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https://github.com/AuxXxilium/linux_dsm_epyc7002.git
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57692c94dc
This driver will be used to support Mesa on the Broadcom 7268 and 7278 platforms. V3D 3.3 introduces an MMU, which means we no longer need CMA or vc4's complicated CL/shader validation scheme. This massively changes the GEM behavior, so I've forked off to a new driver. v2: Mark SUBMIT_CL as needing DRM_AUTH. coccinelle fixes from kbuild test robot. Drop personal git link from MAINTAINERS. Don't double-map dma-buf imported BOs. Add kerneldoc about needing MMU eviction. Drop prime vmap/unmap stubs. Delay mmap offset setup to mmap time. Use drm_dev_init instead of _alloc. Use ktime_get() for wait_bo timeouts. Drop drm_can_sleep() usage, since we don't modeset. Switch page tables back to WC (debug change to coherent had slipped in). Switch drm_gem_object_unreference_unlocked() to drm_gem_object_put_unlocked(). Simplify overflow mem handling by not sharing overflow mem between jobs. v3: no changes v4: align submit_cl to 64 bits (review by airlied), check zero flags in other ioctls. Signed-off-by: Eric Anholt <eric@anholt.net> Acked-by: Daniel Vetter <daniel.vetter@ffwll.ch> (v4) Acked-by: Dave Airlie <airlied@linux.ie> (v3, requested submit_cl change) Link: https://patchwork.freedesktop.org/patch/msgid/20180430181058.30181-3-eric@anholt.net
59 lines
1.4 KiB
C
59 lines
1.4 KiB
C
// SPDX-License-Identifier: GPL-2.0+
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/* Copyright (C) 2017-2018 Broadcom */
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#include "v3d_drv.h"
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struct dma_fence *v3d_fence_create(struct v3d_dev *v3d, enum v3d_queue queue)
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{
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struct v3d_fence *fence;
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fence = kzalloc(sizeof(*fence), GFP_KERNEL);
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if (!fence)
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return ERR_PTR(-ENOMEM);
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fence->dev = &v3d->drm;
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fence->queue = queue;
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fence->seqno = ++v3d->queue[queue].emit_seqno;
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dma_fence_init(&fence->base, &v3d_fence_ops, &v3d->job_lock,
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v3d->queue[queue].fence_context, fence->seqno);
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return &fence->base;
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}
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static const char *v3d_fence_get_driver_name(struct dma_fence *fence)
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{
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return "v3d";
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}
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static const char *v3d_fence_get_timeline_name(struct dma_fence *fence)
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{
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struct v3d_fence *f = to_v3d_fence(fence);
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if (f->queue == V3D_BIN)
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return "v3d-bin";
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else
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return "v3d-render";
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}
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static bool v3d_fence_enable_signaling(struct dma_fence *fence)
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{
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return true;
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}
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static bool v3d_fence_signaled(struct dma_fence *fence)
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{
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struct v3d_fence *f = to_v3d_fence(fence);
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struct v3d_dev *v3d = to_v3d_dev(f->dev);
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return v3d->queue[f->queue].finished_seqno >= f->seqno;
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}
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const struct dma_fence_ops v3d_fence_ops = {
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.get_driver_name = v3d_fence_get_driver_name,
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.get_timeline_name = v3d_fence_get_timeline_name,
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.enable_signaling = v3d_fence_enable_signaling,
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.signaled = v3d_fence_signaled,
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.wait = dma_fence_default_wait,
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.release = dma_fence_free,
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};
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