linux_dsm_epyc7002/drivers/gpu/drm/vc4/vc4_bo.c

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/*
* Copyright © 2015 Broadcom
*
* 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.
*/
/**
* DOC: VC4 GEM BO management support
*
* The VC4 GPU architecture (both scanout and rendering) has direct
* access to system memory with no MMU in between. To support it, we
* use the GEM CMA helper functions to allocate contiguous ranges of
* physical memory for our BOs.
*
* Since the CMA allocator is very slow, we keep a cache of recently
* freed BOs around so that the kernel's allocation of objects for 3D
* rendering can return quickly.
*/
#include <linux/dma-buf.h>
#include "vc4_drv.h"
#include "uapi/drm/vc4_drm.h"
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
static const char * const bo_type_names[] = {
"kernel",
"V3D",
"V3D shader",
"dumb",
"binner",
"RCL",
"BCL",
"kernel BO cache",
};
static bool is_user_label(int label)
{
return label >= VC4_BO_TYPE_COUNT;
}
static void vc4_bo_stats_print(struct drm_printer *p, struct vc4_dev *vc4)
{
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 i;
for (i = 0; i < vc4->num_labels; i++) {
if (!vc4->bo_labels[i].num_allocated)
continue;
drm_printf(p, "%30s: %6dkb BOs (%d)\n",
vc4->bo_labels[i].name,
vc4->bo_labels[i].size_allocated / 1024,
vc4->bo_labels[i].num_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
}
mutex_lock(&vc4->purgeable.lock);
if (vc4->purgeable.num)
drm_printf(p, "%30s: %6zdkb BOs (%d)\n", "userspace BO cache",
vc4->purgeable.size / 1024, vc4->purgeable.num);
if (vc4->purgeable.purged_num)
drm_printf(p, "%30s: %6zdkb BOs (%d)\n", "total purged BO",
vc4->purgeable.purged_size / 1024,
vc4->purgeable.purged_num);
mutex_unlock(&vc4->purgeable.lock);
}
static int vc4_bo_stats_debugfs(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);
struct drm_printer p = drm_seq_file_printer(m);
vc4_bo_stats_print(&p, vc4);
return 0;
}
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
/* Takes ownership of *name and returns the appropriate slot for it in
* the bo_labels[] array, extending it as necessary.
*
* This is inefficient and could use a hash table instead of walking
* an array and strcmp()ing. However, the assumption is that user
* labeling will be infrequent (scanout buffers and other long-lived
* objects, or debug driver builds), so we can live with it for now.
*/
static int vc4_get_user_label(struct vc4_dev *vc4, const char *name)
{
int i;
int free_slot = -1;
for (i = 0; i < vc4->num_labels; i++) {
if (!vc4->bo_labels[i].name) {
free_slot = i;
} else if (strcmp(vc4->bo_labels[i].name, name) == 0) {
kfree(name);
return i;
}
}
if (free_slot != -1) {
WARN_ON(vc4->bo_labels[free_slot].num_allocated != 0);
vc4->bo_labels[free_slot].name = name;
return free_slot;
} else {
u32 new_label_count = vc4->num_labels + 1;
struct vc4_label *new_labels =
krealloc(vc4->bo_labels,
new_label_count * sizeof(*new_labels),
GFP_KERNEL);
if (!new_labels) {
kfree(name);
return -1;
}
free_slot = vc4->num_labels;
vc4->bo_labels = new_labels;
vc4->num_labels = new_label_count;
vc4->bo_labels[free_slot].name = name;
vc4->bo_labels[free_slot].num_allocated = 0;
vc4->bo_labels[free_slot].size_allocated = 0;
return free_slot;
}
}
static void vc4_bo_set_label(struct drm_gem_object *gem_obj, int label)
{
struct vc4_bo *bo = to_vc4_bo(gem_obj);
struct vc4_dev *vc4 = to_vc4_dev(gem_obj->dev);
lockdep_assert_held(&vc4->bo_lock);
if (label != -1) {
vc4->bo_labels[label].num_allocated++;
vc4->bo_labels[label].size_allocated += gem_obj->size;
}
vc4->bo_labels[bo->label].num_allocated--;
vc4->bo_labels[bo->label].size_allocated -= gem_obj->size;
if (vc4->bo_labels[bo->label].num_allocated == 0 &&
is_user_label(bo->label)) {
/* Free user BO label slots on last unreference.
* Slots are just where we track the stats for a given
* name, and once a name is unused we can reuse that
* slot.
