linux_dsm_epyc7002/drivers/gpu/drm/vc4/vc4_drv.h

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/* SPDX-License-Identifier: GPL-2.0-only */
/*
* Copyright (C) 2015 Broadcom
*/
#ifndef _VC4_DRV_H_
#define _VC4_DRV_H_
#include <linux/delay.h>
#include <linux/refcount.h>
#include <linux/uaccess.h>
#include <drm/drm_atomic.h>
#include <drm/drm_debugfs.h>
#include <drm/drm_device.h>
#include <drm/drm_encoder.h>
#include <drm/drm_gem_cma_helper.h>
#include <drm/drm_mm.h>
#include <drm/drm_modeset_lock.h>
#include "uapi/drm/vc4_drm.h"
struct drm_device;
struct drm_gem_object;
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
/* Don't forget to update vc4_bo.c: bo_type_names[] when adding to
* this.
*/
enum vc4_kernel_bo_type {
/* Any kernel allocation (gem_create_object hook) before it
* gets another type set.
*/
VC4_BO_TYPE_KERNEL,
VC4_BO_TYPE_V3D,
VC4_BO_TYPE_V3D_SHADER,
VC4_BO_TYPE_DUMB,
VC4_BO_TYPE_BIN,
VC4_BO_TYPE_RCL,
VC4_BO_TYPE_BCL,
VC4_BO_TYPE_KERNEL_CACHE,
VC4_BO_TYPE_COUNT
};
/* Performance monitor object. The perform lifetime is controlled by userspace
* using perfmon related ioctls. A perfmon can be attached to a submit_cl
* request, and when this is the case, HW perf counters will be activated just
* before the submit_cl is submitted to the GPU and disabled when the job is
* done. This way, only events related to a specific job will be counted.
*/
struct vc4_perfmon {
/* Tracks the number of users of the perfmon, when this counter reaches
* zero the perfmon is destroyed.
*/
refcount_t refcnt;
/* Number of counters activated in this perfmon instance
* (should be less than DRM_VC4_MAX_PERF_COUNTERS).
*/
u8 ncounters;
/* Events counted by the HW perf counters. */
u8 events[DRM_VC4_MAX_PERF_COUNTERS];
/* Storage for counter values. Counters are incremented by the HW
* perf counter values every time the perfmon is attached to a GPU job.
* This way, perfmon users don't have to retrieve the results after
* each job if they want to track events covering several submissions.
* Note that counter values can't be reset, but you can fake a reset by
* destroying the perfmon and creating a new one.
*/
u64 counters[];
};
struct vc4_dev {
struct drm_device *dev;
struct vc4_hdmi *hdmi;
struct vc4_hvs *hvs;
struct vc4_v3d *v3d;
struct vc4_dpi *dpi;
struct vc4_dsi *dsi1;
struct vc4_vec *vec;
struct vc4_txp *txp;
struct vc4_hang_state *hang_state;
/* The kernel-space BO cache. Tracks buffers that have been
* unreferenced by all other users (refcounts of 0!) but not
* yet freed, so we can do cheap allocations.
*/
struct vc4_bo_cache {
/* Array of list heads for entries in the BO cache,
* based on number of pages, so we can do O(1) lookups
* in the cache when allocating.
*/
struct list_head *size_list;
uint32_t size_list_size;
/* List of all BOs in the cache, ordered by age, so we
* can do O(1) lookups when trying to free old
* buffers.
*/
struct list_head time_list;
struct work_struct time_work;
struct timer_list time_timer;
} bo_cache;
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
u32 num_labels;
struct vc4_label {
const char *name;
u32 num_allocated;
u32 size_allocated;
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
} *bo_labels;
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
/* Protects bo_cache and bo_labels. */
struct mutex bo_lock;
/* Purgeable BO pool. All BOs in this pool can have their memory
* reclaimed if the driver is unable to allocate new BOs. We also
* keep stats related to the purge mechanism here.
*/
struct {
struct list_head list;
unsigned int num;
size_t size;
unsigned int purged_num;
size_t purged_size;
struct mutex lock;
} purgeable;
uint64_t dma_fence_context;
/* Sequence number for the last job queued in bin_job_list.
* Starts at 0 (no jobs emitted).
*/
uint64_t emit_seqno;
/* Sequence number for the last completed job on the GPU.
* Starts at 0 (no jobs completed).
