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linux/drivers/gpu/drm/v3d/v3d_sched.c
Tvrtko Ursulin 1be825c5c0
drm/v3d: Do not use intermediate storage when copying performance query results
Removing the intermediate buffer removes the last use of the
V3D_MAX_COUNTERS define, which will enable further driver cleanup.

While at it pull the 32 vs 64 bit copying decision outside the loop in
order to reduce the number of conditional instructions.

Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Maíra Canal <mcanal@igalia.com>
Signed-off-by: Maíra Canal <mcanal@igalia.com>
Link: https://patchwork.freedesktop.org/patch/msgid/20240711135340.84617-9-tursulin@igalia.com
2024-07-13 11:00:32 -03:00

848 lines
22 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
* drm_sched_job_add_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/sched/clock.h>
#include <linux/kthread.h>
#include <drm/drm_syncobj.h>
#include "v3d_drv.h"
#include "v3d_regs.h"
#include "v3d_trace.h"
#define V3D_CSD_CFG012_WG_COUNT_SHIFT 16
static struct v3d_job *
to_v3d_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_job, base);
}
static struct v3d_bin_job *
to_bin_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_bin_job, base.base);
}
static struct v3d_render_job *
to_render_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_render_job, base.base);
}
static struct v3d_tfu_job *
to_tfu_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_tfu_job, base.base);
}
static struct v3d_csd_job *
to_csd_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_csd_job, base.base);
}
static struct v3d_cpu_job *
to_cpu_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_cpu_job, base.base);
}
static void
v3d_sched_job_free(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
v3d_job_cleanup(job);
}
void
v3d_timestamp_query_info_free(struct v3d_timestamp_query_info *query_info,
unsigned int count)
{
if (query_info->queries) {
unsigned int i;
for (i = 0; i < count; i++)
drm_syncobj_put(query_info->queries[i].syncobj);
kvfree(query_info->queries);
}
}
void
v3d_performance_query_info_free(struct v3d_performance_query_info *query_info,
unsigned int count)
{
if (query_info->queries) {
unsigned int i;
for (i = 0; i < count; i++) {
drm_syncobj_put(query_info->queries[i].syncobj);
kvfree(query_info->queries[i].kperfmon_ids);
}
kvfree(query_info->queries);
}
}
static void
v3d_cpu_job_free(struct drm_sched_job *sched_job)
{
struct v3d_cpu_job *job = to_cpu_job(sched_job);
v3d_timestamp_query_info_free(&job->timestamp_query,
job->timestamp_query.count);
v3d_performance_query_info_free(&job->performance_query,
job->performance_query.count);
v3d_job_cleanup(&job->base);
}
static void
v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
{
if (job->perfmon != v3d->active_perfmon)
v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
if (job->perfmon && v3d->active_perfmon != job->perfmon)
v3d_perfmon_start(v3d, job->perfmon);
}
static void
v3d_job_start_stats(struct v3d_job *job, enum v3d_queue queue)
{
struct v3d_dev *v3d = job->v3d;
struct v3d_file_priv *file = job->file->driver_priv;
struct v3d_stats *global_stats = &v3d->queue[queue].stats;
struct v3d_stats *local_stats = &file->stats[queue];
u64 now = local_clock();
write_seqcount_begin(&local_stats->lock);
local_stats->start_ns = now;
write_seqcount_end(&local_stats->lock);
write_seqcount_begin(&global_stats->lock);
global_stats->start_ns = now;
write_seqcount_end(&global_stats->lock);
}
static void
v3d_stats_update(struct v3d_stats *stats, u64 now)
{
write_seqcount_begin(&stats->lock);
stats->enabled_ns += now - stats->start_ns;
stats->jobs_completed++;
stats->start_ns = 0;
write_seqcount_end(&stats->lock);
}
void
v3d_job_update_stats(struct v3d_job *job, enum v3d_queue queue)
{
struct v3d_dev *v3d = job->v3d;
struct v3d_file_priv *file = job->file->driver_priv;
struct v3d_stats *global_stats = &v3d->queue[queue].stats;
struct v3d_stats *local_stats = &file->stats[queue];
u64 now = local_clock();
v3d_stats_update(local_stats, now);
v3d_stats_update(global_stats, now);
}
static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
{
struct v3d_bin_job *job = to_bin_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
unsigned long irqflags;
if (unlikely(job->base.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);
v3d->bin_job = job;
/* 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);
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
v3d_invalidate_caches(v3d);
fence = v3d_fence_create(v3d, V3D_BIN);
if (IS_ERR(fence))
return NULL;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
job->start, job->end);
v3d_job_start_stats(&job->base, V3D_BIN);
v3d_switch_perfmon(v3d, &job->base);
/* Set the current and end address of the control list.