*/
kfree(vc4->bo_labels[bo->label].name);
vc4->bo_labels[bo->label].name = NULL;
}
bo->label = label;
}
static uint32_t bo_page_index(size_t size)
{
return (size / PAGE_SIZE) - 1;
}
static void vc4_bo_destroy(struct vc4_bo *bo)
{
struct drm_gem_object *obj = &bo->base.base;
struct vc4_dev *vc4 = to_vc4_dev(obj->dev);
lockdep_assert_held(&vc4->bo_lock);
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
vc4_bo_set_label(obj, -1);
if (bo->validated_shader) {
kfree(bo->validated_shader->uniform_addr_offsets);
kfree(bo->validated_shader->texture_samples);
kfree(bo->validated_shader);
bo->validated_shader = NULL;
}
drm_gem_cma_free_object(obj);
}
static void vc4_bo_remove_from_cache(struct vc4_bo *bo)
{
struct vc4_dev *vc4 = to_vc4_dev(bo->base.base.dev);
lockdep_assert_held(&vc4->bo_lock);
list_del(&bo->unref_head);
list_del(&bo->size_head);
}
static struct list_head *vc4_get_cache_list_for_size(struct drm_device *dev,
size_t size)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
uint32_t page_index = bo_page_index(size);
if (vc4->bo_cache.size_list_size <= page_index) {
uint32_t new_size = max(vc4->bo_cache.size_list_size * 2,
page_index + 1);
struct list_head *new_list;
uint32_t i;
new_list = kmalloc_array(new_size, sizeof(struct list_head),
GFP_KERNEL);
if (!new_list)
return NULL;
/* Rebase the old cached BO lists to their new list
* head locations.
*/
for (i = 0; i < vc4->bo_cache.size_list_size; i++) {
struct list_head *old_list =
&vc4->bo_cache.size_list[i];
if (list_empty(old_list))
INIT_LIST_HEAD(&new_list[i]);
else
list_replace(old_list, &new_list[i]);
}
/* And initialize the brand new BO list heads. */
for (i = vc4->bo_cache.size_list_size; i < new_size; i++)
INIT_LIST_HEAD(&new_list[i]);
kfree(vc4->bo_cache.size_list);
vc4->bo_cache.size_list = new_list;
vc4->bo_cache.size_list_size = new_size;
}
return &vc4->bo_cache.size_list[page_index];
}
static void vc4_bo_cache_purge(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
mutex_lock(&vc4->bo_lock);
while (!list_empty(&vc4->bo_cache.time_list)) {
struct vc4_bo *bo = list_last_entry(&vc4->bo_cache.time_list,
struct vc4_bo, unref_head);
vc4_bo_remove_from_cache(bo);
vc4_bo_destroy(bo);
}
mutex_unlock(&vc4->bo_lock);
}
void vc4_bo_add_to_purgeable_pool(struct vc4_bo *bo)
{
struct vc4_dev *vc4 = to_vc4_dev(bo->base.base.dev);
mutex_lock(&vc4->purgeable.lock);
list_add_tail(&bo->size_head, &vc4->purgeable.list);
vc4->purgeable.num++;
vc4->purgeable.size += bo->base.base.size;
mutex_unlock(&vc4->purgeable.lock);
}
static void vc4_bo_remove_from_purgeable_pool_locked(struct vc4_bo *bo)
{
struct vc4_dev *vc4 = to_vc4_dev(bo->base.base.dev);
/* list_del_init() is used here because the caller might release
* the purgeable lock in order to acquire the madv one and update the
* madv status.
* During this short period of time a user might decide to mark
* the BO as unpurgeable, and if bo->madv is set to
* VC4_MADV_DONTNEED it will try to remove the BO from the
* purgeable list which will fail if the ->next/prev fields
* are set to LIST_POISON1/LIST_POISON2 (which is what
* list_del() does).
* Re-initializing the list element guarantees that list_del()
* will work correctly even if it's a NOP.
