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 * v3d_job_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 * 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 * 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 * 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 * 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 * 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 58 v3d_job_free(struct drm_sched_job *sched_job) 59 { 60 struct v3d_job *job = to_v3d_job(sched_job); 61 62 drm_sched_job_cleanup(sched_job); 63 v3d_job_put(job); 64 } 65 66 /** 67 * Returns the fences that the job depends on, one by one. 68 * 69 * If placed in the scheduler's .dependency method, the corresponding 70 * .run_job won't be called until all of them have been signaled. 71 */ 72 static struct dma_fence * 73 v3d_job_dependency(struct drm_sched_job *sched_job, 74 struct drm_sched_entity *s_entity) 75 { 76 struct v3d_job *job = to_v3d_job(sched_job); 77 78 /* XXX: Wait on a fence for switching the GMP if necessary, 79 * and then do so. 80 */ 81 82 if (!xa_empty(&job->deps)) 83 return xa_erase(&job->deps, job->last_dep++); 84 85 return NULL; 86 } 87 88 static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job) 89 { 90 struct v3d_bin_job *job = to_bin_job(sched_job); 91 struct v3d_dev *v3d = job->base.v3d; 92 struct drm_device *dev = &v3d->drm; 93 struct dma_fence *fence; 94 unsigned long irqflags; 95 96 if (unlikely(job->base.base.s_fence->finished.error)) 97 return NULL; 98 99 /* Lock required around bin_job update vs 100 * v3d_overflow_mem_work(). 101 */ 102 spin_lock_irqsave(&v3d->job_lock, irqflags); 103 v3d->bin_job = job; 104 /* Clear out the overflow allocation, so we don't 105 * reuse the overflow attached to a previous job. 106 */ 107 V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0); 108 spin_unlock_irqrestore(&v3d->job_lock, irqflags); 109 110 v3d_invalidate_caches(v3d); 111 112 fence = v3d_fence_create(v3d, V3D_BIN); 113 if (IS_ERR(fence)) 114 return NULL; 115 116 if (job->base.irq_fence) 117 dma_fence_put(job->base.irq_fence); 118 job->base.irq_fence = dma_fence_get(fence); 119 120 trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno, 121 job->start, job->end); 122 123 /* Set the current and end address of the control list. 124 * Writing the end register is what starts the job. 125 */ 126 if (job->qma) { 127 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma); 128 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms); 129 } 130 if (job->qts) { 131 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS, 132 V3D_CLE_CT0QTS_ENABLE | 133 job->qts); 134 } 135 V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start); 136 V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end); 137 138 return fence; 139 } 140 141 static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job) 142 { 143 struct v3d_render_job *job = to_render_job(sched_job); 144 struct v3d_dev *v3d = job->base.v3d; 145 struct drm_device *dev = &v3d->drm; 146 struct dma_fence *fence; 147 148 if (unlikely(job->base.base.s_fence->finished.error)) 149 return NULL; 150 151 v3d->render_job = job; 152 153 /* Can we avoid this flush? We need to be careful of 154 * scheduling, though -- imagine job0 rendering to texture and 155 * job1 reading, and them being executed as bin0, bin1, 156 * render0, render1, so that render1's flush at bin time 157 * wasn't enough. 