mirror of
https://github.com/AuxXxilium/linux_dsm_epyc7002.git
synced 2024-12-27 00:55:28 +07:00
17e23993f2
The v3d_fence_create() only returns error pointers on error. It never
returns NULL.
Fixes: 57692c94dc
("drm/v3d: Introduce a new DRM driver for Broadcom V3D V3.x+")
Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20180518081041.GC28335@mwanda
229 lines
5.8 KiB
C
229 lines
5.8 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 with 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);
|
|
|
|
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 q;
|
|
|
|
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);
|
|
}
|