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		0df3ac7657
		
	
	
	
	
		
			
			We already have it in v3d_dev->drm.dev with zero additional pointer chasing. Personally I don't like duplicated pointers like this because: - reviewers need to check whether the pointer is for the same or different objects if there's multiple - compilers have an easier time too To avoid having to pull in some big headers I implemented the casting function as a macro instead of a static inline. Typechecking thanks to container_of still assured. But also a bit a bikeshed, so feel free to ignore. v2: More parens for v3d_to_pdev macro (checkpatch) Acked-by: Eric Anholt <eric@anholt.net> Signed-off-by: Daniel Vetter <daniel.vetter@intel.com> Cc: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20200415074034.175360-11-daniel.vetter@ffwll.ch
		
			
				
	
	
		
			356 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			356 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| // SPDX-License-Identifier: GPL-2.0+
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| /* Copyright (C) 2015-2018 Broadcom */
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| 
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| #include <linux/delay.h>
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| #include <linux/mutex.h>
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| #include <linux/spinlock_types.h>
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| #include <linux/workqueue.h>
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| 
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| #include <drm/drm_encoder.h>
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| #include <drm/drm_gem.h>
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| #include <drm/drm_gem_shmem_helper.h>
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| #include <drm/gpu_scheduler.h>
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| 
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| #include "uapi/drm/v3d_drm.h"
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| 
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| struct clk;
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| struct platform_device;
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| struct reset_control;
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| 
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| #define GMP_GRANULARITY (128 * 1024)
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| 
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| /* Enum for each of the V3D queues. */
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| enum v3d_queue {
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| 	V3D_BIN,
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| 	V3D_RENDER,
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| 	V3D_TFU,
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| 	V3D_CSD,
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| 	V3D_CACHE_CLEAN,
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| };
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| 
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| #define V3D_MAX_QUEUES (V3D_CACHE_CLEAN + 1)
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| 
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| struct v3d_queue_state {
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| 	struct drm_gpu_scheduler sched;
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| 
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| 	u64 fence_context;
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| 	u64 emit_seqno;
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| };
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| 
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| struct v3d_dev {
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| 	struct drm_device drm;
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| 
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| 	/* Short representation (e.g. 33, 41) of the V3D tech version
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| 	 * and revision.
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| 	 */
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| 	int ver;
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| 	bool single_irq_line;
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| 
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| 	void __iomem *hub_regs;
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| 	void __iomem *core_regs[3];
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| 	void __iomem *bridge_regs;
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| 	void __iomem *gca_regs;
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| 	struct clk *clk;
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| 	struct reset_control *reset;
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| 
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| 	/* Virtual and DMA addresses of the single shared page table. */
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| 	volatile u32 *pt;
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| 	dma_addr_t pt_paddr;
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| 
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| 	/* Virtual and DMA addresses of the MMU's scratch page.  When
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| 	 * a read or write is invalid in the MMU, it will be
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| 	 * redirected here.
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| 	 */
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| 	void *mmu_scratch;
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| 	dma_addr_t mmu_scratch_paddr;
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| 	/* virtual address bits from V3D to the MMU. */
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| 	int va_width;
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| 
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| 	/* Number of V3D cores. */
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| 	u32 cores;
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| 
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| 	/* Allocator managing the address space.  All units are in
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| 	 * number of pages.
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| 	 */
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| 	struct drm_mm mm;
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| 	spinlock_t mm_lock;
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| 
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| 	struct work_struct overflow_mem_work;
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| 
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| 	struct v3d_bin_job *bin_job;
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| 	struct v3d_render_job *render_job;
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| 	struct v3d_tfu_job *tfu_job;
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| 	struct v3d_csd_job *csd_job;
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| 
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| 	struct v3d_queue_state queue[V3D_MAX_QUEUES];
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| 
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| 	/* Spinlock used to synchronize the overflow memory
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| 	 * management against bin job submission.
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| 	 */
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| 	spinlock_t job_lock;
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| 
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| 	/* Protects bo_stats */
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| 	struct mutex bo_lock;
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| 
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| 	/* Lock taken when resetting the GPU, to keep multiple
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| 	 * processes from trying to park the scheduler threads and
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| 	 * reset at once.
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| 	 */
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| 	struct mutex reset_lock;
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| 
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| 	/* Lock taken when creating and pushing the GPU scheduler
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| 	 * jobs, to keep the sched-fence seqnos in order.
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| 	 */
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| 	struct mutex sched_lock;
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| 
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| 	/* Lock taken during a cache clean and when initiating an L2
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| 	 * flush, to keep L2 flushes from interfering with the
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| 	 * synchronous L2 cleans.
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| 	 */
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| 	struct mutex cache_clean_lock;
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| 
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| 	struct {
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| 		u32 num_allocated;
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| 		u32 pages_allocated;
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| 	} bo_stats;
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| };
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| 