*/
list_del_init(&bo->size_head);
vc4->purgeable.num--;
vc4->purgeable.size -= bo->base.base.size;
}
void vc4_bo_remove_from_purgeable_pool(struct vc4_bo *bo)
{
struct vc4_dev *vc4 = to_vc4_dev(bo->base.base.dev);
mutex_lock(&vc4->purgeable.lock);
vc4_bo_remove_from_purgeable_pool_locked(bo);
mutex_unlock(&vc4->purgeable.lock);
}
static void vc4_bo_purge(struct drm_gem_object *obj)
{
struct vc4_bo *bo = to_vc4_bo(obj);
struct drm_device *dev = obj->dev;
WARN_ON(!mutex_is_locked(&bo->madv_lock));
WARN_ON(bo->madv != VC4_MADV_DONTNEED);
drm_vma_node_unmap(&obj->vma_node, dev->anon_inode->i_mapping);
dma_free_wc(dev->dev, obj->size, bo->base.vaddr, bo->base.paddr);
bo->base.vaddr = NULL;
bo->madv = __VC4_MADV_PURGED;
}
static void vc4_bo_userspace_cache_purge(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
mutex_lock(&vc4->purgeable.lock);
while (!list_empty(&vc4->purgeable.list)) {
struct vc4_bo *bo = list_first_entry(&vc4->purgeable.list,
struct vc4_bo, size_head);
struct drm_gem_object *obj = &bo->base.base;
size_t purged_size = 0;
vc4_bo_remove_from_purgeable_pool_locked(bo);
/* Release the purgeable lock while we're purging the BO so
* that other people can continue inserting things in the
* purgeable pool without having to wait for all BOs to be
* purged.
*/
mutex_unlock(&vc4->purgeable.lock);
mutex_lock(&bo->madv_lock);
/* Since we released the purgeable pool lock before acquiring
* the BO madv one, the user may have marked the BO as WILLNEED
* and re-used it in the meantime.
* Before purging the BO we need to make sure
* - it is still marked as DONTNEED
* - it has not been re-inserted in the purgeable list
* - it is not used by HW blocks
* If one of these conditions is not met, just skip the entry.
*/
if (bo->madv == VC4_MADV_DONTNEED &&
list_empty(&bo->size_head) &&
!refcount_read(&bo->usecnt)) {
purged_size = bo->base.base.size;
vc4_bo_purge(obj);
}
mutex_unlock(&bo->madv_lock);
mutex_lock(&vc4->purgeable.lock);
if (purged_size) {
vc4->purgeable.purged_size += purged_size;
vc4->purgeable.purged_num++;
}
}
mutex_unlock(&vc4->purgeable.lock);
}
static struct vc4_bo *vc4_bo_get_from_cache(struct drm_device *dev,
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
uint32_t size,
enum vc4_kernel_bo_type type)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
uint32_t page_index = bo_page_index(size);
struct vc4_bo *bo = NULL;
size = roundup(size, PAGE_SIZE);
mutex_lock(&vc4->bo_lock);
if (page_index >= vc4->bo_cache.size_list_size)
goto out;
if (list_empty(&vc4->bo_cache.size_list[page_index]))
goto out;
bo = list_first_entry(&vc4->bo_cache.size_list[page_index],
struct vc4_bo, size_head);
vc4_bo_remove_from_cache(bo);
kref_init(&bo->base.base.refcount);
out:
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
if (bo)
vc4_bo_set_label(&bo->base.base, type);
mutex_unlock(&vc4->bo_lock);
return bo;
}
/**
* vc4_gem_create_object - Implementation of driver->gem_create_object.
* @dev: DRM device
* @size: Size in bytes of the memory the object will reference
*
* This lets the CMA helpers allocate object structs for us, and keep
* our BO stats correct.
*/
struct drm_gem_object *vc4_create_object(struct drm_device *dev, size_t size)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
struct vc4_bo *bo;
bo = kzalloc(sizeof(*bo), GFP_KERNEL);
if (!bo)
return ERR_PTR(-ENOMEM);
bo->madv = VC4_MADV_WILLNEED;
refcount_set(&bo->usecnt, 0);
mutex_init(&bo->madv_lock);
mutex_lock(&vc4->bo_lock);
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->label = VC4_BO_TYPE_KERNEL;
vc4->bo_labels[VC4_BO_TYPE_KERNEL].num_allocated++;
vc4->bo_labels[VC4_BO_TYPE_KERNEL].size_allocated += size;
mutex_unlock(&vc4->bo_lock);
return &bo->base.base;
}
struct vc4_bo *vc4_bo_create(struct drm_device *dev, size_t unaligned_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 allow_unzeroed, enum vc4_kernel_bo_type type)
{
size_t size = roundup(unaligned_size, PAGE_SIZE);
struct vc4_dev *vc4 = to_vc4_dev(dev);
struct drm_gem_cma_object *cma_obj;
struct vc4_bo *bo;
if (size == 0)
return ERR_PTR(-EINVAL);
/* First, try to get a vc4_bo from the kernel 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
bo = vc4_bo_get_from_cache(dev, size, type);
if (bo) {
if (!allow_unzeroed)
memset(bo->base.vaddr, 0, bo->base.base.size);
return bo;
}
cma_obj = drm_gem_cma_create(dev, size);
if (IS_ERR(cma_obj)) {
/*
* If we've run out of CMA memory, kill the cache of
* CMA allocations we've got laying around and try again.
