1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2018 Broadcom */
3
4 /**
5 * DOC: Broadcom V3D scheduling
6 *
7 * The shared DRM GPU scheduler is used to coordinate submitting jobs
8 * to the hardware. Each DRM fd (roughly a client process) gets its
9 * own scheduler entity, which will process jobs in order. The GPU
10 * scheduler will round-robin between clients to submit the next job.
11 *
12 * For simplicity, and in order to keep latency low for interactive
13 * jobs when bulk background jobs are queued up, we submit a new job
14 * to the HW only when it has completed the last one, instead of
15 * filling up the CT[01]Q FIFOs with jobs. Similarly, we use
16 * v3d_job_dependency() to manage the dependency between bin and
17 * render, instead of having the clients submit jobs using the HW's
18 * semaphores to interlock between them.
19 */
20
21 #include <linux/kthread.h>
22
23 #include "v3d_drv.h"
24 #include "v3d_regs.h"
25 #include "v3d_trace.h"
26
27 static struct v3d_job *
to_v3d_job(struct drm_sched_job * sched_job)28 to_v3d_job(struct drm_sched_job *sched_job)
29 {
30 return container_of(sched_job, struct v3d_job, base);
31 }
32
33 static struct v3d_bin_job *
to_bin_job(struct drm_sched_job * sched_job)34 to_bin_job(struct drm_sched_job *sched_job)
35 {
36 return container_of(sched_job, struct v3d_bin_job, base.base);
37 }
38
39 static struct v3d_render_job *
to_render_job(struct drm_sched_job * sched_job)40 to_render_job(struct drm_sched_job *sched_job)
41 {
42 return container_of(sched_job, struct v3d_render_job, base.base);
43 }
44
45 static struct v3d_tfu_job *
to_tfu_job(struct drm_sched_job * sched_job)46 to_tfu_job(struct drm_sched_job *sched_job)
47 {
48 return container_of(sched_job, struct v3d_tfu_job, base.base);
49 }
50
51 static struct v3d_csd_job *
to_csd_job(struct drm_sched_job * sched_job)52 to_csd_job(struct drm_sched_job *sched_job)
53 {
54 return container_of(sched_job, struct v3d_csd_job, base.base);
55 }
56
57 static void
v3d_job_free(struct drm_sched_job * sched_job)58 v3d_job_free(struct drm_sched_job *sched_job)
59 {
60 struct v3d_job *job = to_v3d_job(sched_job);
61
62 drm_sched_job_cleanup(sched_job);
63 v3d_job_put(job);
64 }
65
66 static void
v3d_switch_perfmon(struct v3d_dev * v3d,struct v3d_job * job)67 v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)
68 {
69 if (job->perfmon != v3d->active_perfmon)
70 v3d_perfmon_stop(v3d, v3d->active_perfmon, true);
71
72 if (job->perfmon && v3d->active_perfmon != job->perfmon)
73 v3d_perfmon_start(v3d, job->perfmon);
74 }
75
76 /*
77 * Returns the fences that the job depends on, one by one.
78 *
79 * If placed in the scheduler's .dependency method, the corresponding
80 * .run_job won't be called until all of them have been signaled.
81 */
82 static struct dma_fence *
v3d_job_dependency(struct drm_sched_job * sched_job,struct drm_sched_entity * s_entity)83 v3d_job_dependency(struct drm_sched_job *sched_job,
84 struct drm_sched_entity *s_entity)
85 {
86 struct v3d_job *job = to_v3d_job(sched_job);
87
88 /* XXX: Wait on a fence for switching the GMP if necessary,
89 * and then do so.
90 */
91
92 if (!xa_empty(&job->deps))
93 return xa_erase(&job->deps, job->last_dep++);
94
95 return NULL;
96 }
97
v3d_bin_job_run(struct drm_sched_job * sched_job)98 static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
99 {
100 struct v3d_bin_job *job = to_bin_job(sched_job);
101 struct v3d_dev *v3d = job->base.v3d;
102 struct drm_device *dev = &v3d->drm;
103 struct dma_fence *fence;
104 unsigned long irqflags;
105
106 if (unlikely(job->base.base.s_fence->finished.error))
107 return NULL;
108
109 /* Lock required around bin_job update vs
110 * v3d_overflow_mem_work().
