linux_dsm_epyc7002/drivers/gpu/drm/v3d/v3d_drv.h
Eric Anholt 624bb0c08b drm/v3d: Delay the scheduler timeout if we're still making progress.
GTF-GLES2.gtf.GL.acos.acos_float_vert_xvary submits jobs that take 4
seconds at maximum resolution, but we still want to reset quickly if a
job is really hung.  Sample the CL's current address and the return
address (since we call into tile lists repeatedly) and if either has
changed then assume we've made progress.

Signed-off-by: Eric Anholt <eric@anholt.net>
Cc: Lucas Stach <l.stach@pengutronix.de>
Link: https://patchwork.freedesktop.org/patch/msgid/20180703170515.6298-1-eric@anholt.net
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Acked-by: Daniel Vetter <daniel@ffwll.ch>
2018-07-05 11:42:49 -07:00

302 lines
7.9 KiB
C

// SPDX-License-Identifier: GPL-2.0+
/* Copyright (C) 2015-2018 Broadcom */
#include <linux/reservation.h>
#include <linux/mm_types.h>
#include <drm/drmP.h>
#include <drm/drm_encoder.h>
#include <drm/drm_gem.h>
#include <drm/gpu_scheduler.h>
#define GMP_GRANULARITY (128 * 1024)
/* Enum for each of the V3D queues. We maintain various queue
* tracking as an array because at some point we'll want to support
* the TFU (texture formatting unit) as another queue.
*/
enum v3d_queue {
V3D_BIN,
V3D_RENDER,
};
#define V3D_MAX_QUEUES (V3D_RENDER + 1)
struct v3d_queue_state {
struct drm_gpu_scheduler sched;
u64 fence_context;
u64 emit_seqno;
};
struct v3d_dev {
struct drm_device drm;
/* Short representation (e.g. 33, 41) of the V3D tech version
* and revision.
*/
int ver;
struct device *dev;
struct platform_device *pdev;
void __iomem *hub_regs;
void __iomem *core_regs[3];
void __iomem *bridge_regs;
void __iomem *gca_regs;
struct clk *clk;
/* Virtual and DMA addresses of the single shared page table. */
volatile u32 *pt;
dma_addr_t pt_paddr;
/* Virtual and DMA addresses of the MMU's scratch page. When
* a read or write is invalid in the MMU, it will be
* redirected here.
*/
void *mmu_scratch;
dma_addr_t mmu_scratch_paddr;
/* Number of V3D cores. */
u32 cores;
/* Allocator managing the address space. All units are in
* number of pages.
*/
struct drm_mm mm;
spinlock_t mm_lock;
struct work_struct overflow_mem_work;
struct v3d_exec_info *bin_job;
struct v3d_exec_info *render_job;
struct v3d_queue_state queue[V3D_MAX_QUEUES];
/* Spinlock used to synchronize the overflow memory
* management against bin job submission.
*/
spinlock_t job_lock;
/* Protects bo_stats */
struct mutex bo_lock;
/* Lock taken when resetting the GPU, to keep multiple
* processes from trying to park the scheduler threads and
* reset at once.
*/
struct mutex reset_lock;
/* Lock taken when creating and pushing the GPU scheduler
* jobs, to keep the sched-fence seqnos in order.
*/
struct mutex sched_lock;
struct {
u32 num_allocated;
u32 pages_allocated;
} bo_stats;
};
static inline struct v3d_dev *
to_v3d_dev(struct drm_device *dev)
{
return (struct v3d_dev *)dev->dev_private;
}
/* The per-fd struct, which tracks the MMU mappings. */
struct v3d_file_priv {
struct v3d_dev *v3d;
struct drm_sched_entity sched_entity[V3D_MAX_QUEUES];
};
/* Tracks a mapping of a BO into a per-fd address space */
struct v3d_vma {
struct v3d_page_table *pt;
struct list_head list; /* entry in v3d_bo.vmas */
};
struct v3d_bo {
struct drm_gem_object base;
struct mutex lock;
struct drm_mm_node node;
u32 pages_refcount;
struct page **pages;
struct sg_table *sgt;
void *vaddr;
struct list_head vmas; /* list of v3d_vma */
/* List entry for the BO's position in
* v3d_exec_info->unref_list
*/
struct list_head unref_head;
/* normally (resv == &_resv) except for imported bo's */
struct reservation_object *resv;
struct reservation_object _resv;
};
static inline struct v3d_bo *
to_v3d_bo(struct drm_gem_object *bo)
{
return (struct v3d_bo *)bo;
}
struct v3d_fence {
struct dma_fence base;
struct drm_device *dev;
/* v3d seqno for signaled() test */
u64 seqno;
enum v3d_queue queue;
};
static inline struct v3d_fence *
to_v3d_fence(struct dma_fence *fence)
{
return (struct v3d_fence *)fence;
}
#define V3D_READ(offset) readl(v3d->hub_regs + offset)
#define V3D_WRITE(offset, val) writel(val, v3d->hub_regs + offset)