*/
vc4_bo_cache_purge(dev);
cma_obj = drm_gem_cma_create(dev, size);
}
if (IS_ERR(cma_obj)) {
/*
* Still not enough CMA memory, purge the userspace BO
* cache and retry.
* This is sub-optimal since we purge the whole userspace
* BO cache which forces user that want to re-use the BO to
* restore its initial content.
* Ideally, we should purge entries one by one and retry
* after each to see if CMA allocation succeeds. Or even
* better, try to find an entry with at least the same
* size.
*/
vc4_bo_userspace_cache_purge(dev);
cma_obj = drm_gem_cma_create(dev, size);
}
if (IS_ERR(cma_obj)) {
struct drm_printer p = drm_info_printer(vc4->dev->dev);
DRM_ERROR("Failed to allocate from CMA:\n");
vc4_bo_stats_print(&p, vc4);
return ERR_PTR(-ENOMEM);
}
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 = to_vc4_bo(&cma_obj->base);
/* By default, BOs do not support the MADV ioctl. This will be enabled
* only on BOs that are exposed to userspace (V3D, V3D_SHADER and DUMB
* BOs).
*/
bo->madv = __VC4_MADV_NOTSUPP;
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
mutex_lock(&vc4->bo_lock);
vc4_bo_set_label(&cma_obj->base, type);
mutex_unlock(&vc4->bo_lock);
return bo;
}
int vc4_dumb_create(struct drm_file *file_priv,
struct drm_device *dev,
struct drm_mode_create_dumb *args)
{
int min_pitch = DIV_ROUND_UP(args->width * args->bpp, 8);
struct vc4_bo *bo = NULL;
int ret;
if (args->pitch < min_pitch)
args->pitch = min_pitch;
if (args->size < args->pitch * args->height)
args->size = args->pitch * args->height;
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 = vc4_bo_create(dev, args->size, false, VC4_BO_TYPE_DUMB);
if (IS_ERR(bo))
return PTR_ERR(bo);
bo->madv = VC4_MADV_WILLNEED;
ret = drm_gem_handle_create(file_priv, &bo->base.base, &args->handle);
drm_gem_object_put_unlocked(&bo->base.base);
return ret;
}
static void vc4_bo_cache_free_old(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
unsigned long expire_time = jiffies - msecs_to_jiffies(1000);
lockdep_assert_held(&vc4->bo_lock);
while (!list_empty(&vc4->bo_cache.time_list)) {
struct vc4_bo *bo = list_last_entry(&vc4->bo_cache.time_list,
struct vc4_bo, unref_head);
if (time_before(expire_time, bo->free_time)) {
mod_timer(&vc4->bo_cache.time_timer,
round_jiffies_up(jiffies +
msecs_to_jiffies(1000)));
return;
}
vc4_bo_remove_from_cache(bo);
vc4_bo_destroy(bo);
}
}
/* Called on the last userspace/kernel unreference of the BO. Returns
* it to the BO cache if possible, otherwise frees it.
*/
void vc4_free_object(struct drm_gem_object *gem_bo)
{
struct drm_device *dev = gem_bo->dev;
struct vc4_dev *vc4 = to_vc4_dev(dev);
struct vc4_bo *bo = to_vc4_bo(gem_bo);
struct list_head *cache_list;
/* Remove the BO from the purgeable list. */
mutex_lock(&bo->madv_lock);
if (bo->madv == VC4_MADV_DONTNEED && !refcount_read(&bo->usecnt))
vc4_bo_remove_from_purgeable_pool(bo);
mutex_unlock(&bo->madv_lock);
mutex_lock(&vc4->bo_lock);
/* If the object references someone else's memory, we can't cache it.
*/
if (gem_bo->import_attach) {
vc4_bo_destroy(bo);
goto out;
}
/* Don't cache if it was publicly named. */
if (gem_bo->name) {
vc4_bo_destroy(bo);
goto out;
}
/* If this object was partially constructed but CMA allocation
* had failed, just free it. Can also happen when the BO has been
* purged.
