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https://github.com/AuxXxilium/linux_dsm_epyc7002.git
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222b5f0441
Decauple sched threads stop and start and ring mirror list handling from the policy of what to do about the guilty jobs. When stoppping the sched thread and detaching sched fences from non signaled HW fenes wait for all signaled HW fences to complete before rerunning the jobs. v2: Fix resubmission of guilty job into HW after refactoring. v4: Full restart for all the jobs, not only from guilty ring. Extract karma increase into standalone function. v5: Rework waiting for signaled jobs without relying on the job struct itself as those might already be freed for non 'guilty' job's schedulers. Expose karma increase to drivers. v6: Use list_for_each_entry_safe_continue and drm_sched_process_job in case fence already signaled. Call drm_sched_increase_karma only once for amdgpu and add documentation. v7: Wait only for the latest job's fence. Suggested-by: Christian Koenig <Christian.Koenig@amd.com> Signed-off-by: Andrey Grodzovsky <andrey.grodzovsky@amd.com> Reviewed-by: Christian König <christian.koenig@amd.com> Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
358 lines
9.0 KiB
C
358 lines
9.0 KiB
C
// SPDX-License-Identifier: GPL-2.0+
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/* Copyright (C) 2018 Broadcom */
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/**
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* DOC: Broadcom V3D scheduling
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*
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* The shared DRM GPU scheduler is used to coordinate submitting jobs
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* to the hardware. Each DRM fd (roughly a client process) gets its
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* own scheduler entity, which will process jobs in order. The GPU
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* scheduler will round-robin between clients to submit the next job.
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*
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* For simplicity, and in order to keep latency low for interactive
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* jobs when bulk background jobs are queued up, we submit a new job
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* to the HW only when it has completed the last one, instead of
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* filling up the CT[01]Q FIFOs with jobs. Similarly, we use
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* v3d_job_dependency() to manage the dependency between bin and
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* render, instead of having the clients submit jobs using the HW's
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* semaphores to interlock between them.
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*/
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#include <linux/kthread.h>
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#include "v3d_drv.h"
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#include "v3d_regs.h"
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#include "v3d_trace.h"
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static struct v3d_job *
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to_v3d_job(struct drm_sched_job *sched_job)
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{
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return container_of(sched_job, struct v3d_job, base);
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}
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static struct v3d_tfu_job *
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to_tfu_job(struct drm_sched_job *sched_job)
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{
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return container_of(sched_job, struct v3d_tfu_job, base);
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}
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static void
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v3d_job_free(struct drm_sched_job *sched_job)
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{
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struct v3d_job *job = to_v3d_job(sched_job);
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drm_sched_job_cleanup(sched_job);
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v3d_exec_put(job->exec);
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}
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static void
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v3d_tfu_job_free(struct drm_sched_job *sched_job)
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{
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struct v3d_tfu_job *job = to_tfu_job(sched_job);
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drm_sched_job_cleanup(sched_job);
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v3d_tfu_job_put(job);
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}
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/**
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* Returns the fences that the bin or render job depends on, one by one.
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* v3d_job_run() won't be called until all of them have been signaled.
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*/
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static struct dma_fence *
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v3d_job_dependency(struct drm_sched_job *sched_job,
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struct drm_sched_entity *s_entity)
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{
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struct v3d_job *job = to_v3d_job(sched_job);
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struct v3d_exec_info *exec = job->exec;
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enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
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struct dma_fence *fence;
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fence = job->in_fence;
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if (fence) {
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job->in_fence = NULL;
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return fence;
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}
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if (q == V3D_RENDER) {
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/* If we had a bin job, the render job definitely depends on
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* it. We first have to wait for bin to be scheduled, so that
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* its done_fence is created.
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*/
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fence = exec->bin_done_fence;
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if (fence) {
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exec->bin_done_fence = NULL;
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return fence;
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}
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}
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/* XXX: Wait on a fence for switching the GMP if necessary,
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* and then do so.
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*/
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return fence;
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}
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/**
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* Returns the fences that the TFU job depends on, one by one.
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* v3d_tfu_job_run() won't be called until all of them have been
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* signaled.
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*/
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static struct dma_fence *
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v3d_tfu_job_dependency(struct drm_sched_job *sched_job,
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struct drm_sched_entity *s_entity)
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{
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struct v3d_tfu_job *job = to_tfu_job(sched_job);
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struct dma_fence *fence;
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fence = job->in_fence;
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if (fence) {
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job->in_fence = NULL;
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return fence;
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}
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return NULL;
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}
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static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
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{
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struct v3d_job *job = to_v3d_job(sched_job);
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struct v3d_exec_info *exec = job->exec;
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enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
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struct v3d_dev *v3d = exec->v3d;
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struct drm_device *dev = &v3d->drm;
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struct dma_fence *fence;
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unsigned long irqflags;
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if (unlikely(job->base.s_fence->finished.error))
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return NULL;
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/* Lock required around bin_job update vs
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* v3d_overflow_mem_work().
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*/
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spin_lock_irqsave(&v3d->job_lock, irqflags);
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if (q == V3D_BIN) {
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v3d->bin_job = job->exec;
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/* Clear out the overflow allocation, so we don't
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* reuse the overflow attached to a previous job.
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*/
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V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
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} else {
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v3d->render_job = job->exec;
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}
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spin_unlock_irqrestore(&v3d->job_lock, irqflags);
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/* Can we avoid this flush when q==RENDER? We need to be
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* careful of scheduling, though -- imagine job0 rendering to
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* texture and job1 reading, and them being executed as bin0,
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* bin1, render0, render1, so that render1's flush at bin time
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* wasn't enough.
