Merge branch 'drm-next-4.19' of git://people.freedesktop.org/~agd5f/linux into drm...
[sfrench/cifs-2.6.git] / drivers / gpu / drm / v3d / v3d_sched.c
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 *
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 void
34 v3d_job_free(struct drm_sched_job *sched_job)
35 {
36         struct v3d_job *job = to_v3d_job(sched_job);
37
38         v3d_exec_put(job->exec);
39 }
40
41 /**
42  * Returns the fences that the bin job depends on, one by one.
43  * v3d_job_run() won't be called until all of them have been signaled.
44  */
45 static struct dma_fence *
46 v3d_job_dependency(struct drm_sched_job *sched_job,
47                    struct drm_sched_entity *s_entity)
48 {
49         struct v3d_job *job = to_v3d_job(sched_job);
50         struct v3d_exec_info *exec = job->exec;
51         enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
52         struct dma_fence *fence;
53
54         fence = job->in_fence;
55         if (fence) {
56                 job->in_fence = NULL;
57                 return fence;
58         }
59
60         if (q == V3D_RENDER) {
61                 /* If we had a bin job, the render job definitely depends on
62                  * it. We first have to wait for bin to be scheduled, so that
63                  * its done_fence is created.
64                  */
65                 fence = exec->bin_done_fence;
66                 if (fence) {
67                         exec->bin_done_fence = NULL;
68                         return fence;
69                 }
70         }
71
72         /* XXX: Wait on a fence for switching the GMP if necessary,
73          * and then do so.
74          */
75
76         return fence;
77 }
78
79 static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
80 {
81         struct v3d_job *job = to_v3d_job(sched_job);
82         struct v3d_exec_info *exec = job->exec;
83         enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
84         struct v3d_dev *v3d = exec->v3d;
85         struct drm_device *dev = &v3d->drm;
86         struct dma_fence *fence;
87         unsigned long irqflags;
88
89         if (unlikely(job->base.s_fence->finished.error))
90                 return NULL;
91
92         /* Lock required around bin_job update vs
93          * v3d_overflow_mem_work().
94          */
95         spin_lock_irqsave(&v3d->job_lock, irqflags);
96         if (q == V3D_BIN) {
97                 v3d->bin_job = job->exec;
98
99                 /* Clear out the overflow allocation, so we don't
100                  * reuse the overflow attached to a previous job.
101                  */
102                 V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
103         } else {
104                 v3d->render_job = job->exec;
105         }
106         spin_unlock_irqrestore(&v3d->job_lock, irqflags);
107
108         /* Can we avoid this flush when q==RENDER?  We need to be
109          * careful of scheduling, though -- imagine job0 rendering to
110          * texture and job1 reading, and them being executed as bin0,
111          * bin1, render0, render1, so that render1's flush at bin time
112          * wasn't enough.
113          */
114         v3d_invalidate_caches(v3d);
115
116         fence = v3d_fence_create(v3d, q);
117         if (IS_ERR(fence))
118                 return NULL;
119
120         if (job->done_fence)
121                 dma_fence_put(job->done_fence);
122         job->done_fence = dma_fence_get(fence);
123
124         trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
125                             job->start, job->end);
126
127         if (q == V3D_BIN) {
128                 if (exec->qma) {
129                         V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
130                         V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
131                 }
132                 if (exec->qts) {
133                         V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
134                                        V3D_CLE_CT0QTS_ENABLE |
135                                        exec->qts);
136                 }
137         } else {
138                 /* XXX: Set the QCFG */
139         }
140
141         /* Set the current and end address of the control list.
142          * Writing the end register is what starts the job.
143          */
144         V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
145         V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
146
147         return fence;
148 }
149
150 static void
151 v3d_job_timedout(struct drm_sched_job *sched_job)
152 {
153         struct v3d_job *job = to_v3d_job(sched_job);
154         struct v3d_exec_info *exec = job->exec;
155         struct v3d_dev *v3d = exec->v3d;
156         enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
157         enum v3d_queue q;
158         u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
159         u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
160
161         /* If the current address or return address have changed, then
162          * the GPU has probably made progress and we should delay the
163          * reset.  This could fail if the GPU got in an infinite loop
164          * in the CL, but that is pretty unlikely outside of an i-g-t
165          * testcase.
166          */
167         if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
168                 job->timedout_ctca = ctca;
169                 job->timedout_ctra = ctra;
170
171                 schedule_delayed_work(&job->base.work_tdr,
172                                       job->base.sched->timeout);
173                 return;
174         }
175
176         mutex_lock(&v3d->reset_lock);
177
178         /* block scheduler */
179         for (q = 0; q < V3D_MAX_QUEUES; q++) {
180                 struct drm_gpu_scheduler *sched = &v3d->queue[q].sched;
181
182                 kthread_park(sched->thread);
183                 drm_sched_hw_job_reset(sched, (sched_job->sched == sched ?
184                                                sched_job : NULL));
185         }
186
187         /* get the GPU back into the init state */
188         v3d_reset(v3d);
189
190         /* Unblock schedulers and restart their jobs. */
191         for (q = 0; q < V3D_MAX_QUEUES; q++) {
192                 drm_sched_job_recovery(&v3d->queue[q].sched);
193                 kthread_unpark(v3d->queue[q].sched.thread);
194         }
195
196         mutex_unlock(&v3d->reset_lock);
197 }
198
199 static const struct drm_sched_backend_ops v3d_sched_ops = {
200         .dependency = v3d_job_dependency,
201         .run_job = v3d_job_run,
202         .timedout_job = v3d_job_timedout,
203         .free_job = v3d_job_free
204 };
205
206 int
207 v3d_sched_init(struct v3d_dev *v3d)
208 {
209         int hw_jobs_limit = 1;
210         int job_hang_limit = 0;
211         int hang_limit_ms = 500;
212         int ret;
213
214         ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
215                              &v3d_sched_ops,
216                              hw_jobs_limit, job_hang_limit,
217                              msecs_to_jiffies(hang_limit_ms),
218                              "v3d_bin");
219         if (ret) {
220                 dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret);
221                 return ret;
222         }
223
224         ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
225                              &v3d_sched_ops,
226                              hw_jobs_limit, job_hang_limit,
227                              msecs_to_jiffies(hang_limit_ms),
228                              "v3d_render");
229         if (ret) {
230                 dev_err(v3d->dev, "Failed to create render scheduler: %d.",
231                         ret);
232                 drm_sched_fini(&v3d->queue[V3D_BIN].sched);
233                 return ret;
234         }
235
236         return 0;
237 }
238
239 void
240 v3d_sched_fini(struct v3d_dev *v3d)
241 {
242         enum v3d_queue q;
243
244         for (q = 0; q < V3D_MAX_QUEUES; q++)
245                 drm_sched_fini(&v3d->queue[q].sched);
246 }