*/
if (!bo->base.vaddr) {
vc4_bo_destroy(bo);
goto out;
}
cache_list = vc4_get_cache_list_for_size(dev, gem_bo->size);
if (!cache_list) {
vc4_bo_destroy(bo);
goto out;
}
if (bo->validated_shader) {
kfree(bo->validated_shader->uniform_addr_offsets);
kfree(bo->validated_shader->texture_samples);
kfree(bo->validated_shader);
bo->validated_shader = NULL;
}
/* Reset madv and usecnt before adding the BO to the cache. */
bo->madv = __VC4_MADV_NOTSUPP;
refcount_set(&bo->usecnt, 0);
bo->t_format = false;
bo->free_time = jiffies;
list_add(&bo->size_head, cache_list);
list_add(&bo->unref_head, &vc4->bo_cache.time_list);
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
vc4_bo_set_label(&bo->base.base, VC4_BO_TYPE_KERNEL_CACHE);
vc4_bo_cache_free_old(dev);
out:
mutex_unlock(&vc4->bo_lock);
}
static void vc4_bo_cache_time_work(struct work_struct *work)
{
struct vc4_dev *vc4 =
container_of(work, struct vc4_dev, bo_cache.time_work);
struct drm_device *dev = vc4->dev;
mutex_lock(&vc4->bo_lock);
vc4_bo_cache_free_old(dev);
mutex_unlock(&vc4->bo_lock);
}
int vc4_bo_inc_usecnt(struct vc4_bo *bo)
{
int ret;
/* Fast path: if the BO is already retained by someone, no need to
* check the madv status.
*/
if (refcount_inc_not_zero(&bo->usecnt))
return 0;
mutex_lock(&bo->madv_lock);
switch (bo->madv) {
case VC4_MADV_WILLNEED:
if (!refcount_inc_not_zero(&bo->usecnt))
refcount_set(&bo->usecnt, 1);
ret = 0;
break;
case VC4_MADV_DONTNEED:
/* We shouldn't use a BO marked as purgeable if at least
* someone else retained its content by incrementing usecnt.
* Luckily the BO hasn't been purged yet, but something wrong
* is happening here. Just throw an error instead of
* authorizing this use case.
*/
case __VC4_MADV_PURGED:
/* We can't use a purged BO. */
default:
/* Invalid madv value. */
ret = -EINVAL;
break;
}
mutex_unlock(&bo->madv_lock);
return ret;
}
void vc4_bo_dec_usecnt(struct vc4_bo *bo)
{
/* Fast path: if the BO is still retained by someone, no need to test
* the madv value.
*/
if (refcount_dec_not_one(&bo->usecnt))
return;
mutex_lock(&bo->madv_lock);
if (refcount_dec_and_test(&bo->usecnt) &&
bo->madv == VC4_MADV_DONTNEED)
vc4_bo_add_to_purgeable_pool(bo);
mutex_unlock(&bo->madv_lock);
}
static void vc4_bo_cache_time_timer(struct timer_list *t)
{
struct vc4_dev *vc4 = from_timer(vc4, t, bo_cache.time_timer);
schedule_work(&vc4->bo_cache.time_work);
}
struct dma_buf *
vc4_prime_export(struct drm_device *dev, struct drm_gem_object *obj, int flags)
{
struct vc4_bo *bo = to_vc4_bo(obj);
struct dma_buf *dmabuf;
int ret;
if (bo->validated_shader) {
DRM_DEBUG("Attempting to export shader BO\n");
return ERR_PTR(-EINVAL);
}
/* Note: as soon as the BO is exported it becomes unpurgeable, because
* noone ever decrements the usecnt even if the reference held by the
* exported BO is released. This shouldn't be a problem since we don't
* expect exported BOs to be marked as purgeable.
*/
ret = vc4_bo_inc_usecnt(bo);
if (ret) {
DRM_ERROR("Failed to increment BO usecnt\n");
return ERR_PTR(ret);
}
dmabuf = drm_gem_prime_export(dev, obj, flags);
if (IS_ERR(dmabuf))
vc4_bo_dec_usecnt(bo);
return dmabuf;
}
vm_fault_t vc4_fault(struct vm_fault *vmf)
{
struct vm_area_struct *vma = vmf->vma;
struct drm_gem_object *obj = vma->vm_private_data;
struct vc4_bo *bo = to_vc4_bo(obj);
/* The only reason we would end up here is when user-space accesses
* BO's memory after it's been purged.
