1 // SPDX-License-Identifier: GPL-2.0+ 2 /* Copyright (C) 2014-2018 Broadcom */ 3 4 #include <linux/device.h> 5 #include <linux/dma-mapping.h> 6 #include <linux/io.h> 7 #include <linux/module.h> 8 #include <linux/platform_device.h> 9 #include <linux/reset.h> 10 #include <linux/sched/signal.h> 11 #include <linux/uaccess.h> 12 13 #include <drm/drm_managed.h> 14 15 #include "v3d_drv.h" 16 #include "v3d_regs.h" 17 #include "v3d_trace.h" 18 19 static void 20 v3d_init_core(struct v3d_dev *v3d, int core) 21 { 22 /* Set OVRTMUOUT, which means that the texture sampler uniform 23 * configuration's tmu output type field is used, instead of 24 * using the hardware default behavior based on the texture 25 * type. If you want the default behavior, you can still put 26 * "2" in the indirect texture state's output_type field. 27 */ 28 if (v3d->ver < 40) 29 V3D_CORE_WRITE(core, V3D_CTL_MISCCFG, V3D_MISCCFG_OVRTMUOUT); 30 31 /* Whenever we flush the L2T cache, we always want to flush 32 * the whole thing. 33 */ 34 V3D_CORE_WRITE(core, V3D_CTL_L2TFLSTA, 0); 35 V3D_CORE_WRITE(core, V3D_CTL_L2TFLEND, ~0); 36 } 37 38 /* Sets invariant state for the HW. */ 39 static void 40 v3d_init_hw_state(struct v3d_dev *v3d) 41 { 42 v3d_init_core(v3d, 0); 43 } 44 45 static void 46 v3d_idle_axi(struct v3d_dev *v3d, int core) 47 { 48 V3D_CORE_WRITE(core, V3D_GMP_CFG(v3d->ver), V3D_GMP_CFG_STOP_REQ); 49 50 if (wait_for((V3D_CORE_READ(core, V3D_GMP_STATUS(v3d->ver)) & 51 (V3D_GMP_STATUS_RD_COUNT_MASK | 52 V3D_GMP_STATUS_WR_COUNT_MASK | 53 V3D_GMP_STATUS_CFG_BUSY)) == 0, 100)) { 54 DRM_ERROR("Failed to wait for safe GMP shutdown\n"); 55 } 56 } 57 58 static void 59 v3d_idle_gca(struct v3d_dev *v3d) 60 { 61 if (v3d->ver >= 41) 62 return; 63 64 V3D_GCA_WRITE(V3D_GCA_SAFE_SHUTDOWN, V3D_GCA_SAFE_SHUTDOWN_EN); 65 66 if (wait_for((V3D_GCA_READ(V3D_GCA_SAFE_SHUTDOWN_ACK) & 67 V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED) == 68 V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED, 100)) { 69 DRM_ERROR("Failed to wait for safe GCA shutdown\n"); 70 } 71 } 72 73 static void 74 v3d_reset_by_bridge(struct v3d_dev *v3d) 75 { 76 int version = V3D_BRIDGE_READ(V3D_TOP_GR_BRIDGE_REVISION); 77 78 if (V3D_GET_FIELD(version, V3D_TOP_GR_BRIDGE_MAJOR) == 2) { 79 V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0, 80 V3D_TOP_GR_BRIDGE_SW_INIT_0_V3D_CLK_108_SW_INIT); 81 V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0, 0); 82 83 /* GFXH-1383: The SW_INIT may cause a stray write to address 0 84 * of the unit, so reset it to its power-on value here. 85 */ 86 V3D_WRITE(V3D_HUB_AXICFG, V3D_HUB_AXICFG_MAX_LEN_MASK); 87 } else { 88 WARN_ON_ONCE(V3D_GET_FIELD(version, 89 V3D_TOP_GR_BRIDGE_MAJOR) != 7); 90 V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1, 91 V3D_TOP_GR_BRIDGE_SW_INIT_1_V3D_CLK_108_SW_INIT); 92 V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1, 0); 93 } 94 } 95 96 static void 97 v3d_reset_v3d(struct v3d_dev *v3d) 98 { 99 if (v3d->reset) 100 reset_control_reset(v3d->reset); 101 else 102 v3d_reset_by_bridge(v3d); 103 104 v3d_init_hw_state(v3d); 105 } 106 107 void 108 v3d_reset(struct v3d_dev *v3d) 109 { 110 struct drm_device *dev = &v3d->drm; 111 112 DRM_DEV_ERROR(dev->dev, "Resetting GPU for hang.