_sched_job * sched_job)216 v3d_csd_job_run(struct drm_sched_job *sched_job)
217 {
218 	struct v3d_csd_job *job = to_csd_job(sched_job);
219 	struct v3d_dev *v3d = job->base.v3d;
220 	struct drm_device *dev = &v3d->drm;
221 	struct dma_fence *fence;
222 	int i;
223 
224 	if (unlikely(job->base.base.s_fence->finished.error))
225 		return NULL;
226 
227 	v3d->csd_job = job;
228 
229 	v3d_invalidate_caches(v3d);
230 
231 	fence = v3d_fence_create(v3d, V3D_CSD);
232 	if (IS_ERR(fence))
233 		return NULL;
234 
235 	if (job->base.irq_fence)
236 		dma_fence_put(job->base.irq_fence);
237 	job->base.irq_fence = dma_fence_get(fence);
238 
239 	trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
240 
241 	v3d_switch_perfmon(v3d, &job->base);
242 
243 	for (i = 1; i <= 6; i++)
244 		V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
245 	/* CFG0 write kicks off the job. */
246 	V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
247 
248 	return fence;
249 }
250 
251 static struct dma_fence *
v3d_cache_clean_job_run(struct drm_sched_job * sched_job)252 v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
253 {
254 	struct v3d_job *job = to_v3d_job(sched_job);
255 	struct v3d_dev *v3d = job->v3d;
256 
257 	v3d_clean_caches(v3d);
258 
259 	return NULL;
260 }
261 
262 static enum drm_gpu_sched_stat
v3d_gpu_reset_for_timeout(struct v3d_dev * v3d,struct drm_sched_job * sched_job)263 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
264 {
265 	enum v3d_queue q;
266 
267 	mutex_lock(&v3d->reset_lock);
268 
269 	/* block scheduler */
270 	for (q = 0; q < V3D_MAX_QUEUES; q++)
271 		drm_sched_stop(&v3d->queue[q].sched, sched_job);
272 
273 	if (sched_job)
274 		drm_sched_increase_karma(sched_job);
275 
276 	/* get the GPU back into the init state */
277 	v3d_reset(v3d);
278 
279 	for (q = 0; q < V3D_MAX_QUEUES; q++)
280 		drm_sched_resubmit_jobs(&v3d->queue[q].sched);
281 
282 	/* Unblock schedulers and restart their jobs. */
283 	for (q = 0; q < V3D_MAX_QUEUES; q++) {
284 		drm_sched_start(&v3d->queue[q].sched, true);
285 	}
286 
287 	mutex_unlock(&v3d->reset_lock);
288 
289 	return DRM_GPU_SCHED_STAT_NOMINAL;
290 }
291 
292 /* If the current address or return address have changed, then the GPU
293  * has probably made progress and we should delay the reset.  This
294  * could fail if the GPU got in an infinite loop in the CL, but that
295  * is pretty unlikely outside of an i-g-t testcase.
296  */
297 static enum drm_gpu_sched_stat
v3d_cl_job_timedout(struct drm_sched_job * sched_job,enum v3d_queue q,u32 * timedout_ctca,u32 * timedout_ctra)298 v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
299 		    u32 *timedout_ctca, u32 *timedout_ctra)
300 {
301 	struct v3d_job *job = to_v3d_job(sched_job);
302 	struct v3d_dev *v3d = job->v3d;
303 	u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
304 	u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
305 
306 	if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
307 		*timedout_ctca = ctca;
308 		*timedout_ctra = ctra;
309 		return DRM_GPU_SCHED_STAT_NOMINAL;
310 	}
311 
312 	return v3d_gpu_reset_for_timeout(v3d, sched_job);
313 }
314 
315 static enum drm_gpu_sched_stat
v3d_bin_job_timedout(struct drm_sched_job * sched_job)316 v3d_bin_job_timedout(struct drm_sched_job *sched_job)
317 {
318 	struct v3d_bin_job *job = to_bin_job(sched_job);
319 
320 	return v3d_cl_job_timedout(sched_job, V3D_BIN,
321 				   &job->timedout_ctca, &job->timedout_ctra);
322 }
323 
324 static enum drm_gpu_sched_stat
v3d_render_job_timedout(struct drm_sched_job * sched_job)325 v3d_render_job_timedout(struct drm_sched_job *sched_job)
326 {
327 	struct v3d_render_job *job = to_render_job(sched_job);
328 
329 	return v3d_cl_job_timedout(sched_job, V3D_RENDER,
330 				   &job->timedout_ctca, &job->timedout_ctra);
331 }
332 
333 static enum drm_gpu_sched_stat
v3d_generic_job_timedout(struct drm_sched_job * sched_job)334 v3d_generic_job_timedout(struct drm_sched_job *sched_job)
335 {
336 	struct v3d_job *job = to_v3d_job(sched_job);
337 
338 	return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
339 }
340 
341 static enum drm_gpu_sched_stat
v3d_csd_job_timedout(struct drm_sched_job * sched_job)342 v3d_csd_job_timedout(struct drm_sched_job *sched_job)
343 {
344 	struct v3d_csd_job *job = to_csd_job(sched_job);
345 	struct v3d_dev *v3d = job->base.v3d;
346 	u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
347 
348 	/* If we've made progress, skip reset and let the timer get
349 	 * rearmed.