#define V3D_BRIDGE_READ(offset) readl(v3d->bridge_regs + offset)
#define V3D_BRIDGE_WRITE(offset, val) writel(val, v3d->bridge_regs + offset)
#define V3D_GCA_READ(offset) readl(v3d->gca_regs + offset)
#define V3D_GCA_WRITE(offset, val) writel(val, v3d->gca_regs + offset)
#define V3D_CORE_READ(core, offset) readl(v3d->core_regs[core] + offset)
#define V3D_CORE_WRITE(core, offset, val) writel(val, v3d->core_regs[core] + offset)
struct v3d_job {
struct drm_sched_job base;
struct v3d_exec_info *exec;
/* An optional fence userspace can pass in for the job to depend on. */
struct dma_fence *in_fence;
/* v3d fence to be signaled by IRQ handler when the job is complete. */
struct dma_fence *done_fence;
/* GPU virtual addresses of the start/end of the CL job. */
u32 start, end;
u32 timedout_ctca, timedout_ctra;
};
struct v3d_exec_info {
struct v3d_dev *v3d;
struct v3d_job bin, render;
/* Fence for when the scheduler considers the binner to be
* done, for render to depend on.
*/
struct dma_fence *bin_done_fence;
struct kref refcount;
/* This is the array of BOs that were looked up at the start of exec. */
struct v3d_bo **bo;
u32 bo_count;
/* List of overflow BOs used in the job that need to be
* released once the job is complete.
*/
struct list_head unref_list;
/* Submitted tile memory allocation start/size, tile state. */
u32 qma, qms, qts;
};
/**
* _wait_for - magic (register) wait macro
*
* Does the right thing for modeset paths when run under kdgb or similar atomic
* contexts. Note that it's important that we check the condition again after
* having timed out, since the timeout could be due to preemption or similar and
* we've never had a chance to check the condition before the timeout.
*/
#define wait_for(COND, MS) ({ \
unsigned long timeout__ = jiffies + msecs_to_jiffies(MS) + 1; \
int ret__ = 0; \
while (!(COND)) { \
if (time_after(jiffies, timeout__)) { \
if (!(COND)) \
ret__ = -ETIMEDOUT; \
break; \
} \
msleep(1); \
} \
ret__; \
})
static inline unsigned long nsecs_to_jiffies_timeout(const u64 n)
{
/* nsecs_to_jiffies64() does not guard against overflow */
if (NSEC_PER_SEC % HZ &&
div_u64(n, NSEC_PER_SEC) >= MAX_JIFFY_OFFSET / HZ)
return MAX_JIFFY_OFFSET;
return min_t(u64, MAX_JIFFY_OFFSET, nsecs_to_jiffies64(n) + 1);
}
/* v3d_bo.c */
void v3d_free_object(struct drm_gem_object *gem_obj);
struct v3d_bo *v3d_bo_create(struct drm_device *dev, struct drm_file *file_priv,
size_t size);
int v3d_create_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_mmap_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_get_bo_offset_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
vm_fault_t v3d_gem_fault(struct vm_fault *vmf);
int v3d_mmap(struct file *filp, struct vm_area_struct *vma);
struct reservation_object *v3d_prime_res_obj(struct drm_gem_object *obj);
int v3d_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma);
struct sg_table *v3d_prime_get_sg_table(struct drm_gem_object *obj);
struct drm_gem_object *v3d_prime_import_sg_table(struct drm_device *dev,
struct dma_buf_attachment *attach,
struct sg_table *sgt);
/* v3d_debugfs.c */
int v3d_debugfs_init(struct drm_minor *minor);
/* v3d_fence.c */
extern const struct dma_fence_ops v3d_fence_ops;
struct dma_fence *v3d_fence_create(struct v3d_dev *v3d, enum v3d_queue queue);
/* v3d_gem.c */
int v3d_gem_init(struct drm_device *dev);
void v3d_gem_destroy(struct drm_device *dev);
int v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
void v3d_exec_put(struct v3d_exec_info *exec);
void v3d_reset(struct v3d_dev *v3d);
void v3d_invalidate_caches(struct v3d_dev *v3d);
void v3d_flush_caches(struct v3d_dev *v3d);
/* v3d_irq.c */
void v3d_irq_init(struct v3d_dev *v3d);
void v3d_irq_enable(struct v3d_dev *v3d);
void v3d_irq_disable(struct v3d_dev *v3d);
void v3d_irq_reset(struct v3d_dev *v3d);
/* v3d_mmu.c */
int v3d_mmu_get_offset(struct drm_file *file_priv, struct v3d_bo *bo,
u32 *offset);
int v3d_mmu_set_page_table(struct v3d_dev *v3d);
void v3d_mmu_insert_ptes(struct v3d_bo *bo);
void v3d_mmu_remove_ptes(struct v3d_bo *bo);
/* v3d_sched.c */
int v3d_sched_init(struct v3d_dev *v3d);
void v3d_sched_fini(struct v3d_dev *v3d);