* Writing the end register is what starts the job.
*/
if (job->qma) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
}
if (job->qts) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
V3D_CLE_CT0QTS_ENABLE |
job->qts);
}
V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
return fence;
}
static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
{
struct v3d_render_job *job = to_render_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
if (unlikely(job->base.base.s_fence->finished.error))
return NULL;
v3d->render_job = job;
/* Can we avoid this flush? 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, V3D_RENDER);
if (IS_ERR(fence))
return NULL;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
job->start, job->end);
v3d_job_start_stats(&job->base, V3D_RENDER);
v3d_switch_perfmon(v3d, &job->base);
/* 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_CT1QBA, job->start);
V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
return fence;
}
static struct dma_fence *
v3d_tfu_job_run(struct drm_sched_job *sched_job)
{
struct v3d_tfu_job *job = to_tfu_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
fence = v3d_fence_create(v3d, V3D_TFU);
if (IS_ERR(fence))
return NULL;
v3d->tfu_job = job;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
v3d_job_start_stats(&job->base, V3D_TFU);
V3D_WRITE(V3D_TFU_IIA(v3d->ver), job->args.iia);
V3D_WRITE(V3D_TFU_IIS(v3d->ver), job->args.iis);
V3D_WRITE(V3D_TFU_ICA(v3d->ver), job->args.ica);
V3D_WRITE(V3D_TFU_IUA(v3d->ver), job->args.iua);
V3D_WRITE(V3D_TFU_IOA(v3d->ver), job->args.ioa);
if (v3d->ver >= 71)
V3D_WRITE(V3D_V7_TFU_IOC, job->args.v71.ioc);
V3D_WRITE(V3D_TFU_IOS(v3d->ver), job->args.ios);
V3D_WRITE(V3D_TFU_COEF0(v3d->ver), job->args.coef[0]);
if (v3d->ver >= 71 || (job->args.coef[0] & V3D_TFU_COEF0_USECOEF)) {
V3D_WRITE(V3D_TFU_COEF1(v3d->ver), job->args.coef[1]);
V3D_WRITE(V3D_TFU_COEF2(v3d->ver), job->args.coef[2]);
V3D_WRITE(V3D_TFU_COEF3(v3d->ver), job->args.coef[3]);
}
/* ICFG kicks off the job. */
V3D_WRITE(V3D_TFU_ICFG(v3d->ver), job->args.icfg | V3D_TFU_ICFG_IOC);
return fence;
}
static struct dma_fence *
v3d_csd_job_run(struct drm_sched_job *sched_job)
{
struct v3d_csd_job *job = to_csd_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
int i, csd_cfg0_reg, csd_cfg_reg_count;
v3d->csd_job = job;
v3d_invalidate_caches(v3d);
fence = v3d_fence_create(v3d, V3D_CSD);
if (IS_ERR(fence))
return NULL;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
v3d_job_start_stats(&job->base, V3D_CSD);
v3d_switch_perfmon(v3d, &job->base);
csd_cfg0_reg = V3D_CSD_QUEUED_CFG0(v3d->ver);
csd_cfg_reg_count = v3d->ver < 71 ? 6 : 7;
for (i = 1; i <= csd_cfg_reg_count; i++)
V3D_CORE_WRITE(0, csd_cfg0_reg + 4 * i, job->args.cfg[i]);
/* CFG0 write kicks off the job. */
V3D_CORE_WRITE(0, csd_cfg0_reg, job->args.cfg[0]);
return fence;
}
static void
v3d_rewrite_csd_job_wg_counts_from_indirect(struct v3d_cpu_job *job)
{
struct v3d_indirect_csd_info *indirect_csd = &job->indirect_csd;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
struct v3d_bo *indirect = to_v3d_bo(indirect_csd->indirect);
struct drm_v3d_submit_csd *args = &indirect_csd->job->args;
u32 *wg_counts;
v3d_get_bo_vaddr(bo);
v3d_get_bo_vaddr(indirect);
wg_counts = (uint32_t *)(bo->vaddr + indirect_csd->offset);
if (wg_counts[0] == 0 || wg_counts[1] == 0 || wg_counts[2] == 0)
return;
args->cfg[0] = wg_counts[0] << V3D_CSD_CFG012_WG_COUNT_SHIFT;
args->cfg[1] = wg_counts[1] << V3D_CSD_CFG012_WG_COUNT_SHIFT;
args->cfg[2] = wg_counts[2] << V3D_CSD_CFG012_WG_COUNT_SHIFT;
args->cfg[4] = DIV_ROUND_UP(indirect_csd->wg_size, 16) *