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*/
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v3d_invalidate_caches(v3d);
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fence = v3d_fence_create(v3d, q);
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if (IS_ERR(fence))
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return NULL;
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if (job->done_fence)
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dma_fence_put(job->done_fence);
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job->done_fence = dma_fence_get(fence);
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trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
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job->start, job->end);
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if (q == V3D_BIN) {
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if (exec->qma) {
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V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
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V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
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}
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if (exec->qts) {
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V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
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V3D_CLE_CT0QTS_ENABLE |
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exec->qts);
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}
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} else {
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/* XXX: Set the QCFG */
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}
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/* Set the current and end address of the control list.
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* Writing the end register is what starts the job.
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*/
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V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
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V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
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return fence;
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}
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static struct dma_fence *
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v3d_tfu_job_run(struct drm_sched_job *sched_job)
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{
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struct v3d_tfu_job *job = to_tfu_job(sched_job);
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struct v3d_dev *v3d = job->v3d;
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struct drm_device *dev = &v3d->drm;
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struct dma_fence *fence;
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fence = v3d_fence_create(v3d, V3D_TFU);
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if (IS_ERR(fence))
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return NULL;
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v3d->tfu_job = job;
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if (job->done_fence)
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dma_fence_put(job->done_fence);
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job->done_fence = dma_fence_get(fence);
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trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
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V3D_WRITE(V3D_TFU_IIA, job->args.iia);
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V3D_WRITE(V3D_TFU_IIS, job->args.iis);
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V3D_WRITE(V3D_TFU_ICA, job->args.ica);
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V3D_WRITE(V3D_TFU_IUA, job->args.iua);
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V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
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V3D_WRITE(V3D_TFU_IOS, job->args.ios);
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V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
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if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
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V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
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V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
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V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
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}
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/* ICFG kicks off the job. */
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V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
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return fence;
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}
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static void
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v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
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{
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enum v3d_queue q;
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mutex_lock(&v3d->reset_lock);
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/* block scheduler */
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for (q = 0; q < V3D_MAX_QUEUES; q++) {
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struct drm_gpu_scheduler *sched = &v3d->queue[q].sched;
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drm_sched_stop(sched);
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if(sched_job)
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drm_sched_increase_karma(sched_job);
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}
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/* get the GPU back into the init state */
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v3d_reset(v3d);
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for (q = 0; q < V3D_MAX_QUEUES; q++)
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drm_sched_resubmit_jobs(sched_job->sched);
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/* Unblock schedulers and restart their jobs. */
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for (q = 0; q < V3D_MAX_QUEUES; q++) {
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drm_sched_start(&v3d->queue[q].sched, true);
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}
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mutex_unlock(&v3d->reset_lock);
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}
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static void
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v3d_job_timedout(struct drm_sched_job *sched_job)
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{
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struct v3d_job *job = to_v3d_job(sched_job);
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struct v3d_exec_info *exec = job->exec;
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struct v3d_dev *v3d = exec->v3d;
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enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
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u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
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u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
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/* If the current address or return address have changed, then
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* the GPU has probably made progress and we should delay the
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* reset. This could fail if the GPU got in an infinite loop
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* in the CL, but that is pretty unlikely outside of an i-g-t
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* testcase.
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*/
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if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
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job->timedout_ctca = ctca;
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job->timedout_ctra = ctra;
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return;
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}
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v3d_gpu_reset_for_timeout(v3d, sched_job);
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}
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static void
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v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
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{
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struct v3d_tfu_job *job = to_tfu_job(sched_job);
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v3d_gpu_reset_for_timeout(job->v3d, sched_job);
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}
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static const struct drm_sched_backend_ops v3d_sched_ops = {
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.dependency = v3d_job_dependency,
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.run_job = v3d_job_run,
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.timedout_job = v3d_job_timedout,
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.free_job = v3d_job_free
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};
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static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
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.dependency = v3d_tfu_job_dependency,
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.run_job = v3d_tfu_job_run,
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.timedout_job = v3d_tfu_job_timedout,
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.free_job = v3d_tfu_job_free
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};
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int
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v3d_sched_init(struct v3d_dev *v3d)
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{
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int hw_jobs_limit = 1;
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int job_hang_limit = 0;
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int hang_limit_ms = 500;
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int ret;
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ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
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&v3d_sched_ops,
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hw_jobs_limit, job_hang_limit,
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msecs_to_jiffies(hang_limit_ms),
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"v3d_bin");
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if (ret) {
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dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret);
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return ret;
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}
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ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
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&v3d_sched_ops,
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hw_jobs_limit, job_hang_limit,
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msecs_to_jiffies(hang_limit_ms),
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"v3d_render");
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if (ret) {
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dev_err(v3d->dev, "Failed to create render scheduler: %d.",
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ret);
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drm_sched_fini(&v3d->queue[V3D_BIN].sched);
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return ret;
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}
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ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
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&v3d_tfu_sched_ops,
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hw_jobs_limit, job_hang_limit,
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msecs_to_jiffies(hang_limit_ms),
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"v3d_tfu");
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if (ret) {
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dev_err(v3d->dev, "Failed to create TFU scheduler: %d.",
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ret);
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drm_sched_fini(&v3d->queue[V3D_RENDER].sched);
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drm_sched_fini(&v3d->queue[V3D_BIN].sched);
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return ret;
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}
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return 0;
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}
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void
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v3d_sched_fini(struct v3d_dev *v3d)
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{
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enum v3d_queue q;
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for (q = 0; q < V3D_MAX_QUEUES; q++)
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drm_sched_fini(&v3d->queue[q].sched);
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}
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