linux_dsm_epyc7002/drivers/gpu/drm/vc4/vc4_v3d.c

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/*
* Copyright (c) 2014 The Linux Foundation. All rights reserved.
* Copyright (C) 2013 Red Hat
* Author: Rob Clark <robdclark@gmail.com>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 as published by
* the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <linux/clk.h>
#include <linux/component.h>
#include <linux/pm_runtime.h>
#include "vc4_drv.h"
#include "vc4_regs.h"
static const struct debugfs_reg32 v3d_regs[] = {
VC4_REG32(V3D_IDENT0),
VC4_REG32(V3D_IDENT1),
VC4_REG32(V3D_IDENT2),
VC4_REG32(V3D_SCRATCH),
VC4_REG32(V3D_L2CACTL),
VC4_REG32(V3D_SLCACTL),
VC4_REG32(V3D_INTCTL),
VC4_REG32(V3D_INTENA),
VC4_REG32(V3D_INTDIS),
VC4_REG32(V3D_CT0CS),
VC4_REG32(V3D_CT1CS),
VC4_REG32(V3D_CT0EA),
VC4_REG32(V3D_CT1EA),
VC4_REG32(V3D_CT0CA),
VC4_REG32(V3D_CT1CA),
VC4_REG32(V3D_CT00RA0),
VC4_REG32(V3D_CT01RA0),
VC4_REG32(V3D_CT0LC),
VC4_REG32(V3D_CT1LC),
VC4_REG32(V3D_CT0PC),
VC4_REG32(V3D_CT1PC),
VC4_REG32(V3D_PCS),
VC4_REG32(V3D_BFC),
VC4_REG32(V3D_RFC),
VC4_REG32(V3D_BPCA),
VC4_REG32(V3D_BPCS),
VC4_REG32(V3D_BPOA),
VC4_REG32(V3D_BPOS),
VC4_REG32(V3D_BXCF),
VC4_REG32(V3D_SQRSV0),
VC4_REG32(V3D_SQRSV1),
VC4_REG32(V3D_SQCNTL),
VC4_REG32(V3D_SRQPC),
VC4_REG32(V3D_SRQUA),
VC4_REG32(V3D_SRQUL),
VC4_REG32(V3D_SRQCS),
VC4_REG32(V3D_VPACNTL),
VC4_REG32(V3D_VPMBASE),
VC4_REG32(V3D_PCTRC),
VC4_REG32(V3D_PCTRE),
VC4_REG32(V3D_PCTR(0)),
VC4_REG32(V3D_PCTRS(0)),
VC4_REG32(V3D_PCTR(1)),
VC4_REG32(V3D_PCTRS(1)),
VC4_REG32(V3D_PCTR(2)),
VC4_REG32(V3D_PCTRS(2)),
VC4_REG32(V3D_PCTR(3)),
VC4_REG32(V3D_PCTRS(3)),
VC4_REG32(V3D_PCTR(4)),
VC4_REG32(V3D_PCTRS(4)),
VC4_REG32(V3D_PCTR(5)),
VC4_REG32(V3D_PCTRS(5)),
VC4_REG32(V3D_PCTR(6)),
VC4_REG32(V3D_PCTRS(6)),
VC4_REG32(V3D_PCTR(7)),
VC4_REG32(V3D_PCTRS(7)),
VC4_REG32(V3D_PCTR(8)),
VC4_REG32(V3D_PCTRS(8)),
VC4_REG32(V3D_PCTR(9)),
VC4_REG32(V3D_PCTRS(9)),
VC4_REG32(V3D_PCTR(10)),
VC4_REG32(V3D_PCTRS(10)),
VC4_REG32(V3D_PCTR(11)),
VC4_REG32(V3D_PCTRS(11)),
VC4_REG32(V3D_PCTR(12)),
VC4_REG32(V3D_PCTRS(12)),
VC4_REG32(V3D_PCTR(13)),
VC4_REG32(V3D_PCTRS(13)),
VC4_REG32(V3D_PCTR(14)),
VC4_REG32(V3D_PCTRS(14)),
VC4_REG32(V3D_PCTR(15)),
VC4_REG32(V3D_PCTRS(15)),
VC4_REG32(V3D_DBGE),
VC4_REG32(V3D_FDBGO),
VC4_REG32(V3D_FDBGB),
VC4_REG32(V3D_FDBGR),
VC4_REG32(V3D_FDBGS),
VC4_REG32(V3D_ERRSTAT),
};
static int vc4_v3d_debugfs_ident(struct seq_file *m, void *unused)
{
struct drm_info_node *node = (struct drm_info_node *)m->private;
struct drm_device *dev = node->minor->dev;
struct vc4_dev *vc4 = to_vc4_dev(dev);
int ret = vc4_v3d_pm_get(vc4);
if (ret == 0) {
uint32_t ident1 = V3D_READ(V3D_IDENT1);
uint32_t nslc = VC4_GET_FIELD(ident1, V3D_IDENT1_NSLC);
uint32_t tups = VC4_GET_FIELD(ident1, V3D_IDENT1_TUPS);
uint32_t qups = VC4_GET_FIELD(ident1, V3D_IDENT1_QUPS);
seq_printf(m, "Revision: %d\n",
VC4_GET_FIELD(ident1, V3D_IDENT1_REV));
seq_printf(m, "Slices: %d\n", nslc);
seq_printf(m, "TMUs: %d\n", nslc * tups);
seq_printf(m, "QPUs: %d\n", nslc * qups);
seq_printf(m, "Semaphores: %d\n",
VC4_GET_FIELD(ident1, V3D_IDENT1_NSEM));
vc4_v3d_pm_put(vc4);
}
return 0;
}
/**
* Wraps pm_runtime_get_sync() in a refcount, so that we can reliably
* get the pm_runtime refcount to 0 in vc4_reset().