111 */
112 spin_lock_irqsave(&v3d->job_lock, irqflags);
113 v3d->bin_job = job;
114 /* Clear out the overflow allocation, so we don't
115 * reuse the overflow attached to a previous job.
116 */
117 V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
118 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
119
120 v3d_invalidate_caches(v3d);
121
122 fence = v3d_fence_create(v3d, V3D_BIN);
123 if (IS_ERR(fence))
124 return NULL;
125
126 if (job->base.irq_fence)
127 dma_fence_put(job->base.irq_fence);
128 job->base.irq_fence = dma_fence_get(fence);
129
130 trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
131 job->start, job->end);
132
133 v3d_switch_perfmon(v3d, &job->base);
134
135 /* Set the current and end address of the control list.
136 * Writing the end register is what starts the job.
137 */
138 if (job->qma) {
139 V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
140 V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
141 }
142 if (job->qts) {
143 V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
144 V3D_CLE_CT0QTS_ENABLE |
145 job->qts);
146 }
147 V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
148 V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
149
150 return fence;
151 }
152
v3d_render_job_run(struct drm_sched_job * sched_job)153 static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
154 {
155 struct v3d_render_job *job = to_render_job(sched_job);
156 struct v3d_dev *v3d = job->base.v3d;
157 struct drm_device *dev = &v3d->drm;
158 struct dma_fence *fence;
159
160 if (unlikely(job->base.base.s_fence->finished.error))
161 return NULL;
162
163 v3d->render_job = job;
164
165 /* Can we avoid this flush? We need to be careful of
166 * scheduling, though -- imagine job0 rendering to texture and
167 * job1 reading, and them being executed as bin0, bin1,
168 * render0, render1, so that render1's flush at bin time
169 * wasn't enough.
170 */
171 v3d_invalidate_caches(v3d);
172
173 fence = v3d_fence_create(v3d, V3D_RENDER);
174 if (IS_ERR(fence))
175 return NULL;
176
177 if (job->base.irq_fence)
178 dma_fence_put(job->base.irq_fence);
179 job->base.irq_fence = dma_fence_get(fence);
180
181 trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
182 job->start, job->end);
183
184 v3d_switch_perfmon(v3d, &job->base);
185
186 /* XXX: Set the QCFG */
187
188 /* Set the current and end address of the control list.
189 * Writing the end register is what starts the job.
190 */
191 V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
192 V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
193
194 return fence;
195 }
196
197 static struct dma_fence *
v3d_tfu_job_run(struct drm_sched_job * sched_job)198 v3d_tfu_job_run(struct drm_sched_job *sched_job)
199 {
200 struct v3d_tfu_job *job = to_tfu_job(sched_job);
201 struct v3d_dev *v3d = job->base.v3d;
202 struct drm_device *dev = &v3d->drm;
203 struct dma_fence *fence;
204
205 fence = v3d_fence_create(v3d, V3D_TFU);
206 if (IS_ERR(fence))
207 return NULL;
208
209 v3d->tfu_job = job;
210 if (job->base.irq_fence)
211 dma_fence_put(job->base.irq_fence);
212 job->base.irq_fence = dma_fence_get(fence);
213
214 trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
215
216 V3D_WRITE(V3D_TFU_IIA, job->args.iia);
217 V3D_WRITE(V3D_TFU_IIS, job->args.iis);
218 V3D_WRITE(V3D_TFU_ICA, job->args.ica);
219 V3D_WRITE(V3D_TFU_IUA, job->args.iua);
220 V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
221 V3D_WRITE(V3D_TFU_IOS, job->args.ios);
222 V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
223 if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
224 V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
225 V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
226 V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
227 }
228 /* ICFG kicks off the job. */
229 V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
230
231 return fence;
232 }
233
234 static struct dma_fence *
v3d_csd_job_run(struct drm_sched_job * sched_job)235 v3d_csd_job_run(struct drm_sched_job *sched_job)
236 {
237 struct v3d_csd_job *job = to_csd_job(sched_job);
