xref: /openbmc/linux/drivers/gpu/drm/v3d/v3d_sched.c (revision cef69974)
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 *
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_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
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 
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 
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 *
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 	fence = v3d_fence_create(v3d, V3D_TFU);
183 	if (IS_ERR(fence))
184 		return NULL;
185 
186 	v3d->tfu_job = job;
187 	if (job->base.irq_fence)
188 		dma_fence_put(job->base.irq_fence);
189 	job->base.irq_fence = dma_fence_get(fence);
190 
191 	trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
192 
193 	V3D_WRITE(V3D_TFU_IIA, job->args.iia);
194 	V3D_WRITE(V3D_TFU_IIS, job->args.iis);
195 	V3D_WRITE(V3D_TFU_ICA, job->args.ica);
196 	V3D_WRITE(V3D_TFU_IUA, job->args.iua);
197 	V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
198 	V3D_WRITE(V3D_TFU_IOS, job->args.ios);
199 	V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
200 	if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
201 		V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
202 		V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
203 		V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
204 	}
205 	/* ICFG kicks off the job. */
206 	V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
207 
208 	return fence;
209 }
210 
211 static struct dma_fence *
212 v3d_csd_job_run(struct drm_sched_job *sched_job)
213 {
214 	struct v3d_csd_job *job = to_csd_job(sched_job);
215 	struct v3d_dev *v3d = job->base.v3d;
216 	struct drm_device *dev = &v3d->drm;
217 	struct dma_fence *fence;
218 	int i;
219 
220 	v3d->csd_job = job;
221 
222 	v3d_invalidate_caches(v3d);
223 
224 	fence = v3d_fence_create(v3d, V3D_CSD);
225 	if (IS_ERR(fence))
226 		return NULL;
227 
228 	if (job->base.irq_fence)
229 		dma_fence_put(job->base.irq_fence);
230 	job->base.irq_fence = dma_fence_get(fence);
231 
232 	trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
233 
234 	v3d_switch_perfmon(v3d, &job->base);
235 
236 	for (i = 1; i <= 6; i++)
237 		V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
238 	/* CFG0 write kicks off the job. */
239 	V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
240 
241 	return fence;
242 }
243 
244 static struct dma_fence *
245 v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
246 {
247 	struct v3d_job *job = to_v3d_job(sched_job);
248 	struct v3d_dev *v3d = job->v3d;
249 
250 	v3d_clean_caches(v3d);
251 
252 	return NULL;
253 }
254 
255 static enum drm_gpu_sched_stat
256 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
257 {
258 	enum v3d_queue q;
259 
260 	mutex_lock(&v3d->reset_lock);
261 
262 	/* block scheduler */
263 	for (q = 0; q < V3D_MAX_QUEUES; q++)
264 		drm_sched_stop(&v3d->queue[q].sched, sched_job);
265 
266 	if (sched_job)
267 		drm_sched_increase_karma(sched_job);
268 
269 	/* get the GPU back into the init state */
270 	v3d_reset(v3d);
271 
272 	for (q = 0; q < V3D_MAX_QUEUES; q++)
273 		drm_sched_resubmit_jobs(&v3d->queue[q].sched);
274 
275 	/* Unblock schedulers and restart their jobs. */
276 	for (q = 0; q < V3D_MAX_QUEUES; q++) {
277 		drm_sched_start(&v3d->queue[q].sched, true);
278 	}
279 
280 	mutex_unlock(&v3d->reset_lock);
281 
282 	return DRM_GPU_SCHED_STAT_NOMINAL;
283 }
284 
285 /* If the current address or return address have changed, then the GPU
286  * has probably made progress and we should delay the reset.  This
287  * could fail if the GPU got in an infinite loop in the CL, but that
288  * is pretty unlikely outside of an i-g-t testcase.