350 	 */
351 	if (job->timedout_batches != batches) {
352 		job->timedout_batches = batches;
353 		return DRM_GPU_SCHED_STAT_NOMINAL;
354 	}
355 
356 	return v3d_gpu_reset_for_timeout(v3d, sched_job);
357 }
358 
359 static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
360 	.run_job = v3d_bin_job_run,
361 	.timedout_job = v3d_bin_job_timedout,
362 	.free_job = v3d_sched_job_free,
363 };
364 
365 static const struct drm_sched_backend_ops v3d_render_sched_ops = {
366 	.run_job = v3d_render_job_run,
367 	.timedout_job = v3d_render_job_timedout,
368 	.free_job = v3d_sched_job_free,
369 };
370 
371 static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
372 	.run_job = v3d_tfu_job_run,
373 	.timedout_job = v3d_generic_job_timedout,
374 	.free_job = v3d_sched_job_free,
375 };
376 
377 static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
378 	.run_job = v3d_csd_job_run,
379 	.timedout_job = v3d_csd_job_timedout,
380 	.free_job = v3d_sched_job_free
381 };
382 
383 static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
384 	.run_job = v3d_cache_clean_job_run,
385 	.timedout_job = v3d_generic_job_timedout,
386 	.free_job = v3d_sched_job_free
387 };
388 
389 int
v3d_sched_init(struct v3d_dev * v3d)390 v3d_sched_init(struct v3d_dev *v3d)
391 {
392 	int hw_jobs_limit = 1;
393 	int job_hang_limit = 0;
394 	int hang_limit_ms = 500;
395 	int ret;
396 
397 	ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
398 			     &v3d_bin_sched_ops,
399 			     hw_jobs_limit, job_hang_limit,
400 			     msecs_to_jiffies(hang_limit_ms), NULL,
401 			     NULL, "v3d_bin", v3d->drm.dev);
402 	if (ret)
403 		return ret;
404 
405 	ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
406 			     &v3d_render_sched_ops,
407 			     hw_jobs_limit, job_hang_limit,
408 			     msecs_to_jiffies(hang_limit_ms), NULL,
409 			     NULL, "v3d_render", v3d->drm.dev);
410 	if (ret)
411 		goto fail;
412 
413 	ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
414 			     &v3d_tfu_sched_ops,
415 			     hw_jobs_limit, job_hang_limit,
416 			     msecs_to_jiffies(hang_limit_ms), NULL,
417 			     NULL, "v3d_tfu", v3d->drm.dev);
418 	if (ret)
419 		goto fail;
420 
421 	if (v3d_has_csd(v3d)) {
422 		ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
423 				     &v3d_csd_sched_ops,
424 				     hw_jobs_limit, job_hang_limit,
425 				     msecs_to_jiffies(hang_limit_ms), NULL,
426 				     NULL, "v3d_csd", v3d->drm.dev);
427 		if (ret)
428 			goto fail;
429 
430 		ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
431 				     &v3d_cache_clean_sched_ops,
432 				     hw_jobs_limit, job_hang_limit,
433 				     msecs_to_jiffies(hang_limit_ms), NULL,
434 				     NULL, "v3d_cache_clean", v3d->drm.dev);
435 		if (ret)
436 			goto fail;
437 	}
438 
439 	return 0;
440 
441 fail:
442 	v3d_sched_fini(v3d);
443 	return ret;
444 }
445 
446 void
v3d_sched_fini(struct v3d_dev * v3d)447 v3d_sched_fini(struct v3d_dev *v3d)
448 {
449 	enum v3d_queue q;
450 
451 	for (q = 0; q < V3D_MAX_QUEUES; q++) {
452 		if (v3d->queue[q].sched.ready)
453 			drm_sched_fini(&v3d->queue[q].sched);
454 	}
455 }
456