238 struct v3d_dev *v3d = job->base.v3d;
239 struct drm_device *dev = &v3d->drm;
240 struct dma_fence *fence;
241 int i;
242
243 v3d->csd_job = job;
244
245 v3d_invalidate_caches(v3d);
246
247 fence = v3d_fence_create(v3d, V3D_CSD);
248 if (IS_ERR(fence))
249 return NULL;
250
251 if (job->base.irq_fence)
252 dma_fence_put(job->base.irq_fence);
253 job->base.irq_fence = dma_fence_get(fence);
254
255 trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
256
257 v3d_switch_perfmon(v3d, &job->base);
258
259 for (i = 1; i <= 6; i++)
260 V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
261 /* CFG0 write kicks off the job. */
262 V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
263
264 return fence;
265 }
266
267 static struct dma_fence *
v3d_cache_clean_job_run(struct drm_sched_job * sched_job)268 v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
269 {
270 struct v3d_job *job = to_v3d_job(sched_job);
271 struct v3d_dev *v3d = job->v3d;
272
273 v3d_clean_caches(v3d);
274
275 return NULL;
276 }
277
278 static enum drm_gpu_sched_stat
v3d_gpu_reset_for_timeout(struct v3d_dev * v3d,struct drm_sched_job * sched_job)279 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
280 {
281 enum v3d_queue q;
282
283 mutex_lock(&v3d->reset_lock);
284
285 /* block scheduler */
286 for (q = 0; q < V3D_MAX_QUEUES; q++)
287 drm_sched_stop(&v3d->queue[q].sched, sched_job);
288
289 if (sched_job)
290 drm_sched_increase_karma(sched_job);
291
292 /* get the GPU back into the init state */
293 v3d_reset(v3d);
294
295 for (q = 0; q < V3D_MAX_QUEUES; q++)
296 drm_sched_resubmit_jobs(&v3d->queue[q].sched);
297
298 /* Unblock schedulers and restart their jobs. */
299 for (q = 0; q < V3D_MAX_QUEUES; q++) {
300 drm_sched_start(&v3d->queue[q].sched, true);
301 }
302
303 mutex_unlock(&v3d->reset_lock);
304
305 return DRM_GPU_SCHED_STAT_NOMINAL;
306 }
307
308 /* If the current address or return address have changed, then the GPU
309 * has probably made progress and we should delay the reset. This
310 * could fail if the GPU got in an infinite loop in the CL, but that
311 * is pretty unlikely outside of an i-g-t testcase.
312 */
313 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)314 v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
315 u32 *timedout_ctca, u32 *timedout_ctra)
316 {
317 struct v3d_job *job = to_v3d_job(sched_job);
318 struct v3d_dev *v3d = job->v3d;
319 u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
320 u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
321
322 if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
323 *timedout_ctca = ctca;
324 *timedout_ctra = ctra;
325 return DRM_GPU_SCHED_STAT_NOMINAL;
326 }
327
328 return v3d_gpu_reset_for_timeout(v3d, sched_job);
329 }
330
331 static enum drm_gpu_sched_stat
v3d_bin_job_timedout(struct drm_sched_job * sched_job)332 v3d_bin_job_timedout(struct drm_sched_job *sched_job)
333 {
334 struct v3d_bin_job *job = to_bin_job(sched_job);
335
336 return v3d_cl_job_timedout(sched_job, V3D_BIN,
337 &job->timedout_ctca, &job->timedout_ctra);
338 }
339
340 static enum drm_gpu_sched_stat
v3d_render_job_timedout(struct drm_sched_job * sched_job)341 v3d_render_job_timedout(struct drm_sched_job *sched_job)
342 {
343 struct v3d_render_job *job = to_render_job(sched_job);
344
345 return v3d_cl_job_timedout(sched_job, V3D_RENDER,
346 &job->timedout_ctca, &job->timedout_ctra);
347 }
348
349 static enum drm_gpu_sched_stat
v3d_generic_job_timedout(struct drm_sched_job * sched_job)350 v3d_generic_job_timedout(struct drm_sched_job *sched_job)
351 {
352 struct v3d_job *job = to_v3d_job(sched_job);
353
354 return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
355 }
356
357 static enum drm_gpu_sched_stat
v3d_csd_job_timedout(struct drm_sched_job * sched_job)358 v3d_csd_job_timedout(struct drm_sched_job *sched_job)
359 {
360 struct v3d_csd_job *job = to_csd_job(sched_job);
361 struct v3d_dev *v3d = job->base.v3d;
362 u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
363
364 /* If we've made progress, skip reset and let the timer get
365 * rearmed.