*/
mutex_lock(&bo->madv_lock);
WARN_ON(bo->madv != __VC4_MADV_PURGED);
mutex_unlock(&bo->madv_lock);
return VM_FAULT_SIGBUS;
}
int vc4_mmap(struct file *filp, struct vm_area_struct *vma)
{
struct drm_gem_object *gem_obj;
unsigned long vm_pgoff;
struct vc4_bo *bo;
int ret;
ret = drm_gem_mmap(filp, vma);
if (ret)
return ret;
gem_obj = vma->vm_private_data;
bo = to_vc4_bo(gem_obj);
if (bo->validated_shader && (vma->vm_flags & VM_WRITE)) {
DRM_DEBUG("mmaping of shader BOs for writing not allowed.\n");
return -EINVAL;
}
if (bo->madv != VC4_MADV_WILLNEED) {
DRM_DEBUG("mmaping of %s BO not allowed\n",
bo->madv == VC4_MADV_DONTNEED ?
"purgeable" : "purged");
return -EINVAL;
}
/*
* Clear the VM_PFNMAP flag that was set by drm_gem_mmap(), and set the
* vm_pgoff (used as a fake buffer offset by DRM) to 0 as we want to map
* the whole buffer.
*/
vma->vm_flags &= ~VM_PFNMAP;
/* This ->vm_pgoff dance is needed to make all parties happy:
* - dma_mmap_wc() uses ->vm_pgoff as an offset within the allocated
* mem-region, hence the need to set it to zero (the value set by
* the DRM core is a virtual offset encoding the GEM object-id)
* - the mmap() core logic needs ->vm_pgoff to be restored to its
* initial value before returning from this function because it
* encodes the offset of this GEM in the dev->anon_inode pseudo-file
* and this information will be used when we invalidate userspace
* mappings with drm_vma_node_unmap() (called from vc4_gem_purge()).
*/
vm_pgoff = vma->vm_pgoff;
vma->vm_pgoff = 0;
dma, mm/pat: Rename dma_*_writecombine() to dma_*_wc() Rename dma_*_writecombine() to dma_*_wc(), so that the naming is coherent across the various write-combining APIs. Keep the old names for compatibility for a while, these can be removed at a later time. A guard is left to enable backporting of the rename, and later remove of the old mapping defines seemlessly. Build tested successfully with allmodconfig. The following Coccinelle SmPL patch was used for this simple transformation: @ rename_dma_alloc_writecombine @ expression dev, size, dma_addr, gfp; @@ -dma_alloc_writecombine(dev, size, dma_addr, gfp) +dma_alloc_wc(dev, size, dma_addr, gfp) @ rename_dma_free_writecombine @ expression dev, size, cpu_addr, dma_addr; @@ -dma_free_writecombine(dev, size, cpu_addr, dma_addr) +dma_free_wc(dev, size, cpu_addr, dma_addr) @ rename_dma_mmap_writecombine @ expression dev, vma, cpu_addr, dma_addr, size; @@ -dma_mmap_writecombine(dev, vma, cpu_addr, dma_addr, size) +dma_mmap_wc(dev, vma, cpu_addr, dma_addr, size) We also keep the old names as compatibility helpers, and guard against their definition to make backporting easier. Generated-by: Coccinelle SmPL Suggested-by: Ingo Molnar <mingo@kernel.org> Signed-off-by: Luis R. Rodriguez <mcgrof@suse.com> Cc: Linus Torvalds <torvalds@linux-foundation.org> Cc: Peter Zijlstra <peterz@infradead.org> Cc: Thomas Gleixner <tglx@linutronix.de> Cc: airlied@linux.ie Cc: akpm@linux-foundation.org Cc: benh@kernel.crashing.org Cc: bhelgaas@google.com Cc: bp@suse.de Cc: dan.j.williams@intel.com Cc: daniel.vetter@ffwll.ch Cc: dhowells@redhat.com Cc: julia.lawall@lip6.fr Cc: konrad.wilk@oracle.com Cc: linux-fbdev@vger.kernel.org Cc: linux-pci@vger.kernel.org Cc: luto@amacapital.net Cc: mst@redhat.com Cc: tomi.valkeinen@ti.com Cc: toshi.kani@hp.com Cc: vinod.koul@intel.com Cc: xen-devel@lists.xensource.com Link: http://lkml.kernel.org/r/1453516462-4844-1-git-send-email-mcgrof@do-not-panic.com Signed-off-by: Ingo Molnar <mingo@kernel.org>
2016-01-23 09:34:22 +07:00
ret = dma_mmap_wc(bo->base.base.dev->dev, vma, bo->base.vaddr,