*/
int
vc4_v3d_pm_get(struct vc4_dev *vc4)
{
mutex_lock(&vc4->power_lock);
if (vc4->power_refcount++ == 0) {
int ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
if (ret < 0) {
vc4->power_refcount--;
mutex_unlock(&vc4->power_lock);
return ret;
}
}
mutex_unlock(&vc4->power_lock);
return 0;
}
void
vc4_v3d_pm_put(struct vc4_dev *vc4)
{
mutex_lock(&vc4->power_lock);
if (--vc4->power_refcount == 0) {
pm_runtime_mark_last_busy(&vc4->v3d->pdev->dev);
pm_runtime_put_autosuspend(&vc4->v3d->pdev->dev);
}
mutex_unlock(&vc4->power_lock);
}
static void vc4_v3d_init_hw(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
/* Take all the memory that would have been reserved for user
* QPU programs, since we don't have an interface for running
* them, anyway.
*/
V3D_WRITE(V3D_VPMBASE, 0);
}
int vc4_v3d_get_bin_slot(struct vc4_dev *vc4)
{
struct drm_device *dev = vc4->dev;
unsigned long irqflags;
int slot;
uint64_t seqno = 0;
struct vc4_exec_info *exec;
try_again:
spin_lock_irqsave(&vc4->job_lock, irqflags);
slot = ffs(~vc4->bin_alloc_used);
if (slot != 0) {
/* Switch from ffs() bit index to a 0-based index. */
slot--;
vc4->bin_alloc_used |= BIT(slot);
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
return slot;
}
/* Couldn't find an open slot. Wait for render to complete
* and try again.
*/
exec = vc4_last_render_job(vc4);
if (exec)
seqno = exec->seqno;
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
if (seqno) {
int ret = vc4_wait_for_seqno(dev, seqno, ~0ull, true);
if (ret == 0)
goto try_again;
return ret;
}
return -ENOMEM;
}
/**
* vc4_allocate_bin_bo() - allocates the memory that will be used for
* tile binning.
*
* The binner has a limitation that the addresses in the tile state
* buffer that point into the tile alloc buffer or binner overflow
* memory only have 28 bits (256MB), and the top 4 on the bus for
* tile alloc references end up coming from the tile state buffer's
* address.
*
* To work around this, we allocate a single large buffer while V3D is
* in use, make sure that it has the top 4 bits constant across its
* entire extent, and then put the tile state, tile alloc, and binner
* overflow memory inside that buffer.
*
* This creates a limitation where we may not be able to execute a job
* if it doesn't fit within the buffer that we allocated up front.
* However, it turns out that 16MB is "enough for anybody", and
* real-world applications run into allocation failures from the
* overall CMA pool before they make scenes complicated enough to run
* out of bin space.
*/
static int vc4_allocate_bin_bo(struct drm_device *drm)
{
struct vc4_dev *vc4 = to_vc4_dev(drm);
struct vc4_v3d *v3d = vc4->v3d;
uint32_t size = 16 * 1024 * 1024;
int ret = 0;
struct list_head list;
/* We may need to try allocating more than once to get a BO
* that doesn't cross 256MB. Track the ones we've allocated
* that failed so far, so that we can free them when we've got
* one that succeeded (if we freed them right away, our next
* allocation would probably be the same chunk of memory).