*/
uint64_t finished_seqno;
/* List of all struct vc4_exec_info for jobs to be executed in
* the binner. The first job in the list is the one currently
* programmed into ct0ca for execution.
*/
struct list_head bin_job_list;
/* List of all struct vc4_exec_info for jobs that have
* completed binning and are ready for rendering. The first
* job in the list is the one currently programmed into ct1ca
* for execution.
*/
struct list_head render_job_list;
/* List of the finished vc4_exec_infos waiting to be freed by
* job_done_work.
*/
struct list_head job_done_list;
/* Spinlock used to synchronize the job_list and seqno
* accesses between the IRQ handler and GEM ioctls.
*/
spinlock_t job_lock;
wait_queue_head_t job_wait_queue;
struct work_struct job_done_work;
/* Used to track the active perfmon if any. Access to this field is
* protected by job_lock.
*/
struct vc4_perfmon *active_perfmon;
/* List of struct vc4_seqno_cb for callbacks to be made from a
* workqueue when the given seqno is passed.
*/
struct list_head seqno_cb_list;
/* The memory used for storing binner tile alloc, tile state,
* and overflow memory allocations. This is freed when V3D
* powers down.
*/
struct vc4_bo *bin_bo;
/* Size of blocks allocated within bin_bo. */
uint32_t bin_alloc_size;
/* Bitmask of the bin_alloc_size chunks in bin_bo that are
* used.
*/
uint32_t bin_alloc_used;
/* Bitmask of the current bin_alloc used for overflow memory. */
uint32_t bin_alloc_overflow;
/* Incremented when an underrun error happened after an atomic commit.
* This is particularly useful to detect when a specific modeset is too
* demanding in term of memory or HVS bandwidth which is hard to guess
* at atomic check time.
*/
atomic_t underrun;
struct work_struct overflow_mem_work;
int power_refcount;
/* Set to true when the load tracker is active. */
bool load_tracker_enabled;
/* Mutex controlling the power refcount. */
struct mutex power_lock;
struct {
struct timer_list timer;
struct work_struct reset_work;
} hangcheck;
struct semaphore async_modeset;
struct drm_modeset_lock ctm_state_lock;
struct drm_private_obj ctm_manager;
struct drm_private_obj load_tracker;
/* List of vc4_debugfs_info_entry for adding to debugfs once
* the minor is available (after drm_dev_register()).
*/
struct list_head debugfs_list;
/* Mutex for binner bo allocation. */
struct mutex bin_bo_lock;
/* Reference count for our binner bo. */
struct kref bin_bo_kref;
};
static inline struct vc4_dev *
to_vc4_dev(struct drm_device *dev)
{
return (struct vc4_dev *)dev->dev_private;
}
struct vc4_bo {
struct drm_gem_cma_object base;
/* seqno of the last job to render using this BO. */
uint64_t seqno;
/* seqno of the last job to use the RCL to write to this BO.
*
* Note that this doesn't include binner overflow memory
* writes.
*/
uint64_t write_seqno;
bool t_format;
/* List entry for the BO's position in either
* vc4_exec_info->unref_list or vc4_dev->bo_cache.time_list
*/
struct list_head unref_head;
/* Time in jiffies when the BO was put in vc4->bo_cache. */
unsigned long free_time;
/* List entry for the BO's position in vc4_dev->bo_cache.size_list */
struct list_head size_head;
/* Struct for shader validation state, if created by
* DRM_IOCTL_VC4_CREATE_SHADER_BO.
*/
struct vc4_validated_shader_info *validated_shader;
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
/* One of enum vc4_kernel_bo_type, or VC4_BO_TYPE_COUNT + i
* for user-allocated labels.
*/
int label;
/* Count the number of active users. This is needed to determine
* whether we can move the BO to the purgeable list or not (when the BO
* is used by the GPU or the display engine we can't purge it).
*/
refcount_t usecnt;
/* Store purgeable/purged state here */
u32 madv;
struct mutex madv_lock;
};
static inline struct vc4_bo *
to_vc4_bo(struct drm_gem_object *bo)
{
return (struct vc4_bo *)bo;
}
struct vc4_fence {
struct dma_fence base;
struct drm_device *dev;
/* vc4 seqno for signaled() test */
uint64_t seqno;
};
static inline struct vc4_fence *
to_vc4_fence(struct dma_fence *fence)
{
return (struct vc4_fence *)fence;
}
struct vc4_seqno_cb {
struct work_struct work;
uint64_t seqno;
void (*func)(struct vc4_seqno_cb *cb);
};
struct vc4_v3d {
struct vc4_dev *vc4;
struct platform_device *pdev;
void __iomem *regs;
struct clk *clk;
struct debugfs_regset32 regset;
};
struct vc4_hvs {
struct platform_device *pdev;
void __iomem *regs;
u32 __iomem *dlist;
/* Memory manager for CRTCs to allocate space in the display
* list. Units are dwords.