\n"); 113 DRM_DEV_ERROR(dev->dev, "V3D_ERR_STAT: 0x%08x\n", 114 V3D_CORE_READ(0, V3D_ERR_STAT)); 115 trace_v3d_reset_begin(dev); 116 117 /* XXX: only needed for safe powerdown, not reset. */ 118 if (false) 119 v3d_idle_axi(v3d, 0); 120 121 v3d_idle_gca(v3d); 122 v3d_reset_v3d(v3d); 123 124 v3d_mmu_set_page_table(v3d); 125 v3d_irq_reset(v3d); 126 127 v3d_perfmon_stop(v3d, v3d->active_perfmon, false); 128 129 trace_v3d_reset_end(dev); 130 } 131 132 static void 133 v3d_flush_l3(struct v3d_dev *v3d) 134 { 135 if (v3d->ver < 41) { 136 u32 gca_ctrl = V3D_GCA_READ(V3D_GCA_CACHE_CTRL); 137 138 V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL, 139 gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH); 140 141 if (v3d->ver < 33) { 142 V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL, 143 gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH); 144 } 145 } 146 } 147 148 /* Invalidates the (read-only) L2C cache. This was the L2 cache for 149 * uniforms and instructions on V3D 3.2. 150 */ 151 static void 152 v3d_invalidate_l2c(struct v3d_dev *v3d, int core) 153 { 154 if (v3d->ver > 32) 155 return; 156 157 V3D_CORE_WRITE(core, V3D_CTL_L2CACTL, 158 V3D_L2CACTL_L2CCLR | 159 V3D_L2CACTL_L2CENA); 160 } 161 162 /* Invalidates texture L2 cachelines */ 163 static void 164 v3d_flush_l2t(struct v3d_dev *v3d, int core) 165 { 166 /* While there is a busy bit (V3D_L2TCACTL_L2TFLS), we don't 167 * need to wait for completion before dispatching the job -- 168 * L2T accesses will be stalled until the flush has completed. 169 * However, we do need to make sure we don't try to trigger a 170 * new flush while the L2_CLEAN queue is trying to 171 * synchronously clean after a job. 172 */ 173 mutex_lock(&v3d->cache_clean_lock); 174 V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, 175 V3D_L2TCACTL_L2TFLS | 176 V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM)); 177 mutex_unlock(&v3d->cache_clean_lock); 178 } 179 180 /* Cleans texture L1 and L2 cachelines (writing back dirty data). 181 * 182 * For cleaning, which happens from the CACHE_CLEAN queue after CSD has 183 * executed, we need to make sure that the clean is done before 184 * signaling job completion. So, we synchronously wait before 185 * returning, and we make sure that L2 invalidates don't happen in the 186 * meantime to confuse our are-we-done checks. 187 */ 188 void 189 v3d_clean_caches(struct v3d_dev *v3d) 190 { 191 struct drm_device *dev = &v3d->drm; 192 int core = 0; 193 194 trace_v3d_cache_clean_begin(dev); 195 196 V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, V3D_L2TCACTL_TMUWCF); 197 if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) & 198 V3D_L2TCACTL_TMUWCF), 100)) { 199 DRM_ERROR("Timeout waiting for TMU write combiner flush\n"); 200 } 201 202 mutex_lock(&v3d->cache_clean_lock); 203 V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, 204 V3D_L2TCACTL_L2TFLS | 205 V3D_SET_FIELD(V3D_L2TCACTL_FLM_CLEAN, V3D_L2TCACTL_FLM)); 206 207 if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) & 