*/
INIT_LIST_HEAD(&list);
while (true) {
drm/vc4: Add an ioctl for labeling GEM BOs for summary stats This has proven immensely useful for debugging memory leaks and overallocation (which is a rather serious concern on the platform, given that we typically run at about 256MB of CMA out of up to 1GB total memory, with framebuffers that are about 8MB ecah). The state of the art without this is to dump debug logs from every GL application, guess as to kernel allocations based on bo_stats, and try to merge that all together into a global picture of memory allocation state. With this, you can add a couple of calls to the debug build of the 3D driver and get a pretty detailed view of GPU memory usage from /debug/dri/0/bo_stats (or when we debug print to dmesg on allocation failure). The Mesa side currently labels at the gallium resource level (so you see that a 1920x20 pixmap has been created, presumably for the window system panel), but we could extend that to be even more useful with glObjectLabel() names being sent all the way down to the kernel. (partial) example of sorted debugfs output with Mesa labeling all resources: kernel BO cache: 16392kb BOs (3) tiling shadow 1920x1080: 8160kb BOs (1) resource 1920x1080@32/0: 8160kb BOs (1) scanout resource 1920x1080@32/0: 8100kb BOs (1) kernel: 8100kb BOs (1) v2: Use strndup_user(), use lockdep assertion instead of just a comment, fix an array[-1] reference, extend comment about name freeing. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20170725182718.31468-2-eric@anholt.net Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-07-26 01:27:17 +07:00
struct vc4_bo *bo = vc4_bo_create(drm, size, true,
VC4_BO_TYPE_BIN);
if (IS_ERR(bo)) {
ret = PTR_ERR(bo);
dev_err(&v3d->pdev->dev,
"Failed to allocate memory for tile binning: "
"%d. You may need to enable CMA or give it "
"more memory.",
ret);
break;
}
/* Check if this BO won't trigger the addressing bug. */
if ((bo->base.paddr & 0xf0000000) ==
((bo->base.paddr + bo->base.base.size - 1) & 0xf0000000)) {
vc4->bin_bo = bo;
/* Set up for allocating 512KB chunks of
* binner memory. The biggest allocation we
* need to do is for the initial tile alloc +
* tile state buffer. We can render to a
* maximum of ((2048*2048) / (32*32) = 4096
* tiles in a frame (until we do floating
* point rendering, at which point it would be
* 8192). Tile state is 48b/tile (rounded to
* a page), and tile alloc is 32b/tile
* (rounded to a page), plus a page of extra,
* for a total of 320kb for our worst-case.
* We choose 512kb so that it divides evenly
* into our 16MB, and the rest of the 512kb
* will be used as storage for the overflow
* from the initial 32b CL per bin.
*/
vc4->bin_alloc_size = 512 * 1024;
vc4->bin_alloc_used = 0;
vc4->bin_alloc_overflow = 0;
WARN_ON_ONCE(sizeof(vc4->bin_alloc_used) * 8 !=
bo->base.base.size / vc4->bin_alloc_size);
break;
}
/* Put it on the list to free later, and try again. */
list_add(&bo->unref_head, &list);
}
/* Free all the BOs we allocated but didn't choose. */
while (!list_empty(&list)) {
struct vc4_bo *bo = list_last_entry(&list,
struct vc4_bo, unref_head);
list_del(&bo->unref_head);
drm_gem_object_put_unlocked(&bo->base.base);
}
return ret;
}
#ifdef CONFIG_PM
static int vc4_v3d_runtime_suspend(struct device *dev)
{
struct vc4_v3d *v3d = dev_get_drvdata(dev);
struct vc4_dev *vc4 = v3d->vc4;
vc4_irq_uninstall(vc4->dev);
drm_gem_object_put_unlocked(&vc4->bin_bo->base.base);
vc4->bin_bo = NULL;
clk_disable_unprepare(v3d->clk);