*/
struct drm_mm dlist_mm;
/* Memory manager for the LBM memory used by HVS scaling. */
struct drm_mm lbm_mm;
spinlock_t mm_lock;
struct drm_mm_node mitchell_netravali_filter;
struct debugfs_regset32 regset;
};
struct vc4_plane {
struct drm_plane base;
};
static inline struct vc4_plane *
to_vc4_plane(struct drm_plane *plane)
{
return (struct vc4_plane *)plane;
}
enum vc4_scaling_mode {
VC4_SCALING_NONE,
VC4_SCALING_TPZ,
VC4_SCALING_PPF,
};
struct vc4_plane_state {
struct drm_plane_state base;
/* System memory copy of the display list for this element, computed
* at atomic_check time.
*/
u32 *dlist;
u32 dlist_size; /* Number of dwords allocated for the display list */
u32 dlist_count; /* Number of used dwords in the display list. */
/* Offset in the dlist to various words, for pageflip or
* cursor updates.
*/
u32 pos0_offset;
u32 pos2_offset;
u32 ptr0_offset;
u32 lbm_offset;
/* Offset where the plane's dlist was last stored in the
* hardware at vc4_crtc_atomic_flush() time.
*/
u32 __iomem *hw_dlist;
/* Clipped coordinates of the plane on the display. */
int crtc_x, crtc_y, crtc_w, crtc_h;
/* Clipped area being scanned from in the FB. */
u32 src_x, src_y;
u32 src_w[2], src_h[2];
/* Scaling selection for the RGB/Y plane and the Cb/Cr planes. */
enum vc4_scaling_mode x_scaling[2], y_scaling[2];
bool is_unity;
bool is_yuv;
/* Offset to start scanning out from the start of the plane's
* BO.
*/
u32 offsets[3];
/* Our allocation in LBM for temporary storage during scaling. */
struct drm_mm_node lbm;
/* Set when the plane has per-pixel alpha content or does not cover
* the entire screen. This is a hint to the CRTC that it might need
* to enable background color fill.
*/
bool needs_bg_fill;
/* Mark the dlist as initialized. Useful to avoid initializing it twice
* when async update is not possible.
*/
bool dlist_initialized;
/* Load of this plane on the HVS block. The load is expressed in HVS
* cycles/sec.
*/
u64 hvs_load;
/* Memory bandwidth needed for this plane. This is expressed in
* bytes/sec.
*/
u64 membus_load;
};
static inline struct vc4_plane_state *
to_vc4_plane_state(struct drm_plane_state *state)
{
return (struct vc4_plane_state *)state;
}
enum vc4_encoder_type {
VC4_ENCODER_TYPE_NONE,
VC4_ENCODER_TYPE_HDMI,
VC4_ENCODER_TYPE_VEC,
VC4_ENCODER_TYPE_DSI0,
VC4_ENCODER_TYPE_DSI1,
VC4_ENCODER_TYPE_SMI,
VC4_ENCODER_TYPE_DPI,
};
struct vc4_encoder {
struct drm_encoder base;
enum vc4_encoder_type type;
u32 clock_select;
};
static inline struct vc4_encoder *
to_vc4_encoder(struct drm_encoder *encoder)
{
return container_of(encoder, struct vc4_encoder, base);
}
struct vc4_crtc_data {
/* Which channel of the HVS this pixelvalve sources from. */
int hvs_channel;
};
struct vc4_pv_data {
struct vc4_crtc_data base;
enum vc4_encoder_type encoder_types[4];
const char *debugfs_name;
};
struct vc4_crtc {
struct drm_crtc base;
struct platform_device *pdev;
const struct vc4_crtc_data *data;
void __iomem *regs;
/* Timestamp at start of vblank irq - unaffected by lock delays. */
ktime_t t_vblank;
/* Which HVS channel we're using for our CRTC. */
int channel;
u8 lut_r[256];
u8 lut_g[256];
u8 lut_b[256];
/* Size in pixels of the COB memory allocated to this CRTC. */
u32 cob_size;
struct drm_pending_vblank_event *event;
struct debugfs_regset32 regset;
};
static inline struct vc4_crtc *
to_vc4_crtc(struct drm_crtc *crtc)
{
return (struct vc4_crtc *)crtc;
}
static inline const struct vc4_crtc_data *
vc4_crtc_to_vc4_crtc_data(const struct vc4_crtc *crtc)
{
return crtc->data;
}