208 V3D_L2TCACTL_L2TFLS), 100)) { 209 DRM_ERROR("Timeout waiting for L2T clean\n"); 210 } 211 212 mutex_unlock(&v3d->cache_clean_lock); 213 214 trace_v3d_cache_clean_end(dev); 215 } 216 217 /* Invalidates the slice caches. These are read-only caches. */ 218 static void 219 v3d_invalidate_slices(struct v3d_dev *v3d, int core) 220 { 221 V3D_CORE_WRITE(core, V3D_CTL_SLCACTL, 222 V3D_SET_FIELD(0xf, V3D_SLCACTL_TVCCS) | 223 V3D_SET_FIELD(0xf, V3D_SLCACTL_TDCCS) | 224 V3D_SET_FIELD(0xf, V3D_SLCACTL_UCC) | 225 V3D_SET_FIELD(0xf, V3D_SLCACTL_ICC)); 226 } 227 228 void 229 v3d_invalidate_caches(struct v3d_dev *v3d) 230 { 231 /* Invalidate the caches from the outside in. That way if 232 * another CL's concurrent use of nearby memory were to pull 233 * an invalidated cacheline back in, we wouldn't leave stale 234 * data in the inner cache. 235 */ 236 v3d_flush_l3(v3d); 237 v3d_invalidate_l2c(v3d, 0); 238 v3d_flush_l2t(v3d, 0); 239 v3d_invalidate_slices(v3d, 0); 240 } 241 242 int 243 v3d_gem_init(struct drm_device *dev) 244 { 245 struct v3d_dev *v3d = to_v3d_dev(dev); 246 u32 pt_size = 4096 * 1024; 247 int ret, i; 248 249 for (i = 0; i < V3D_MAX_QUEUES; i++) { 250 struct v3d_queue_state *queue = &v3d->queue[i]; 251 252 queue->fence_context = dma_fence_context_alloc(1); 253 memset(&queue->stats, 0, sizeof(queue->stats)); 254 seqcount_init(&queue->stats.lock); 255 } 256 257 spin_lock_init(&v3d->mm_lock); 258 spin_lock_init(&v3d->job_lock); 259 ret = drmm_mutex_init(dev, &v3d->bo_lock); 260 if (ret) 261 return ret; 262 ret = drmm_mutex_init(dev, &v3d->reset_lock); 263 if (ret) 264 return ret; 265 ret = drmm_mutex_init(dev, &v3d->sched_lock); 266 if (ret) 267 return ret; 268 ret = drmm_mutex_init(dev, &v3d->cache_clean_lock); 269 if (ret) 270 return ret; 271 272 /* Note: We don't allocate address 0. Various bits of HW 273 * treat 0 as special, such as the occlusion query counters 274 * where 0 means "disabled". 275 */ 276 drm_mm_init(&v3d->mm, 1, pt_size / sizeof(u32) - 1); 277 278 v3d->pt = dma_alloc_wc(v3d->drm.dev, pt_size, 279 &v3d->pt_paddr, 280 GFP_KERNEL | __GFP_NOWARN | __GFP_ZERO); 281 if (!v3d->pt) { 282 drm_mm_takedown(&v3d->mm); 283 dev_err(v3d->drm.dev, 284 "Failed to allocate page tables. Please ensure you have DMA enabled.\n"); 285 return -ENOMEM; 286 } 287 288 v3d_init_hw_state(v3d); 289 v3d_mmu_set_page_table(v3d); 290 291 v3d_gemfs_init(v3d); 292 293 ret = v3d_sched_init(v3d); 294 if (ret) { 295 drm_mm_takedown(&v3d->mm); 296 dma_free_coherent(v3d->drm.dev, pt_size, (void *)v3d->pt, 297 v3d->pt_paddr); 298 return ret; 299 } 300 301 return 0; 302 } 303 304 void 305 v3d_gem_destroy(struct drm_device *dev) 306 { 307 struct v3d_dev *v3d = to_v3d_dev(dev); 308 309 v3d_sched_fini(v3d); 310 v3d_gemfs_fini(v3d); 311 312 /* Waiting for jobs to finish would need to be done before 313 * unregistering V3D. 314 */ 315 WARN_ON(v3d->bin_job); 316 WARN_ON(v3d->render_job); 317 WARN_ON(v3d->tfu_job); 318 WARN_ON(v3d->csd_job); 319 320 drm_mm_takedown(&v3d->mm); 321 322 dma_free_coherent(v3d->drm.dev, 4096 * 1024, (void *)v3d->pt, 323 v3d->pt_paddr); 324 } 325