linux_dsm_epyc7002/drivers/gpu/drm/v3d/v3d_sched.c
Sharat Masetty 26efecf955 drm/scheduler: Add drm_sched_job_cleanup
This patch adds a new API to clean up the scheduler job resources. This
is primarliy needed in cases the job was created but was not queued to
the scheduler queue. Additionally with this change, the layer which
creates the scheduler job also gets to free up the job's resources and
this entails moving the dma_fence_put(finished_fence) to the drivers
ops free handler routines.

Signed-off-by: Sharat Masetty <smasetty@codeaurora.org>
Reviewed-by: Christian König <christian.koenig@amd.com>
Acked-by: Andrey Grodzovsky <andrey.grodzovsky@amd.com>
Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
2018-11-05 14:21:27 -05:00

246 lines
6.3 KiB
C

// SPDX-License-Identifier: GPL-2.0+
/* Copyright (C) 2018 Broadcom */
/**
* DOC: Broadcom V3D scheduling
*
* The shared DRM GPU scheduler is used to coordinate submitting jobs
* to the hardware. Each DRM fd (roughly a client process) gets its
* own scheduler entity, which will process jobs in order. The GPU
* scheduler will round-robin between clients to submit the next job.
*
* For simplicity, and in order to keep latency low for interactive
* jobs when bulk background jobs are queued up, we submit a new job
* to the HW only when it has completed the last one, instead of
* filling up the CT[01]Q FIFOs with jobs. Similarly, we use
* v3d_job_dependency() to manage the dependency between bin and
* render, instead of having the clients submit jobs using the HW's
* semaphores to interlock between them.
*/
#include <linux/kthread.h>
#include "v3d_drv.h"
#include "v3d_regs.h"
#include "v3d_trace.h"
static struct v3d_job *
to_v3d_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_job, base);
}
static void
v3d_job_free(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
drm_sched_job_cleanup(sched_job);
v3d_exec_put(job->exec);
}
/**
* Returns the fences that the bin job depends on, one by one.
* v3d_job_run() won't be called until all of them have been signaled.
*/
static struct dma_fence *
v3d_job_dependency(struct drm_sched_job *sched_job,
struct drm_sched_entity *s_entity)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_exec_info *exec = job->exec;
enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
struct dma_fence *fence;
fence = job->in_fence;
if (fence) {
job->in_fence = NULL;
return fence;
}
if (q == V3D_RENDER) {
/* If we had a bin job, the render job definitely depends on
* it. We first have to wait for bin to be scheduled, so that
* its done_fence is created.
*/
fence = exec->bin_done_fence;
if (fence) {
exec->bin_done_fence = NULL;
return fence;
}
}
/* XXX: Wait on a fence for switching the GMP if necessary,
* and then do so.
*/
return fence;
}
static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_exec_info *exec = job->exec;
enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
struct v3d_dev *v3d = exec->v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
unsigned long irqflags;
if (unlikely(job->base.s_fence->finished.error))
return NULL;
/* Lock required around bin_job update vs
* v3d_overflow_mem_work().
*/
spin_lock_irqsave(&v3d->job_lock, irqflags);
if (q == V3D_BIN) {
v3d->bin_job = job->exec;
/* Clear out the overflow allocation, so we don't
* reuse the overflow attached to a previous job.
*/
V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
} else {
v3d->render_job = job->exec;
}
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
/* Can we avoid this flush when q==RENDER? We need to be
* careful of scheduling, though -- imagine job0 rendering to
* texture and job1 reading, and them being executed as bin0,
* bin1, render0, render1, so that render1's flush at bin time
* wasn't enough.
*/
v3d_invalidate_caches(v3d);
fence = v3d_fence_create(v3d, q);
if (IS_ERR(fence))
return NULL;
if (job->done_fence)
dma_fence_put(job->done_fence);
job->done_fence = dma_fence_get(fence);
trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
job->start, job->end);
if (q == V3D_BIN) {
if (exec->qma) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
}
if (exec->qts) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
V3D_CLE_CT0QTS_ENABLE |
exec->qts);
}
} else {
/* XXX: Set the QCFG */
}
/* Set the current and end address of the control list.
* Writing the end register is what starts the job.
*/
V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
return fence;
}
static void
v3d_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_exec_info *exec = job->exec;
struct v3d_dev *v3d = exec->v3d;
enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
enum v3d_queue q;
u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
/* If the current address or return address have changed, then
* the GPU has probably made progress and we should delay the
* reset. This could fail if the GPU got in an infinite loop
* in the CL, but that is pretty unlikely outside of an i-g-t
* testcase.
*/
if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
job->timedout_ctca = ctca;
job->timedout_ctra = ctra;
return;
}
mutex_lock(&v3d->reset_lock);
/* block scheduler */
for (q = 0; q < V3D_MAX_QUEUES; q++) {
struct drm_gpu_scheduler *sched = &v3d->queue[q].sched;
kthread_park(sched->thread);
drm_sched_hw_job_reset(sched, (sched_job->sched == sched ?
sched_job : NULL));
}
/* get the GPU back into the init state */
v3d_reset(v3d);
/* Unblock schedulers and restart their jobs. */
for (q = 0; q < V3D_MAX_QUEUES; q++) {
drm_sched_job_recovery(&v3d->queue[q].sched);
kthread_unpark(v3d->queue[q].sched.thread);
}
mutex_unlock(&v3d->reset_lock);
}
static const struct drm_sched_backend_ops v3d_sched_ops = {
.dependency = v3d_job_dependency,
.run_job = v3d_job_run,
.timedout_job = v3d_job_timedout,
.free_job = v3d_job_free
};
int
v3d_sched_init(struct v3d_dev *v3d)
{
int hw_jobs_limit = 1;
int job_hang_limit = 0;
int hang_limit_ms = 500;
int ret;
ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
&v3d_sched_ops,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms),
"v3d_bin");
if (ret) {
dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret);
return ret;
}
ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
&v3d_sched_ops,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms),
"v3d_render");
if (ret) {
dev_err(v3d->dev, "Failed to create render scheduler: %d.",
ret);
drm_sched_fini(&v3d->queue[V3D_BIN].sched);
return ret;
}
return 0;
}
void
v3d_sched_fini(struct v3d_dev *v3d)
{
enum v3d_queue q;
for (q = 0; q < V3D_MAX_QUEUES; q++)
drm_sched_fini(&v3d->queue[q].sched);
}