static inline const struct vc4_pv_data *
vc4_crtc_to_vc4_pv_data(const struct vc4_crtc *crtc)
{
const struct vc4_crtc_data *data = vc4_crtc_to_vc4_crtc_data(crtc);
return container_of(data, struct vc4_pv_data, base);
}
struct vc4_crtc_state {
struct drm_crtc_state base;
/* Dlist area for this CRTC configuration. */
struct drm_mm_node mm;
bool feed_txp;
bool txp_armed;
struct {
unsigned int left;
unsigned int right;
unsigned int top;
unsigned int bottom;
} margins;
};
static inline struct vc4_crtc_state *
to_vc4_crtc_state(struct drm_crtc_state *crtc_state)
{
return (struct vc4_crtc_state *)crtc_state;
}
#define V3D_READ(offset) readl(vc4->v3d->regs + offset)
#define V3D_WRITE(offset, val) writel(val, vc4->v3d->regs + offset)
#define HVS_READ(offset) readl(vc4->hvs->regs + offset)
#define HVS_WRITE(offset, val) writel(val, vc4->hvs->regs + offset)
#define VC4_REG32(reg) { .name = #reg, .offset = reg }
struct vc4_exec_info {
/* Sequence number for this bin/render job. */
uint64_t seqno;
/* Latest write_seqno of any BO that binning depends on. */
uint64_t bin_dep_seqno;
struct dma_fence *fence;
/* Last current addresses the hardware was processing when the
* hangcheck timer checked on us.
*/
uint32_t last_ct0ca, last_ct1ca;
/* Kernel-space copy of the ioctl arguments */
struct drm_vc4_submit_cl *args;
/* This is the array of BOs that were looked up at the start of exec.
* Command validation will use indices into this array.
*/
struct drm_gem_cma_object **bo;
uint32_t bo_count;
/* List of BOs that are being written by the RCL. Other than
* the binner temporary storage, this is all the BOs written
* by the job.
*/
struct drm_gem_cma_object *rcl_write_bo[4];
uint32_t rcl_write_bo_count;
/* Pointers for our position in vc4->job_list */
struct list_head head;
/* List of other BOs used in the job that need to be released
* once the job is complete.
*/
struct list_head unref_list;
/* Current unvalidated indices into @bo loaded by the non-hardware
* VC4_PACKET_GEM_HANDLES.
*/
uint32_t bo_index[2];
/* This is the BO where we store the validated command lists, shader
* records, and uniforms.
*/
struct drm_gem_cma_object *exec_bo;
/**
* This tracks the per-shader-record state (packet 64) that
* determines the length of the shader record and the offset
* it's expected to be found at. It gets read in from the
* command lists.
*/
struct vc4_shader_state {
uint32_t addr;
/* Maximum vertex index referenced by any primitive using this
* shader state.
*/
uint32_t max_index;
} *shader_state;
/** How many shader states the user declared they were using. */
uint32_t shader_state_size;
/** How many shader state records the validator has seen. */
uint32_t shader_state_count;
bool found_tile_binning_mode_config_packet;
bool found_start_tile_binning_packet;
bool found_increment_semaphore_packet;
bool found_flush;
uint8_t bin_tiles_x, bin_tiles_y;
/* Physical address of the start of the tile alloc array
* (where each tile's binned CL will start)
*/
uint32_t tile_alloc_offset;
/* Bitmask of which binner slots are freed when this job completes. */
uint32_t bin_slots;
/**
* Computed addresses pointing into exec_bo where we start the
* bin thread (ct0) and render thread (ct1).
*/
uint32_t ct0ca, ct0ea;
uint32_t ct1ca, ct1ea;
/* Pointer to the unvalidated bin CL (if present). */
void *bin_u;
/* Pointers to the shader recs. These paddr gets incremented as CL
* packets are relocated in validate_gl_shader_state, and the vaddrs
* (u and v) get incremented and size decremented as the shader recs
* themselves are validated.