289  */
290 static enum drm_gpu_sched_stat
291 v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
292 		    u32 *timedout_ctca, u32 *timedout_ctra)
293 {
294 	struct v3d_job *job = to_v3d_job(sched_job);
295 	struct v3d_dev *v3d = job->v3d;
296 	u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
297 	u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
298 
299 	if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
300 		*timedout_ctca = ctca;
301 		*timedout_ctra = ctra;
302 		return DRM_GPU_SCHED_STAT_NOMINAL;
303 	}
304 
305 	return v3d_gpu_reset_for_timeout(v3d, sched_job);
306 }
307 
308 static enum drm_gpu_sched_stat
309 v3d_bin_job_timedout(struct drm_sched_job *sched_job)
310 {
311 	struct v3d_bin_job *job = to_bin_job(sched_job);
312 
313 	return v3d_cl_job_timedout(sched_job, V3D_BIN,
314 				   &job->timedout_ctca, &job->timedout_ctra);
315 }
316 
317 static enum drm_gpu_sched_stat
318 v3d_render_job_timedout(struct drm_sched_job *sched_job)
319 {
320 	struct v3d_render_job *job = to_render_job(sched_job);
321 
322 	return v3d_cl_job_timedout(sched_job, V3D_RENDER,
323 				   &job->timedout_ctca, &job->timedout_ctra);
324 }
325 
326 static enum drm_gpu_sched_stat
327 v3d_generic_job_timedout(struct drm_sched_job *sched_job)
328 {
329 	struct v3d_job *job = to_v3d_job(sched_job);
330 
331 	return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
332 }
333 
334 static enum drm_gpu_sched_stat
335 v3d_csd_job_timedout(struct drm_sched_job *sched_job)
336 {
337 	struct v3d_csd_job *job = to_csd_job(sched_job);
338 	struct v3d_dev *v3d = job->base.v3d;
339 	u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
340 
341 	/* If we've made progress, skip reset and let the timer get
342 	 * rearmed.
343 	 */
344 	if (job->timedout_batches != batches) {
345 		job->timedout_batches = batches;
346 		return DRM_GPU_SCHED_STAT_NOMINAL;
347 	}
348 
349 	return v3d_gpu_reset_for_timeout(v3d, sched_job);
350 }
351 
352 static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
353 	.run_job = v3d_bin_job_run,
354 	.timedout_job = v3d_bin_job_timedout,
355 	.free_job = v3d_sched_job_free,
356 };
357 
358 static const struct drm_sched_backend_ops v3d_render_sched_ops = {
359 	.run_job = v3d_render_job_run,
360 	.timedout_job = v3d_render_job_timedout,
361 	.free_job = v3d_sched_job_free,
362 };
363 
364 static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
365 	.run_job = v3d_tfu_job_run,
366 	.timedout_job = v3d_generic_job_timedout,
367 	.free_job = v3d_sched_job_free,
368 };
369 
370 static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
371 	.run_job = v3d_csd_job_run,
372 	.timedout_job = v3d_csd_job_timedout,
373 	.free_job = v3d_sched_job_free
374 };
375 
376 static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
377 	.run_job = v3d_cache_clean_job_run,
378 	.timedout_job = v3d_generic_job_timedout,
379 	.free_job = v3d_sched_job_free
380 };
381 
382 int
383 v3d_sched_init(struct v3d_dev *v3d)
384 {
385 	int hw_jobs_limit = 1;
386 	int job_hang_limit = 0;
387 	int hang_limit_ms = 500;
388 	int ret;
389 
390 	ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
391 			     &v3d_bin_sched_ops,
392 			     hw_jobs_limit, job_hang_limit,
393 			     msecs_to_jiffies(hang_limit_ms), NULL,
394 			     NULL, "v3d_bin", v3d->drm.dev);
395 	if (ret)
396 		return ret;
397 
398 	ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
399 			     &v3d_render_sched_ops,
400 			     hw_jobs_limit, job_hang_limit,
401 			     msecs_to_jiffies(hang_limit_ms), NULL,
402 			     NULL, "v3d_render", v3d->drm.dev);
403 	if (ret)
404 		goto fail;
405 
406 	ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
407 			     &v3d_tfu_sched_ops,
408 			     hw_jobs_limit, job_hang_limit,
409 			     msecs_to_jiffies(hang_limit_ms), NULL,
410 			     NULL, "v3d_tfu", v3d->drm.dev);
411 	if (ret)
412 		goto fail;
413 
414 	if (v3d_has_csd(v3d)) {
415 		ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
416 				     &v3d_csd_sched_ops,
417 				     hw_jobs_limit, job_hang_limit,
418 				     msecs_to_jiffies(hang_limit_ms), NULL,
419 				     NULL, "v3d_csd", v3d->drm.dev);
420 		if (ret)
421 			goto fail;
422 
423 		ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
424 				     &v3d_cache_clean_sched_ops,
425 				     hw_jobs_limit, job_hang_limit,
426 				     msecs_to_jiffies(hang_limit_ms), NULL,
427 				     NULL, "v3d_cache_clean", v3d->drm.dev);
428 		if (ret)
429 			goto fail;
430 	}
431 
432 	return 0;
433 
434 fail:
435 	v3d_sched_fini(v3d);
436 	return ret;
437 }
438 
439 void
440 v3d_sched_fini(struct v3d_dev *v3d)
441 {
442 	enum v3d_queue q;
443 
444 	for (q = 0; q < V3D_MAX_QUEUES; q++) {
445 		if (v3d->queue[q].sched.ready)
446 			drm_sched_fini(&v3d->queue[q].sched);
447 	}
448 }
449