bo->base.paddr, vma->vm_end - vma->vm_start);
vma->vm_pgoff = vm_pgoff;
if (ret)
drm_gem_vm_close(vma);
return ret;
}
int vc4_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma)
{
struct vc4_bo *bo = to_vc4_bo(obj);
if (bo->validated_shader && (vma->vm_flags & VM_WRITE)) {
DRM_DEBUG("mmaping of shader BOs for writing not allowed.\n");
return -EINVAL;
}
return drm_gem_cma_prime_mmap(obj, vma);
}
void *vc4_prime_vmap(struct drm_gem_object *obj)
{
struct vc4_bo *bo = to_vc4_bo(obj);
if (bo->validated_shader) {
DRM_DEBUG("mmaping of shader BOs not allowed.\n");
return ERR_PTR(-EINVAL);
}
return drm_gem_cma_prime_vmap(obj);
}
struct drm_gem_object *
vc4_prime_import_sg_table(struct drm_device *dev,
struct dma_buf_attachment *attach,
struct sg_table *sgt)
{
struct drm_gem_object *obj;
obj = drm_gem_cma_prime_import_sg_table(dev, attach, sgt);
if (IS_ERR(obj))
return obj;
obj->resv = attach->dmabuf->resv;
return obj;
}
int vc4_create_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct drm_vc4_create_bo *args = data;
struct vc4_bo *bo = NULL;
int ret;
/*
* We can't allocate from the BO cache, because the BOs don't
* get zeroed, and that might leak data between users.
*/
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 = vc4_bo_create(dev, args->size, false, VC4_BO_TYPE_V3D);
if (IS_ERR(bo))
return PTR_ERR(bo);
bo->madv = VC4_MADV_WILLNEED;
ret = drm_gem_handle_create(file_priv, &bo->base.base, &args->handle);
drm_gem_object_put_unlocked(&bo->base.base);
return ret;
}
int vc4_mmap_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct drm_vc4_mmap_bo *args = data;
struct drm_gem_object *gem_obj;
gem_obj = drm_gem_object_lookup(file_priv, args->handle);
if (!gem_obj) {
DRM_DEBUG("Failed to look up GEM BO %d\n", args->handle);
return -EINVAL;
}
/* The mmap offset was set up at BO allocation time. */
args->offset = drm_vma_node_offset_addr(&gem_obj->vma_node);
drm_gem_object_put_unlocked(gem_obj);
return 0;
}
int
vc4_create_shader_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct drm_vc4_create_shader_bo *args = data;
struct vc4_bo *bo = NULL;
int ret;
if (args->size == 0)
return -EINVAL;
if (args->size % sizeof(u64) != 0)
return -EINVAL;
if (args->flags != 0) {
DRM_INFO("Unknown flags set: 0x%08x\n", args->flags);
return -EINVAL;
}
if (args->pad != 0) {
DRM_INFO("Pad set: 0x%08x\n", args->pad);
return -EINVAL;
}
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 = vc4_bo_create(dev, args->size, true, VC4_BO_TYPE_V3D_SHADER);
if (IS_ERR(bo))
return PTR_ERR(bo);
bo->madv = VC4_MADV_WILLNEED;
if (copy_from_user(bo->base.vaddr,
(void __user *)(uintptr_t)args->data,
args->size)) {
ret = -EFAULT;
goto fail;
}
/* Clear the rest of the memory from allocating from the BO
* cache.
*/
memset(bo->base.vaddr + args->size, 0,
bo->base.base.size - args->size);
bo->validated_shader = vc4_validate_shader(&bo->base);
if (!bo->validated_shader) {
ret = -EINVAL;
goto fail;
}
/* We have to create the handle after validation, to avoid
* races for users to do doing things like mmap the shader BO.
*/
ret = drm_gem_handle_create(file_priv, &bo->base.base, &args->handle);
fail:
drm_gem_object_put_unlocked(&bo->base.base);
return ret;
}
/**
* vc4_set_tiling_ioctl() - Sets the tiling modifier for a BO.
* @dev: DRM device
* @data: ioctl argument
* @file_priv: DRM file for this fd
*
* The tiling state of the BO decides the default modifier of an fb if
* no specific modifier was set by userspace, and the return value of
* vc4_get_tiling_ioctl() (so that userspace can treat a BO it
* received from dmabuf as the same tiling format as the producer
* used).