*/
void *shader_rec_u;
void *shader_rec_v;
uint32_t shader_rec_p;
uint32_t shader_rec_size;
/* Pointers to the uniform data. These pointers are incremented, and
* size decremented, as each batch of uniforms is uploaded.
*/
void *uniforms_u;
void *uniforms_v;
uint32_t uniforms_p;
uint32_t uniforms_size;
/* Pointer to a performance monitor object if the user requested it,
* NULL otherwise.
*/
struct vc4_perfmon *perfmon;
/* Whether the exec has taken a reference to the binner BO, which should
* happen with a VC4_PACKET_TILE_BINNING_MODE_CONFIG packet.
*/
bool bin_bo_used;
};
/* Per-open file private data. Any driver-specific resource that has to be
* released when the DRM file is closed should be placed here.
*/
struct vc4_file {
struct {
struct idr idr;
struct mutex lock;
} perfmon;
bool bin_bo_used;
};
static inline struct vc4_exec_info *
vc4_first_bin_job(struct vc4_dev *vc4)
{
return list_first_entry_or_null(&vc4->bin_job_list,
struct vc4_exec_info, head);
}
static inline struct vc4_exec_info *
vc4_first_render_job(struct vc4_dev *vc4)
{
return list_first_entry_or_null(&vc4->render_job_list,
struct vc4_exec_info, head);
}
static inline struct vc4_exec_info *
vc4_last_render_job(struct vc4_dev *vc4)
{
if (list_empty(&vc4->render_job_list))
return NULL;
return list_last_entry(&vc4->render_job_list,
struct vc4_exec_info, head);
}
/**
* struct vc4_texture_sample_info - saves the offsets into the UBO for texture
* setup parameters.
*
* This will be used at draw time to relocate the reference to the texture
* contents in p0, and validate that the offset combined with
* width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
* Note that the hardware treats unprovided config parameters as 0, so not all
* of them need to be set up for every texure sample, and we'll store ~0 as
* the offset to mark the unused ones.
*
* See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
* Setup") for definitions of the texture parameters.
*/
struct vc4_texture_sample_info {
bool is_direct;
uint32_t p_offset[4];
};
/**
* struct vc4_validated_shader_info - information about validated shaders that
* needs to be used from command list validation.
*
* For a given shader, each time a shader state record references it, we need
* to verify that the shader doesn't read more uniforms than the shader state
* record's uniform BO pointer can provide, and we need to apply relocations
* and validate the shader state record's uniforms that define the texture
* samples.
*/
struct vc4_validated_shader_info {
uint32_t uniforms_size;
uint32_t uniforms_src_size;
uint32_t num_texture_samples;
struct vc4_texture_sample_info *texture_samples;
uint32_t num_uniform_addr_offsets;
uint32_t *uniform_addr_offsets;
bool is_threaded;
};
/**
* __wait_for - magic wait macro
*
* Macro to help avoid open coding check/wait/timeout patterns. Note that it's
* important that we check the condition again after having timed out, since the
* timeout could be due to preemption or similar and we've never had a chance to
* check the condition before the timeout.