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| static inline struct v3d_dev *
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| to_v3d_dev(struct drm_device *dev)
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| {
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| 	return container_of(dev, struct v3d_dev, drm);
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| }
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| 
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| static inline bool
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| v3d_has_csd(struct v3d_dev *v3d)
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| {
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| 	return v3d->ver >= 41;
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| }
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| 
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| #define v3d_to_pdev(v3d) to_platform_device((v3d)->drm.dev)
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| 
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| /* The per-fd struct, which tracks the MMU mappings. */
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| struct v3d_file_priv {
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| 	struct v3d_dev *v3d;
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| 
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| 	struct drm_sched_entity sched_entity[V3D_MAX_QUEUES];
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| };
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| 
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| struct v3d_bo {
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| 	struct drm_gem_shmem_object base;
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| 
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| 	struct drm_mm_node node;
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| 
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| 	/* List entry for the BO's position in
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| 	 * v3d_render_job->unref_list
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| 	 */
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| 	struct list_head unref_head;
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| };
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| 
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| static inline struct v3d_bo *
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| to_v3d_bo(struct drm_gem_object *bo)
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| {
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| 	return (struct v3d_bo *)bo;
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| }
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| 
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| struct v3d_fence {
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| 	struct dma_fence base;
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| 	struct drm_device *dev;
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| 	/* v3d seqno for signaled() test */
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| 	u64 seqno;
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| 	enum v3d_queue queue;
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| };
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| 
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| static inline struct v3d_fence *
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| to_v3d_fence(struct dma_fence *fence)
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| {
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| 	return (struct v3d_fence *)fence;
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| }
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| 
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| #define V3D_READ(offset) readl(v3d->hub_regs + offset)
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| #define V3D_WRITE(offset, val) writel(val, v3d->hub_regs + offset)
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| 
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| #define V3D_BRIDGE_READ(offset) readl(v3d->bridge_regs + offset)
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| #define V3D_BRIDGE_WRITE(offset, val) writel(val, v3d->bridge_regs + offset)
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| 
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| #define V3D_GCA_READ(offset) readl(v3d->gca_regs + offset)
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| #define V3D_GCA_WRITE(offset, val) writel(val, v3d->gca_regs + offset)
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| 
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| #define V3D_CORE_READ(core, offset) readl(v3d->core_regs[core] + offset)
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| #define V3D_CORE_WRITE(core, offset, val) writel(val, v3d->core_regs[core] + offset)
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| 
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| struct v3d_job {
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| 	struct drm_sched_job base;
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| 
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| 	struct kref refcount;
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| 
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| 	struct v3d_dev *v3d;
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| 
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| 	/* This is the array of BOs that were looked up at the start
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| 	 * of submission.
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| 	 */
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| 	struct drm_gem_object **bo;
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| 	u32 bo_count;
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| 
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| 	/* Array of struct dma_fence * to block on before submitting this job.
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| 	 */
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| 	struct xarray deps;
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| 	unsigned long last_dep;
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| 
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| 	/* v3d fence to be signaled by IRQ handler when the job is complete. */
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| 	struct dma_fence *irq_fence;
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| 
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| 	/* scheduler fence for when the job is considered complete and
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| 	 * the BO reservations can be released.
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| 	 */
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| 	struct dma_fence *done_fence;
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| 
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| 	/* Callback for the freeing of the job on refcount going to 0. */
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| 	void (*free)(struct kref *ref);
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| };
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| 
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| struct v3d_bin_job {
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| 	struct v3d_job base;
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| 
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| 	/* GPU virtual addresses of the start/end of the CL job. */
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| 	u32 start, end;
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| 
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| 	u32 timedout_ctca, timedout_ctra;
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| 
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| 	/* Corresponding render job, for attaching our overflow memory. */
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| 	struct v3d_render_job *render;
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| 
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| 	/* Submitted tile memory allocation start/size, tile state. */
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| 	u32 qma, qms, qts;
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| };
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| 
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| struct v3d_render_job {
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| 	struct v3d_job base;
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| 
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| 	/* GPU virtual addresses of the start/end of the CL job. */
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| 	u32 start, end;
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| 
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| 	u32 timedout_ctca, timedout_ctra;
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| 
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| 	/* List of overflow BOs used in the job that need to be
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| 	 * released once the job is complete.
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| 	 */
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| 	struct list_head unref_list;
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| };
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| 
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| struct v3d_tfu_job {
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| 	struct v3d_job base;
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| 