return 0;
}
static int vc4_v3d_runtime_resume(struct device *dev)
{
struct vc4_v3d *v3d = dev_get_drvdata(dev);
struct vc4_dev *vc4 = v3d->vc4;
int ret;
ret = vc4_allocate_bin_bo(vc4->dev);
if (ret)
return ret;
ret = clk_prepare_enable(v3d->clk);
if (ret != 0)
return ret;
vc4_v3d_init_hw(vc4->dev);
/* We disabled the IRQ as part of vc4_irq_uninstall in suspend. */
enable_irq(vc4->dev->irq);
vc4_irq_postinstall(vc4->dev);
return 0;
}
#endif
static int vc4_v3d_bind(struct device *dev, struct device *master, void *data)
{
struct platform_device *pdev = to_platform_device(dev);
struct drm_device *drm = dev_get_drvdata(master);
struct vc4_dev *vc4 = to_vc4_dev(drm);
struct vc4_v3d *v3d = NULL;
int ret;
v3d = devm_kzalloc(&pdev->dev, sizeof(*v3d), GFP_KERNEL);
if (!v3d)
return -ENOMEM;
dev_set_drvdata(dev, v3d);
v3d->pdev = pdev;
v3d->regs = vc4_ioremap_regs(pdev, 0);
if (IS_ERR(v3d->regs))
return PTR_ERR(v3d->regs);
v3d->regset.base = v3d->regs;
v3d->regset.regs = v3d_regs;
v3d->regset.nregs = ARRAY_SIZE(v3d_regs);
vc4->v3d = v3d;
v3d->vc4 = vc4;
v3d->clk = devm_clk_get(dev, NULL);
if (IS_ERR(v3d->clk)) {
int ret = PTR_ERR(v3d->clk);
if (ret == -ENOENT) {
/* bcm2835 didn't have a clock reference in the DT. */
ret = 0;
v3d->clk = NULL;
} else {
if (ret != -EPROBE_DEFER)
dev_err(dev, "Failed to get V3D clock: %d\n",
ret);
return ret;
}
}
if (V3D_READ(V3D_IDENT0) != V3D_EXPECTED_IDENT0) {
DRM_ERROR("V3D_IDENT0 read 0x%08x instead of 0x%08x\n",
V3D_READ(V3D_IDENT0), V3D_EXPECTED_IDENT0);
return -EINVAL;
}
ret = clk_prepare_enable(v3d->clk);
if (ret != 0)
return ret;
ret = vc4_allocate_bin_bo(drm);
if (ret) {
clk_disable_unprepare(v3d->clk);
return ret;
}
/* Reset the binner overflow address/size at setup, to be sure
* we don't reuse an old one.
*/
V3D_WRITE(V3D_BPOA, 0);
V3D_WRITE(V3D_BPOS, 0);
vc4_v3d_init_hw(drm);
ret = drm_irq_install(drm, platform_get_irq(pdev, 0));
if (ret) {
DRM_ERROR("Failed to install IRQ handler\n");
return ret;
}
pm_runtime_set_active(dev);
pm_runtime_use_autosuspend(dev);
pm_runtime_set_autosuspend_delay(dev, 40); /* a little over 2 frames. */
pm_runtime_enable(dev);
vc4_debugfs_add_file(drm, "v3d_ident", vc4_v3d_debugfs_ident, NULL);
vc4_debugfs_add_regset32(drm, "v3d_regs", &v3d->regset);
return 0;
}
static void vc4_v3d_unbind(struct device *dev, struct device *master,
void *data)
{
struct drm_device *drm = dev_get_drvdata(master);
struct vc4_dev *vc4 = to_vc4_dev(drm);
pm_runtime_disable(dev);
drm_irq_uninstall(drm);
/* Disable the binner's overflow memory address, so the next
* driver probe (if any) doesn't try to reuse our old
* allocation.
*/
V3D_WRITE(V3D_BPOA, 0);
V3D_WRITE(V3D_BPOS, 0);
vc4->v3d = NULL;
}
static const struct dev_pm_ops vc4_v3d_pm_ops = {
SET_RUNTIME_PM_OPS(vc4_v3d_runtime_suspend, vc4_v3d_runtime_resume, NULL)
};
static const struct component_ops vc4_v3d_ops = {
.bind = vc4_v3d_bind,
.unbind = vc4_v3d_unbind,
};
static int vc4_v3d_dev_probe(struct platform_device *pdev)
{
return component_add(&pdev->dev, &vc4_v3d_ops);
}
static int vc4_v3d_dev_remove(struct platform_device *pdev)
{
component_del(&pdev->dev, &vc4_v3d_ops);
return 0;
}
const struct of_device_id vc4_v3d_dt_match[] = {
{ .compatible = "brcm,bcm2835-v3d" },
{ .compatible = "brcm,cygnus-v3d" },
{ .compatible = "brcm,vc4-v3d" },
{}
};
struct platform_driver vc4_v3d_driver = {
.probe = vc4_v3d_dev_probe,
.remove = vc4_v3d_dev_remove,
.driver = {
.name = "vc4_v3d",
.of_match_table = vc4_v3d_dt_match,
.pm = &vc4_v3d_pm_ops,
},
};