(wg_counts[0] * wg_counts[1] * wg_counts[2]) - 1;
for (int i = 0; i < 3; i++) {
/* 0xffffffff indicates that the uniform rewrite is not needed */
if (indirect_csd->wg_uniform_offsets[i] != 0xffffffff) {
u32 uniform_idx = indirect_csd->wg_uniform_offsets[i];
((uint32_t *)indirect->vaddr)[uniform_idx] = wg_counts[i];
}
}
v3d_put_bo_vaddr(indirect);
v3d_put_bo_vaddr(bo);
}
static void
v3d_timestamp_query(struct v3d_cpu_job *job)
{
struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
u8 *value_addr;
v3d_get_bo_vaddr(bo);
for (int i = 0; i < timestamp_query->count; i++) {
value_addr = ((u8 *)bo->vaddr) + timestamp_query->queries[i].offset;
*((u64 *)value_addr) = i == 0 ? ktime_get_ns() : 0ull;
drm_syncobj_replace_fence(timestamp_query->queries[i].syncobj,
job->base.done_fence);
}
v3d_put_bo_vaddr(bo);
}
static void
v3d_reset_timestamp_queries(struct v3d_cpu_job *job)
{
struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;
struct v3d_timestamp_query *queries = timestamp_query->queries;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
u8 *value_addr;
v3d_get_bo_vaddr(bo);
for (int i = 0; i < timestamp_query->count; i++) {
value_addr = ((u8 *)bo->vaddr) + queries[i].offset;
*((u64 *)value_addr) = 0;
drm_syncobj_replace_fence(queries[i].syncobj, NULL);
}
v3d_put_bo_vaddr(bo);
}
static void write_to_buffer_32(u32 *dst, unsigned int idx, u32 value)
{
dst[idx] = value;
}
static void write_to_buffer_64(u64 *dst, unsigned int idx, u64 value)
{
dst[idx] = value;
}
static void
write_to_buffer(void *dst, unsigned int idx, bool do_64bit, u64 value)
{
if (do_64bit)
write_to_buffer_64(dst, idx, value);
else
write_to_buffer_32(dst, idx, value);
}
static void
v3d_copy_query_results(struct v3d_cpu_job *job)
{
struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;
struct v3d_timestamp_query *queries = timestamp_query->queries;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
struct v3d_bo *timestamp = to_v3d_bo(job->base.bo[1]);
struct v3d_copy_query_results_info *copy = &job->copy;
struct dma_fence *fence;
u8 *query_addr;
bool available, write_result;
u8 *data;
int i;
v3d_get_bo_vaddr(bo);
v3d_get_bo_vaddr(timestamp);
data = ((u8 *)bo->vaddr) + copy->offset;
for (i = 0; i < timestamp_query->count; i++) {
fence = drm_syncobj_fence_get(queries[i].syncobj);
available = fence ? dma_fence_is_signaled(fence) : false;
write_result = available || copy->do_partial;
if (write_result) {
query_addr = ((u8 *)timestamp->vaddr) + queries[i].offset;
write_to_buffer(data, 0, copy->do_64bit, *((u64 *)query_addr));
}
if (copy->availability_bit)
write_to_buffer(data, 1, copy->do_64bit, available ? 1u : 0u);
data += copy->stride;
dma_fence_put(fence);
}
v3d_put_bo_vaddr(timestamp);
v3d_put_bo_vaddr(bo);
}
static void
v3d_reset_performance_queries(struct v3d_cpu_job *job)
{
struct v3d_performance_query_info *performance_query = &job->performance_query;
struct v3d_file_priv *v3d_priv = job->base.file->driver_priv;
struct v3d_dev *v3d = job->base.v3d;
struct v3d_perfmon *perfmon;
for (int i = 0; i < performance_query->count; i++) {
for (int j = 0; j < performance_query->nperfmons; j++) {
perfmon = v3d_perfmon_find(v3d_priv,
performance_query->queries[i].kperfmon_ids[j]);
if (!perfmon) {
DRM_DEBUG("Failed to find perfmon.");
continue;
}
v3d_perfmon_stop(v3d, perfmon, false);
memset(perfmon->values, 0, perfmon->ncounters * sizeof(u64));
v3d_perfmon_put(perfmon);
}
drm_syncobj_replace_fence(performance_query->queries[i].syncobj, NULL);
}
}
static void
v3d_write_performance_query_result(struct v3d_cpu_job *job, void *data,
unsigned int query)
{
struct v3d_performance_query_info *performance_query =