*/
int vc4_set_tiling_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct drm_vc4_set_tiling *args = data;
struct drm_gem_object *gem_obj;
struct vc4_bo *bo;
bool t_format;
if (args->flags != 0)
return -EINVAL;
switch (args->modifier) {
case DRM_FORMAT_MOD_NONE:
t_format = false;
break;
case DRM_FORMAT_MOD_BROADCOM_VC4_T_TILED:
t_format = true;
break;
default:
return -EINVAL;
}
gem_obj = drm_gem_object_lookup(file_priv, args->handle);
if (!gem_obj) {
DRM_DEBUG("Failed to look up GEM BO %d\n", args->handle);
return -ENOENT;
}
bo = to_vc4_bo(gem_obj);
bo->t_format = t_format;
drm_gem_object_put_unlocked(gem_obj);
return 0;
}
/**
* vc4_get_tiling_ioctl() - Gets the tiling modifier for a BO.
* @dev: DRM device
* @data: ioctl argument
* @file_priv: DRM file for this fd
*
* Returns the tiling modifier for a BO as set by vc4_set_tiling_ioctl().
*/
int vc4_get_tiling_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct drm_vc4_get_tiling *args = data;
struct drm_gem_object *gem_obj;
struct vc4_bo *bo;
if (args->flags != 0 || args->modifier != 0)
return -EINVAL;
gem_obj = drm_gem_object_lookup(file_priv, args->handle);
if (!gem_obj) {
DRM_DEBUG("Failed to look up GEM BO %d\n", args->handle);
return -ENOENT;
}
bo = to_vc4_bo(gem_obj);
if (bo->t_format)
args->modifier = DRM_FORMAT_MOD_BROADCOM_VC4_T_TILED;
else
args->modifier = DRM_FORMAT_MOD_NONE;
drm_gem_object_put_unlocked(gem_obj);
return 0;
}
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)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
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 i;
/* Create the initial set of BO labels that the kernel will
* use. This lets us avoid a bunch of string reallocation in
* the kernel's draw and BO allocation paths.
*/
vc4->bo_labels = kcalloc(VC4_BO_TYPE_COUNT, sizeof(*vc4->bo_labels),
GFP_KERNEL);
if (!vc4->bo_labels)
return -ENOMEM;
vc4->num_labels = VC4_BO_TYPE_COUNT;
BUILD_BUG_ON(ARRAY_SIZE(bo_type_names) != VC4_BO_TYPE_COUNT);
for (i = 0; i < VC4_BO_TYPE_COUNT; i++)
vc4->bo_labels[i].name = bo_type_names[i];
mutex_init(&vc4->bo_lock);
vc4_debugfs_add_file(dev, "bo_stats", vc4_bo_stats_debugfs, NULL);
INIT_LIST_HEAD(&vc4->bo_cache.time_list);
INIT_WORK(&vc4->bo_cache.time_work, vc4_bo_cache_time_work);
timer_setup(&vc4->bo_cache.time_timer, vc4_bo_cache_time_timer, 0);
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
return 0;
}
void vc4_bo_cache_destroy(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
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 i;
del_timer(&vc4->bo_cache.time_timer);
cancel_work_sync(&vc4->bo_cache.time_work);
vc4_bo_cache_purge(dev);
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
for (i = 0; i < vc4->num_labels; i++) {
if (vc4->bo_labels[i].num_allocated) {
DRM_ERROR("Destroying BO cache with %d %s "
"BOs still allocated\n",
vc4->bo_labels[i].num_allocated,
vc4->bo_labels[i].name);
}
if (is_user_label(i))
kfree(vc4->bo_labels[i].name);
}
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
kfree(vc4->bo_labels);
}
int vc4_label_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
struct drm_vc4_label_bo *args = data;
char *name;
struct drm_gem_object *gem_obj;
int ret = 0, label;
if (!args->len)
return -EINVAL;
name = strndup_user(u64_to_user_ptr(args->name), args->len + 1);
if (IS_ERR(name))
return PTR_ERR(name);
gem_obj = drm_gem_object_lookup(file_priv, args->handle);
if (!gem_obj) {
DRM_ERROR("Failed to look up GEM BO %d\n", args->handle);
kfree(name);
return -ENOENT;
}
mutex_lock(&vc4->bo_lock);
label = vc4_get_user_label(vc4, name);
if (label != -1)
vc4_bo_set_label(gem_obj, label);
else
ret = -ENOMEM;
mutex_unlock(&vc4->bo_lock);
drm_gem_object_put_unlocked(gem_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
return ret;
}