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