*/
#define __wait_for(OP, COND, US, Wmin, Wmax) ({ \
const ktime_t end__ = ktime_add_ns(ktime_get_raw(), 1000ll * (US)); \
long wait__ = (Wmin); /* recommended min for usleep is 10 us */ \
int ret__; \
might_sleep(); \
for (;;) { \
const bool expired__ = ktime_after(ktime_get_raw(), end__); \
OP; \
/* Guarantee COND check prior to timeout */ \
barrier(); \
if (COND) { \
ret__ = 0; \
break; \
} \
if (expired__) { \
ret__ = -ETIMEDOUT; \
break; \
} \
usleep_range(wait__, wait__ * 2); \
if (wait__ < (Wmax)) \
wait__ <<= 1; \
} \
ret__; \
})
#define _wait_for(COND, US, Wmin, Wmax) __wait_for(, (COND), (US), (Wmin), \
(Wmax))
#define wait_for(COND, MS) _wait_for((COND), (MS) * 1000, 10, 1000)
/* vc4_bo.c */
struct drm_gem_object *vc4_create_object(struct drm_device *dev, size_t size);
void vc4_free_object(struct drm_gem_object *gem_obj);
struct vc4_bo *vc4_bo_create(struct drm_device *dev, size_t size,
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
bool from_cache, enum vc4_kernel_bo_type type);
int vc4_dumb_create(struct drm_file *file_priv,
struct drm_device *dev,
struct drm_mode_create_dumb *args);
drm/prime: Align gem_prime_export with obj_funcs.export The idea is that gem_prime_export is deprecated in favor of obj_funcs.export. That's much easier to do if both have matching function signatures. Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Emil Velikov <emil.velikov@collabora.com> Acked-by: Christian König <christian.koenig@amd.com> Acked-by: Thierry Reding <treding@nvidia.com> Signed-off-by: Daniel Vetter <daniel.vetter@intel.com> Cc: Russell King <linux@armlinux.org.uk> Cc: Maarten Lankhorst <maarten.lankhorst@linux.intel.com> Cc: Maxime Ripard <maxime.ripard@bootlin.com> Cc: Sean Paul <sean@poorly.run> Cc: David Airlie <airlied@linux.ie> Cc: Daniel Vetter <daniel@ffwll.ch> Cc: Zhenyu Wang <zhenyuw@linux.intel.com> Cc: Zhi Wang <zhi.a.wang@intel.com> Cc: Jani Nikula <jani.nikula@linux.intel.com> Cc: Joonas Lahtinen <joonas.lahtinen@linux.intel.com> Cc: Rodrigo Vivi <rodrigo.vivi@intel.com> Cc: Tomi Valkeinen <tomi.valkeinen@ti.com> Cc: Alex Deucher <alexander.deucher@amd.com> Cc: "Christian König" <christian.koenig@amd.com> Cc: "David (ChunMing) Zhou" <David1.Zhou@amd.com> Cc: Thierry Reding <thierry.reding@gmail.com> Cc: Jonathan Hunter <jonathanh@nvidia.com> Cc: Dave Airlie <airlied@redhat.com> Cc: Eric Anholt <eric@anholt.net> Cc: "Michel Dänzer" <michel.daenzer@amd.com> Cc: Chris Wilson <chris@chris-wilson.co.uk> Cc: Huang Rui <ray.huang@amd.com> Cc: Felix Kuehling <Felix.Kuehling@amd.com> Cc: Hawking Zhang <Hawking.Zhang@amd.com> Cc: Feifei Xu <Feifei.Xu@amd.com> Cc: Jim Qu <Jim.Qu@amd.com> Cc: Evan Quan <evan.quan@amd.com> Cc: Matthew Auld <matthew.auld@intel.com> Cc: Mika Kuoppala <mika.kuoppala@linux.intel.com> Cc: Thomas Zimmermann <tdz@users.sourceforge.net> Cc: Kate Stewart <kstewart@linuxfoundation.org> Cc: Sumit Semwal <sumit.semwal@linaro.org> Cc: Jilayne Lovejoy <opensource@jilayne.com> Cc: Thomas Gleixner <tglx@linutronix.de> Cc: Mikulas Patocka <mpatocka@redhat.com> Cc: Greg Kroah-Hartman <gregkh@linuxfoundation.org> Cc: Junwei Zhang <Jerry.Zhang@amd.com> Cc: intel-gvt-dev@lists.freedesktop.org Cc: intel-gfx@lists.freedesktop.org Cc: amd-gfx@lists.freedesktop.org Cc: linux-tegra@vger.kernel.org Link: https://patchwork.freedesktop.org/patch/msgid/20190614203615.12639-10-daniel.vetter@ffwll.ch
2019-06-15 03:35:25 +07:00
struct dma_buf *vc4_prime_export(struct drm_gem_object *obj, int flags);
int vc4_create_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int vc4_create_shader_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int vc4_mmap_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int vc4_set_tiling_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int vc4_get_tiling_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int vc4_get_hang_state_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
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
int vc4_label_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
