Merge tag 'docs-5.18-2' of git://git.lwn.net/linux
[linux-block.git] / drivers / gpu / drm / v3d / v3d_sched.c
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 }