158 */ 159 v3d_invalidate_caches(v3d); 160 161 fence = v3d_fence_create(v3d, V3D_RENDER); 162 if (IS_ERR(fence)) 163 return NULL; 164 165 if (job->base.irq_fence) 166 dma_fence_put(job->base.irq_fence); 167 job->base.irq_fence = dma_fence_get(fence); 168 169 trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno, 170 job->start, job->end); 171 172 /* XXX: Set the QCFG */ 173 174 /* Set the current and end address of the control list. 175 * Writing the end register is what starts the job. 176 */ 177 V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start); 178 V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end); 179 180 return fence; 181 } 182 183 static struct dma_fence * 184 v3d_tfu_job_run(struct drm_sched_job *sched_job) 185 { 186 struct v3d_tfu_job *job = to_tfu_job(sched_job); 187 struct v3d_dev *v3d = job->base.v3d; 188 struct drm_device *dev = &v3d->drm; 189 struct dma_fence *fence; 190 191 fence = v3d_fence_create(v3d, V3D_TFU); 192 if (IS_ERR(fence)) 193 return NULL; 194 195 v3d->tfu_job = job; 196 if (job->base.irq_fence) 197 dma_fence_put(job->base.irq_fence); 198 job->base.irq_fence = dma_fence_get(fence); 199 200 trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno); 201 202 V3D_WRITE(V3D_TFU_IIA, job->args.iia); 203 V3D_WRITE(V3D_TFU_IIS, job->args.iis); 204 V3D_WRITE(V3D_TFU_ICA, job->args.ica); 205 V3D_WRITE(V3D_TFU_IUA, job->args.iua); 206 V3D_WRITE(V3D_TFU_IOA, job->args.ioa); 207 V3D_WRITE(V3D_TFU_IOS, job->args.ios); 208 V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]); 209 if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) { 210 V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]); 211 V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]); 212 V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]); 213 } 214 /* ICFG kicks off the job. */ 215 V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC); 216 217 return fence; 218 } 219 220 static struct dma_fence * 221 v3d_csd_job_run(struct drm_sched_job *sched_job) 222 { 223 struct v3d_csd_job *job = to_csd_job(sched_job); 224 struct v3d_dev *v3d = job->base.v3d; 225 struct drm_device *dev = &v3d->drm; 226 struct dma_fence *fence; 227 int i; 228 229 v3d->csd_job = job; 230 231 v3d_invalidate_caches(v3d); 232 233 fence = v3d_fence_create(v3d, V3D_CSD); 234 if (IS_ERR(fence)) 235 return NULL; 236 237 if (job->base.irq_fence) 238 dma_fence_put(job->base.irq_fence); 239 job->base.irq_fence = dma_fence_get(fence); 240 241 trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno); 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 * 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 void 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 } 289 290 /* If the current address or return address have changed, then the GPU 291 * has probably made progress and we should delay the reset. This 292 * could fail if the GPU got in an infinite loop in the CL, but that 293 * is pretty unlikely outside of an i-g-t testcase. 294 */ 295 static void 296 v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q, 297 u32 *timedout_ctca, u32 *timedout_ctra) 298 { 299 struct v3d_job *job = to_v3d_job(sched_job); 300 struct v3d_dev *v3d = job->v3d; 301 u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q)); 302 u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q)); 303 304 if (*timedout_ctca != ctca || *timedout_ctra != ctra) { 305 *timedout_ctca = ctca; 306 *timedout_ctra = ctra; 307 return; 308 } 309 310 v3d_gpu_reset_for_timeout(v3d, sched_job); 311 } 312 313 static void 314 v3d_bin_job_timedout(struct drm_sched_job *sched_job) 315 { 316 struct v3d_bin_job *job = to_bin_job(sched_job); 317 318 v3d_cl_job_timedout(sched_job, V3D_BIN, 319 &job->timedout_ctca, &job->timedout_ctra); 320 } 321 322 static void 323 v3d_render_job_timedout(struct drm_sched_job *sched_job) 324 { 325 struct v3d_render_job *job = to_render_job(sched_job); 326 327 v3d_cl_job_timedout(sched_job, V3D_RENDER, 328 &job->timedout_ctca, &job->timedout_ctra); 329 } 330 331 static void 332 v3d_generic_job_timedout(struct drm_sched_job *sched_job) 333 { 334 struct v3d_job *job = to_v3d_job(sched_job); 335 336 v3d_gpu_reset_for_timeout(job->v3d, sched_job); 337 } 338 339 static void 340 v3d_csd_job_timedout(struct drm_sched_job *sched_job) 341 { 342 struct v3d_csd_job *job = to_csd_job(sched_job); 343 struct v3d_dev *v3d = job->base.v3d; 344 u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4); 345 346 /* If we've made progress, skip reset and let the timer get 347 * rearmed. 