vm_fault_t vc4_fault(struct vm_fault *vmf);
int vc4_mmap(struct file *filp, struct vm_area_struct *vma);
int vc4_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma);
struct drm_gem_object *vc4_prime_import_sg_table(struct drm_device *dev,
struct dma_buf_attachment *attach,
struct sg_table *sgt);
void *vc4_prime_vmap(struct drm_gem_object *obj);
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
int vc4_bo_cache_init(struct drm_device *dev);
void vc4_bo_cache_destroy(struct drm_device *dev);
int vc4_bo_inc_usecnt(struct vc4_bo *bo);
void vc4_bo_dec_usecnt(struct vc4_bo *bo);
void vc4_bo_add_to_purgeable_pool(struct vc4_bo *bo);
void vc4_bo_remove_from_purgeable_pool(struct vc4_bo *bo);
/* vc4_crtc.c */
extern struct platform_driver vc4_crtc_driver;
int vc4_crtc_init(struct drm_device *drm, struct vc4_crtc *vc4_crtc,
const struct drm_crtc_funcs *crtc_funcs,
const struct drm_crtc_helper_funcs *crtc_helper_funcs);
void vc4_crtc_destroy(struct drm_crtc *crtc);
int vc4_page_flip(struct drm_crtc *crtc,
struct drm_framebuffer *fb,
struct drm_pending_vblank_event *event,
uint32_t flags,
struct drm_modeset_acquire_ctx *ctx);
struct drm_crtc_state *vc4_crtc_duplicate_state(struct drm_crtc *crtc);
void vc4_crtc_destroy_state(struct drm_crtc *crtc,
struct drm_crtc_state *state);
void vc4_crtc_reset(struct drm_crtc *crtc);
void vc4_crtc_handle_vblank(struct vc4_crtc *crtc);
void vc4_crtc_get_margins(struct drm_crtc_state *state,
unsigned int *right, unsigned int *left,
unsigned int *top, unsigned int *bottom);
/* vc4_debugfs.c */
void vc4_debugfs_init(struct drm_minor *minor);
#ifdef CONFIG_DEBUG_FS
void vc4_debugfs_add_file(struct drm_device *drm,
const char *filename,
int (*show)(struct seq_file*, void*),
void *data);
void vc4_debugfs_add_regset32(struct drm_device *drm,
const char *filename,
struct debugfs_regset32 *regset);
#else
static inline void vc4_debugfs_add_file(struct drm_device *drm,
const char *filename,
int (*show)(struct seq_file*, void*),
void *data)
{
}
static inline void vc4_debugfs_add_regset32(struct drm_device *drm,
const char *filename,
struct debugfs_regset32 *regset)
{
}
#endif
/* vc4_drv.c */
void __iomem *vc4_ioremap_regs(struct platform_device *dev, int index);
/* vc4_dpi.c */
extern struct platform_driver vc4_dpi_driver;
/* vc4_dsi.c */
extern struct platform_driver vc4_dsi_driver;
/* vc4_fence.c */
extern const struct dma_fence_ops vc4_fence_ops;
/* vc4_gem.c */
void vc4_gem_init(struct drm_device *dev);
void vc4_gem_destroy(struct drm_device *dev);
int vc4_submit_cl_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int vc4_wait_seqno_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int vc4_wait_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
void vc4_submit_next_bin_job(struct drm_device *dev);
void vc4_submit_next_render_job(struct drm_device *dev);
void vc4_move_job_to_render(struct drm_device *dev, struct vc4_exec_info *exec);
int vc4_wait_for_seqno(struct drm_device *dev, uint64_t seqno,
uint64_t timeout_ns, bool interruptible);
void vc4_job_handle_completed(struct vc4_dev *vc4);
int vc4_queue_seqno_cb(struct drm_device *dev,
struct vc4_seqno_cb *cb, uint64_t seqno,
void (*func)(struct vc4_seqno_cb *cb));
int vc4_gem_madvise_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
/* vc4_hdmi.c */
extern struct platform_driver vc4_hdmi_driver;
/* vc4_vec.c */
extern struct platform_driver vc4_vec_driver;
/* vc4_txp.c */
extern struct platform_driver vc4_txp_driver;
/* vc4_irq.c */
irqreturn_t vc4_irq(int irq, void *arg);
void vc4_irq_preinstall(struct drm_device *dev);
int vc4_irq_postinstall(struct drm_device *dev);
void vc4_irq_uninstall(struct drm_device *dev);
void vc4_irq_reset(struct drm_device *dev);
/* vc4_hvs.c */
extern struct platform_driver vc4_hvs_driver;
int vc4_hvs_atomic_check(struct drm_crtc *crtc, struct drm_crtc_state *state);
void vc4_hvs_atomic_enable(struct drm_crtc *crtc, struct drm_crtc_state *old_state);
void vc4_hvs_atomic_disable(struct drm_crtc *crtc, struct drm_crtc_state *old_state);