366 */
367 if (job->timedout_batches != batches) {
368 job->timedout_batches = batches;
369 return DRM_GPU_SCHED_STAT_NOMINAL;
370 }
371
372 return v3d_gpu_reset_for_timeout(v3d, sched_job);
373 }
374
375 static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
376 .dependency = v3d_job_dependency,
377 .run_job = v3d_bin_job_run,
378 .timedout_job = v3d_bin_job_timedout,
379 .free_job = v3d_job_free,
380 };
381
382 static const struct drm_sched_backend_ops v3d_render_sched_ops = {
383 .dependency = v3d_job_dependency,
384 .run_job = v3d_render_job_run,
385 .timedout_job = v3d_render_job_timedout,
386 .free_job = v3d_job_free,
387 };
388
389 static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
390 .dependency = v3d_job_dependency,
391 .run_job = v3d_tfu_job_run,
392 .timedout_job = v3d_generic_job_timedout,
393 .free_job = v3d_job_free,
394 };
395
396 static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
397 .dependency = v3d_job_dependency,
398 .run_job = v3d_csd_job_run,
399 .timedout_job = v3d_csd_job_timedout,
400 .free_job = v3d_job_free
401 };
402
403 static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
404 .dependency = v3d_job_dependency,
405 .run_job = v3d_cache_clean_job_run,
406 .timedout_job = v3d_generic_job_timedout,
407 .free_job = v3d_job_free
408 };
409
410 int
v3d_sched_init(struct v3d_dev * v3d)411 v3d_sched_init(struct v3d_dev *v3d)
412 {
413 int hw_jobs_limit = 1;
414 int job_hang_limit = 0;
415 int hang_limit_ms = 500;
416 int ret;
417
418 ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
419 &v3d_bin_sched_ops,
420 hw_jobs_limit, job_hang_limit,
421 msecs_to_jiffies(hang_limit_ms), NULL,
422 NULL, "v3d_bin");
423 if (ret) {
424 dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret);
425 return ret;
426 }
427
428 ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
429 &v3d_render_sched_ops,
430 hw_jobs_limit, job_hang_limit,
431 msecs_to_jiffies(hang_limit_ms), NULL,
432 NULL, "v3d_render");
433 if (ret) {
434 dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.",
435 ret);
436 v3d_sched_fini(v3d);
437 return ret;
438 }
439
440 ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
441 &v3d_tfu_sched_ops,
442 hw_jobs_limit, job_hang_limit,
443 msecs_to_jiffies(hang_limit_ms), NULL,
444 NULL, "v3d_tfu");
445 if (ret) {
446 dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.",
447 ret);
448 v3d_sched_fini(v3d);
449 return ret;
450 }
451
452 if (v3d_has_csd(v3d)) {
453 ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
454 &v3d_csd_sched_ops,
455 hw_jobs_limit, job_hang_limit,
456 msecs_to_jiffies(hang_limit_ms), NULL,
457 NULL, "v3d_csd");
458 if (ret) {
459 dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.",
460 ret);
461 v3d_sched_fini(v3d);
462 return ret;
463 }
464
465 ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
466 &v3d_cache_clean_sched_ops,
467 hw_jobs_limit, job_hang_limit,
468 msecs_to_jiffies(hang_limit_ms), NULL,
469 NULL, "v3d_cache_clean");
470 if (ret) {
471 dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.",
472 ret);
473 v3d_sched_fini(v3d);
474 return ret;
475 }
476 }
477
478 return 0;
479 }
480
481 void
v3d_sched_fini(struct v3d_dev * v3d)482 v3d_sched_fini(struct v3d_dev *v3d)
483 {
484 enum v3d_queue q;
485
486 for (q = 0; q < V3D_MAX_QUEUES; q++) {
487 if (v3d->queue[q].sched.ready)
488 drm_sched_fini(&v3d->queue[q].sched);
489 }
490 }
491