&job->performance_query;
struct v3d_file_priv *v3d_priv = job->base.file->driver_priv;
struct v3d_performance_query *perf_query =
&performance_query->queries[query];
struct v3d_dev *v3d = job->base.v3d;
unsigned int i, j, offset;
for (i = 0, offset = 0;
i < performance_query->nperfmons;
i++, offset += DRM_V3D_MAX_PERF_COUNTERS) {
struct v3d_perfmon *perfmon;
perfmon = v3d_perfmon_find(v3d_priv,
perf_query->kperfmon_ids[i]);
if (!perfmon) {
DRM_DEBUG("Failed to find perfmon.");
continue;
}
v3d_perfmon_stop(v3d, perfmon, true);
if (job->copy.do_64bit) {
for (j = 0; j < perfmon->ncounters; j++)
write_to_buffer_64(data, offset + j,
perfmon->values[j]);
} else {
for (j = 0; j < perfmon->ncounters; j++)
write_to_buffer_32(data, offset + j,
perfmon->values[j]);
}
v3d_perfmon_put(perfmon);
}
}
static void
v3d_copy_performance_query(struct v3d_cpu_job *job)
{
struct v3d_performance_query_info *performance_query = &job->performance_query;
struct v3d_copy_query_results_info *copy = &job->copy;
struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);
struct dma_fence *fence;
bool available, write_result;
u8 *data;
v3d_get_bo_vaddr(bo);
data = ((u8 *)bo->vaddr) + copy->offset;
for (int i = 0; i < performance_query->count; i++) {
fence = drm_syncobj_fence_get(performance_query->queries[i].syncobj);
available = fence ? dma_fence_is_signaled(fence) : false;
write_result = available || copy->do_partial;
if (write_result)
v3d_write_performance_query_result(job, data, i);
if (copy->availability_bit)
write_to_buffer(data, performance_query->ncounters,
copy->do_64bit, available ? 1u : 0u);
data += copy->stride;
dma_fence_put(fence);
}
v3d_put_bo_vaddr(bo);
}
static const v3d_cpu_job_fn cpu_job_function[] = {
[V3D_CPU_JOB_TYPE_INDIRECT_CSD] = v3d_rewrite_csd_job_wg_counts_from_indirect,
[V3D_CPU_JOB_TYPE_TIMESTAMP_QUERY] = v3d_timestamp_query,
[V3D_CPU_JOB_TYPE_RESET_TIMESTAMP_QUERY] = v3d_reset_timestamp_queries,
[V3D_CPU_JOB_TYPE_COPY_TIMESTAMP_QUERY] = v3d_copy_query_results,
[V3D_CPU_JOB_TYPE_RESET_PERFORMANCE_QUERY] = v3d_reset_performance_queries,
[V3D_CPU_JOB_TYPE_COPY_PERFORMANCE_QUERY] = v3d_copy_performance_query,
};
static struct dma_fence *
v3d_cpu_job_run(struct drm_sched_job *sched_job)
{
struct v3d_cpu_job *job = to_cpu_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
v3d->cpu_job = job;
if (job->job_type >= ARRAY_SIZE(cpu_job_function)) {
DRM_DEBUG_DRIVER("Unknown CPU job: %d\n", job->job_type);
return NULL;
}
v3d_job_start_stats(&job->base, V3D_CPU);
trace_v3d_cpu_job_begin(&v3d->drm, job->job_type);
cpu_job_function[job->job_type](job);
trace_v3d_cpu_job_end(&v3d->drm, job->job_type);
v3d_job_update_stats(&job->base, V3D_CPU);
return NULL;
}
static struct dma_fence *
v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_dev *v3d = job->v3d;
v3d_job_start_stats(job, V3D_CACHE_CLEAN);
v3d_clean_caches(v3d);
v3d_job_update_stats(job, V3D_CACHE_CLEAN);
return NULL;
}
static enum drm_gpu_sched_stat
v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
{
enum v3d_queue q;
mutex_lock(&v3d->reset_lock);
/* block scheduler */
for (q = 0; q < V3D_MAX_QUEUES; q++)
drm_sched_stop(&v3d->queue[q].sched, sched_job);
if (sched_job)
drm_sched_increase_karma(sched_job);
/* get the GPU back into the init state */
v3d_reset(v3d);
for (q = 0; q < V3D_MAX_QUEUES; q++)
drm_sched_resubmit_jobs(&v3d->queue[q].sched);
/* Unblock schedulers and restart their jobs. */
for (q = 0; q < V3D_MAX_QUEUES; q++) {
drm_sched_start(&v3d->queue[q].sched, true);
}
mutex_unlock(&v3d->reset_lock);
return DRM_GPU_SCHED_STAT_NOMINAL;
}
/* 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.