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| 	struct drm_v3d_submit_tfu args;
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| };
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| 
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| struct v3d_csd_job {
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| 	struct v3d_job base;
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| 
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| 	u32 timedout_batches;
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| 
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| 	struct drm_v3d_submit_csd args;
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| };
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| 
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| /**
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|  * __wait_for - magic wait macro
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|  *
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|  * Macro to help avoid open coding check/wait/timeout patterns. Note that it's
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|  * important that we check the condition again after having timed out, since the
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|  * timeout could be due to preemption or similar and we've never had a chance to
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|  * check the condition before the timeout.
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|  */
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| #define __wait_for(OP, COND, US, Wmin, Wmax) ({ \
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| 	const ktime_t end__ = ktime_add_ns(ktime_get_raw(), 1000ll * (US)); \
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| 	long wait__ = (Wmin); /* recommended min for usleep is 10 us */	\
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| 	int ret__;							\
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| 	might_sleep();							\
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| 	for (;;) {							\
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| 		const bool expired__ = ktime_after(ktime_get_raw(), end__); \
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| 		OP;							\
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| 		/* Guarantee COND check prior to timeout */		\
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| 		barrier();						\
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| 		if (COND) {						\
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| 			ret__ = 0;					\
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| 			break;						\
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| 		}							\
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| 		if (expired__) {					\
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| 			ret__ = -ETIMEDOUT;				\
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| 			break;						\
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| 		}							\
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| 		usleep_range(wait__, wait__ * 2);			\
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| 		if (wait__ < (Wmax))					\
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| 			wait__ <<= 1;					\
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| 	}								\
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| 	ret__;								\
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| })
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| 
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| #define _wait_for(COND, US, Wmin, Wmax)	__wait_for(, (COND), (US), (Wmin), \
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| 						   (Wmax))
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| #define wait_for(COND, MS)		_wait_for((COND), (MS) * 1000, 10, 1000)
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| 
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| static inline unsigned long nsecs_to_jiffies_timeout(const u64 n)
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| {
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| 	/* nsecs_to_jiffies64() does not guard against overflow */
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| 	if (NSEC_PER_SEC % HZ &&
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| 	    div_u64(n, NSEC_PER_SEC) >= MAX_JIFFY_OFFSET / HZ)
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| 		return MAX_JIFFY_OFFSET;
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| 
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| 	return min_t(u64, MAX_JIFFY_OFFSET, nsecs_to_jiffies64(n) + 1);
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| }
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| 
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| /* v3d_bo.c */
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| struct drm_gem_object *v3d_create_object(struct drm_device *dev, size_t size);
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| void v3d_free_object(struct drm_gem_object *gem_obj);
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| struct v3d_bo *v3d_bo_create(struct drm_device *dev, struct drm_file *file_priv,
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| 			     size_t size);
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| int v3d_create_bo_ioctl(struct drm_device *dev, void *data,
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| 			struct drm_file *file_priv);
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| int v3d_mmap_bo_ioctl(struct drm_device *dev, void *data,
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| 		      struct drm_file *file_priv);
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| int v3d_get_bo_offset_ioctl(struct drm_device *dev, void *data,
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| 			    struct drm_file *file_priv);
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| struct drm_gem_object *v3d_prime_import_sg_table(struct drm_device *dev,
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| 						 struct dma_buf_attachment *attach,
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| 						 struct sg_table *sgt);
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| 
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| /* v3d_debugfs.c */
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| void v3d_debugfs_init(struct drm_minor *minor);
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| 
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| /* v3d_fence.c */
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| extern const struct dma_fence_ops v3d_fence_ops;
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| struct dma_fence *v3d_fence_create(struct v3d_dev *v3d, enum v3d_queue queue);
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| 
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| /* v3d_gem.c */
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| int v3d_gem_init(struct drm_device *dev);
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| void v3d_gem_destroy(struct drm_device *dev);
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| int v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
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| 			struct drm_file *file_priv);
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| int v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
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| 			 struct drm_file *file_priv);
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| int v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
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| 			 struct drm_file *file_priv);
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| int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
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| 		      struct drm_file *file_priv);
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| void v3d_job_put(struct v3d_job *job);
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| void v3d_reset(struct v3d_dev *v3d);
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| void v3d_invalidate_caches(struct v3d_dev *v3d);
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| void v3d_clean_caches(struct v3d_dev *v3d);
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| 
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| /* v3d_irq.c */
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| int v3d_irq_init(struct v3d_dev *v3d);
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| void v3d_irq_enable(struct v3d_dev *v3d);
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| void v3d_irq_disable(struct v3d_dev *v3d);
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| void v3d_irq_reset(struct v3d_dev *v3d);
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| 
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| /* v3d_mmu.c */
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| int v3d_mmu_get_offset(struct drm_file *file_priv, struct v3d_bo *bo,
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| 		       u32 *offset);
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| int v3d_mmu_set_page_table(struct v3d_dev *v3d);
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| void v3d_mmu_insert_ptes(struct v3d_bo *bo);
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| void v3d_mmu_remove_ptes(struct v3d_bo *bo);
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| 
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| /* v3d_sched.c */
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| int v3d_sched_init(struct v3d_dev *v3d);
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| void v3d_sched_fini(struct v3d_dev *v3d);
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