348 */ 349 if (job->timedout_batches != batches) { 350 job->timedout_batches = batches; 351 return; 352 } 353 354 v3d_gpu_reset_for_timeout(v3d, sched_job); 355 } 356 357 static const struct drm_sched_backend_ops v3d_bin_sched_ops = { 358 .dependency = v3d_job_dependency, 359 .run_job = v3d_bin_job_run, 360 .timedout_job = v3d_bin_job_timedout, 361 .free_job = v3d_job_free, 362 }; 363 364 static const struct drm_sched_backend_ops v3d_render_sched_ops = { 365 .dependency = v3d_job_dependency, 366 .run_job = v3d_render_job_run, 367 .timedout_job = v3d_render_job_timedout, 368 .free_job = v3d_job_free, 369 }; 370 371 static const struct drm_sched_backend_ops v3d_tfu_sched_ops = { 372 .dependency = v3d_job_dependency, 373 .run_job = v3d_tfu_job_run, 374 .timedout_job = v3d_generic_job_timedout, 375 .free_job = v3d_job_free, 376 }; 377 378 static const struct drm_sched_backend_ops v3d_csd_sched_ops = { 379 .dependency = v3d_job_dependency, 380 .run_job = v3d_csd_job_run, 381 .timedout_job = v3d_csd_job_timedout, 382 .free_job = v3d_job_free 383 }; 384 385 static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = { 386 .dependency = v3d_job_dependency, 387 .run_job = v3d_cache_clean_job_run, 388 .timedout_job = v3d_generic_job_timedout, 389 .free_job = v3d_job_free 390 }; 391 392 int 393 v3d_sched_init(struct v3d_dev *v3d) 394 { 395 int hw_jobs_limit = 1; 396 int job_hang_limit = 0; 397 int hang_limit_ms = 500; 398 int ret; 399 400 ret = drm_sched_init(&v3d->queue[V3D_BIN].sched, 401 &v3d_bin_sched_ops, 402 hw_jobs_limit, job_hang_limit, 403 msecs_to_jiffies(hang_limit_ms), 404 "v3d_bin"); 405 if (ret) { 406 dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret); 407 return ret; 408 } 409 410 ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched, 411 &v3d_render_sched_ops, 412 hw_jobs_limit, job_hang_limit, 413 msecs_to_jiffies(hang_limit_ms), 414 "v3d_render"); 415 if (ret) { 416 dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.", 417 ret); 418 v3d_sched_fini(v3d); 419 return ret; 420 } 421 422 ret = drm_sched_init(&v3d->queue[V3D_TFU].sched, 423 &v3d_tfu_sched_ops, 424 hw_jobs_limit, job_hang_limit, 425 msecs_to_jiffies(hang_limit_ms), 426 "v3d_tfu"); 427 if (ret) { 428 dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.", 429 ret); 430 v3d_sched_fini(v3d); 431 return ret; 432 } 433 434 if (v3d_has_csd(v3d)) { 435 ret = drm_sched_init(&v3d->queue[V3D_CSD].sched, 436 &v3d_csd_sched_ops, 437 hw_jobs_limit, job_hang_limit, 438 msecs_to_jiffies(hang_limit_ms), 439 "v3d_csd"); 440 if (ret) { 441 dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.", 442 ret); 443 v3d_sched_fini(v3d); 444 return ret; 445 } 446 447 ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched, 448 &v3d_cache_clean_sched_ops, 449 hw_jobs_limit, job_hang_limit, 450 msecs_to_jiffies(hang_limit_ms), 451 "v3d_cache_clean"); 452 if (ret) { 453 dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.", 454 ret); 455 v3d_sched_fini(v3d); 456 return ret; 457 } 458 } 459 460 return 0; 461 } 462 463 void 464 v3d_sched_fini(struct v3d_dev *v3d) 465 { 466 enum v3d_queue q; 467 468 for (q = 0; q < V3D_MAX_QUEUES; q++) { 469 if (v3d->queue[q].sched.ready) 470 drm_sched_fini(&v3d->queue[q].sched); 471 } 472 } 473