*/
static enum drm_gpu_sched_stat
v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
u32 *timedout_ctca, u32 *timedout_ctra)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_dev *v3d = job->v3d;
u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
*timedout_ctca = ctca;
*timedout_ctra = ctra;
return DRM_GPU_SCHED_STAT_NOMINAL;
}
return v3d_gpu_reset_for_timeout(v3d, sched_job);
}
static enum drm_gpu_sched_stat
v3d_bin_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_bin_job *job = to_bin_job(sched_job);
return v3d_cl_job_timedout(sched_job, V3D_BIN,
&job->timedout_ctca, &job->timedout_ctra);
}
static enum drm_gpu_sched_stat
v3d_render_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_render_job *job = to_render_job(sched_job);
return v3d_cl_job_timedout(sched_job, V3D_RENDER,
&job->timedout_ctca, &job->timedout_ctra);
}
static enum drm_gpu_sched_stat
v3d_generic_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
}
static enum drm_gpu_sched_stat
v3d_csd_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_csd_job *job = to_csd_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4(v3d->ver));
/* If we've made progress, skip reset and let the timer get
* rearmed.
*/
if (job->timedout_batches != batches) {
job->timedout_batches = batches;
return DRM_GPU_SCHED_STAT_NOMINAL;
}
return v3d_gpu_reset_for_timeout(v3d, sched_job);
}
static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
.run_job = v3d_bin_job_run,
.timedout_job = v3d_bin_job_timedout,
.free_job = v3d_sched_job_free,
};
static const struct drm_sched_backend_ops v3d_render_sched_ops = {
.run_job = v3d_render_job_run,
.timedout_job = v3d_render_job_timedout,
.free_job = v3d_sched_job_free,
};
static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
.run_job = v3d_tfu_job_run,
.timedout_job = v3d_generic_job_timedout,
.free_job = v3d_sched_job_free,
};
static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
.run_job = v3d_csd_job_run,
.timedout_job = v3d_csd_job_timedout,
.free_job = v3d_sched_job_free
};
static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
.run_job = v3d_cache_clean_job_run,
.timedout_job = v3d_generic_job_timedout,
.free_job = v3d_sched_job_free
};
static const struct drm_sched_backend_ops v3d_cpu_sched_ops = {
.run_job = v3d_cpu_job_run,
.timedout_job = v3d_generic_job_timedout,
.free_job = v3d_cpu_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_bin_sched_ops, NULL,
DRM_SCHED_PRIORITY_COUNT,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms), NULL,
NULL, "v3d_bin", v3d->drm.dev);
if (ret)
return ret;
ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
&v3d_render_sched_ops, NULL,
DRM_SCHED_PRIORITY_COUNT,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms), NULL,
NULL, "v3d_render", v3d->drm.dev);
if (ret)
goto fail;
ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
&v3d_tfu_sched_ops, NULL,
DRM_SCHED_PRIORITY_COUNT,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms), NULL,
NULL, "v3d_tfu", v3d->drm.dev);
if (ret)
goto fail;
if (v3d_has_csd(v3d)) {
ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
&v3d_csd_sched_ops, NULL,
DRM_SCHED_PRIORITY_COUNT,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms), NULL,
NULL, "v3d_csd", v3d->drm.dev);
if (ret)
goto fail;
ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
&v3d_cache_clean_sched_ops, NULL,
DRM_SCHED_PRIORITY_COUNT,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms), NULL,
NULL, "v3d_cache_clean", v3d->drm.dev);
if (ret)
goto fail;
}
ret = drm_sched_init(&v3d->queue[V3D_CPU].sched,
&v3d_cpu_sched_ops, NULL,
DRM_SCHED_PRIORITY_COUNT,
1, job_hang_limit,
msecs_to_jiffies(hang_limit_ms), NULL,
NULL, "v3d_cpu", v3d->drm.dev);
if (ret)
goto fail;
return 0;
fail:
v3d_sched_fini(v3d);
return ret;
}
void
v3d_sched_fini(struct v3d_dev *v3d)
{
enum v3d_queue q;
for (q = 0; q < V3D_MAX_QUEUES; q++) {
if (v3d->queue[q].sched.ready)
drm_sched_fini(&v3d->queue[q].sched);
}
}