void vc4_hvs_atomic_flush(struct drm_crtc *crtc, struct drm_crtc_state *state);
void vc4_hvs_mode_set_nofb(struct drm_crtc *crtc);
void vc4_hvs_dump_state(struct drm_device *dev);
void vc4_hvs_unmask_underrun(struct drm_device *dev, int channel);
void vc4_hvs_mask_underrun(struct drm_device *dev, int channel);
/* vc4_kms.c */
int vc4_kms_load(struct drm_device *dev);
/* vc4_plane.c */
struct drm_plane *vc4_plane_init(struct drm_device *dev,
enum drm_plane_type type);
drm/vc4: plane: Move additional planes creation to driver So far the plane creation was done when each CRTC was bound, and those planes were only tied to the CRTC that was registering them. This causes two main issues: - The planes in the vc4 hardware are actually not tied to any CRTC, but can be used with every combination - More importantly, so far, we allocate 10 planes per CRTC, with 3 CRTCs. However, the next generation of hardware will have 5 CRTCs, putting us well above the maximum of 32 planes currently allowed by DRM. This patch is the first one in a series of patches that will take down both of these issues so that we can support the next generation of hardware while keeping a good amount of planes. We start by changing the way the planes are registered to first registering the primary planes for each CRTC in the CRTC bind function as we used to, but moving the overlay and cursor creation to the main driver bind function, after all the CRTCs have been bound, and make the planes associated to all CRTCs. This will slightly change the ID order of the planes, since the primary planes of all CRTCs will be first, and then a pattern of 8 overlays, 1 cursor plane for each CRTC. This shouldn't cause any trouble since the ordering between the planes is preserved though. Reviewed-by: Eric Anholt <eric@anholt.net> Signed-off-by: Maxime Ripard <maxime@cerno.tech> Link: https://patchwork.freedesktop.org/patch/msgid/0b85a3fdb20bb4ff85fb62cabd082d5a65e2730b.1590594512.git-series.maxime@cerno.tech
2020-02-06 20:41:41 +07:00
int vc4_plane_create_additional_planes(struct drm_device *dev);
u32 vc4_plane_write_dlist(struct drm_plane *plane, u32 __iomem *dlist);
u32 vc4_plane_dlist_size(const struct drm_plane_state *state);
void vc4_plane_async_set_fb(struct drm_plane *plane,
struct drm_framebuffer *fb);
/* vc4_v3d.c */
extern struct platform_driver vc4_v3d_driver;
extern const struct of_device_id vc4_v3d_dt_match[];
int vc4_v3d_get_bin_slot(struct vc4_dev *vc4);
int vc4_v3d_bin_bo_get(struct vc4_dev *vc4, bool *used);
void vc4_v3d_bin_bo_put(struct vc4_dev *vc4);
int vc4_v3d_pm_get(struct vc4_dev *vc4);
void vc4_v3d_pm_put(struct vc4_dev *vc4);
/* vc4_validate.c */
int
vc4_validate_bin_cl(struct drm_device *dev,
void *validated,
void *unvalidated,
struct vc4_exec_info *exec);
int
vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec);
struct drm_gem_cma_object *vc4_use_bo(struct vc4_exec_info *exec,
uint32_t hindex);
int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec);
bool vc4_check_tex_size(struct vc4_exec_info *exec,
struct drm_gem_cma_object *fbo,
uint32_t offset, uint8_t tiling_format,
uint32_t width, uint32_t height, uint8_t cpp);
/* vc4_validate_shader.c */
struct vc4_validated_shader_info *
vc4_validate_shader(struct drm_gem_cma_object *shader_obj);
/* vc4_perfmon.c */
void vc4_perfmon_get(struct vc4_perfmon *perfmon);
void vc4_perfmon_put(struct vc4_perfmon *perfmon);
void vc4_perfmon_start(struct vc4_dev *vc4, struct vc4_perfmon *perfmon);
void vc4_perfmon_stop(struct vc4_dev *vc4, struct vc4_perfmon *perfmon,
bool capture);
struct vc4_perfmon *vc4_perfmon_find(struct vc4_file *vc4file, int id);
void vc4_perfmon_open_file(struct vc4_file *vc4file);
void vc4_perfmon_close_file(struct vc4_file *vc4file);
int vc4_perfmon_create_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int vc4_perfmon_destroy_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int vc4_perfmon_get_values_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
#endif /* _VC4_DRV_H_ */