xref: /linux/drivers/gpu/drm/v3d/v3d_sched.c (revision 26fbb4c8c7c3ee9a4c3b4de555a8587b5a19154e)
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 struct v3d_bin_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 *
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 *
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 *
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
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 /*
67  * Returns the fences that the job depends on, one by one.
68  *
69  * If placed in the scheduler's .dependency method, the corresponding
70  * .run_job won't be called until all of them have been signaled.
71  */
72 static struct dma_fence *
73 v3d_job_dependency(struct drm_sched_job *sched_job,
74 		   struct drm_sched_entity *s_entity)
75 {
76 	struct v3d_job *job = to_v3d_job(sched_job);
77 
78 	/* XXX: Wait on a fence for switching the GMP if necessary,
79 	 * and then do so.
80 	 */
81 
82 	if (!xa_empty(&job->deps))
83 		return xa_erase(&job->deps, job->last_dep++);
84 
85 	return NULL;
86 }
87 
88 static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
89 {
90 	struct v3d_bin_job *job = to_bin_job(sched_job);
91 	struct v3d_dev *v3d = job->base.v3d;
92 	struct drm_device *dev = &v3d->drm;
93 	struct dma_fence *fence;
94 	unsigned long irqflags;
95 
96 	if (unlikely(job->base.base.s_fence->finished.error))
97 		return NULL;
98 
99 	/* Lock required around bin_job update vs
100 	 * v3d_overflow_mem_work().
101 	 */
102 	spin_lock_irqsave(&v3d->job_lock, irqflags);
103 	v3d->bin_job = job;
104 	/* Clear out the overflow allocation, so we don't
105 	 * reuse the overflow attached to a previous job.
106 	 */
107 	V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
108 	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
109 
110 	v3d_invalidate_caches(v3d);
111 
112 	fence = v3d_fence_create(v3d, V3D_BIN);
113 	if (IS_ERR(fence))
114 		return NULL;
115 
116 	if (job->base.irq_fence)
117 		dma_fence_put(job->base.irq_fence);
118 	job->base.irq_fence = dma_fence_get(fence);
119 
120 	trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
121 			    job->start, job->end);
122 
123 	/* Set the current and end address of the control list.
124 	 * Writing the end register is what starts the job.
125 	 */
126 	if (job->qma) {
127 		V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
128 		V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
129 	}
130 	if (job->qts) {
131 		V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
132 			       V3D_CLE_CT0QTS_ENABLE |
133 			       job->qts);
134 	}
135 	V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
136 	V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
137 
138 	return fence;
139 }
140 
141 static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
142 {
143 	struct v3d_render_job *job = to_render_job(sched_job);
144 	struct v3d_dev *v3d = job->base.v3d;
145 	struct drm_device *dev = &v3d->drm;
146 	struct dma_fence *fence;
147 
148 	if (unlikely(job->base.base.s_fence->finished.error))
149 		return NULL;
150 
151 	v3d->render_job = job;
152 
153 	/* Can we avoid this flush?  We need to be careful of
154 	 * scheduling, though -- imagine job0 rendering to texture and
155 	 * job1 reading, and them being executed as bin0, bin1,
156 	 * render0, render1, so that render1's flush at bin time
157 	 * wasn't enough.
158 	 */
159 	v3d_invalidate_caches(v3d);
160 
161 	fence = v3d_fence_create(v3d, V3D_RENDER);
162 	if (IS_ERR(fence))
163 		return NULL;
164 
165 	if (job->base.irq_fence)
166 		dma_fence_put(job->base.irq_fence);
167 	job->base.irq_fence = dma_fence_get(fence);
168 
169 	trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
170 			    job->start, job->end);
171 
172 	/* XXX: Set the QCFG */
173 
174 	/* Set the current and end address of the control list.
175 	 * Writing the end register is what starts the job.
176 	 */
177 	V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
178 	V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
179 
180 	return fence;
181 }
182 
183 static struct dma_fence *
184 v3d_tfu_job_run(struct drm_sched_job *sched_job)
185 {
186 	struct v3d_tfu_job *job = to_tfu_job(sched_job);
187 	struct v3d_dev *v3d = job->base.v3d;
188 	struct drm_device *dev = &v3d->drm;
189 	struct dma_fence *fence;
190 
191 	fence = v3d_fence_create(v3d, V3D_TFU);
192 	if (IS_ERR(fence))
193 		return NULL;
194 
195 	v3d->tfu_job = job;
196 	if (job->base.irq_fence)
197 		dma_fence_put(job->base.irq_fence);
198 	job->base.irq_fence = dma_fence_get(fence);
199 
200 	trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
201 
202 	V3D_WRITE(V3D_TFU_IIA, job->args.iia);
203 	V3D_WRITE(V3D_TFU_IIS, job->args.iis);
204 	V3D_WRITE(V3D_TFU_ICA, job->args.ica);
205 	V3D_WRITE(V3D_TFU_IUA, job->args.iua);
206 	V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
207 	V3D_WRITE(V3D_TFU_IOS, job->args.ios);
208 	V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
209 	if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
210 		V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
211 		V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
212 		V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
213 	}
214 	/* ICFG kicks off the job. */
215 	V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
216 
217 	return fence;
218 }
219 
220 static struct dma_fence *
221 v3d_csd_job_run(struct drm_sched_job *sched_job)
222 {
223 	struct v3d_csd_job *job = to_csd_job(sched_job);
224 	struct v3d_dev *v3d = job->base.v3d;
225 	struct drm_device *dev = &v3d->drm;
226 	struct dma_fence *fence;
227 	int i;
228 
229 	v3d->csd_job = job;
230 
231 	v3d_invalidate_caches(v3d);
232 
233 	fence = v3d_fence_create(v3d, V3D_CSD);
234 	if (IS_ERR(fence))
235 		return NULL;
236 
237 	if (job->base.irq_fence)
238 		dma_fence_put(job->base.irq_fence);
239 	job->base.irq_fence = dma_fence_get(fence);
240 
241 	trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
242 
243 	for (i = 1; i <= 6; i++)
244 		V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
245 	/* CFG0 write kicks off the job. */
246 	V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
247 
248 	return fence;
249 }
250 
251 static struct dma_fence *
252 v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
253 {
254 	struct v3d_job *job = to_v3d_job(sched_job);
255 	struct v3d_dev *v3d = job->v3d;
256 
257 	v3d_clean_caches(v3d);
258 
259 	return NULL;
260 }
261 
262 static void
263 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
264 {
265 	enum v3d_queue q;
266 
267 	mutex_lock(&v3d->reset_lock);
268 
269 	/* block scheduler */
270 	for (q = 0; q < V3D_MAX_QUEUES; q++)
271 		drm_sched_stop(&v3d->queue[q].sched, sched_job);
272 
273 	if (sched_job)
274 		drm_sched_increase_karma(sched_job);
275 
276 	/* get the GPU back into the init state */
277 	v3d_reset(v3d);
278 
279 	for (q = 0; q < V3D_MAX_QUEUES; q++)
280 		drm_sched_resubmit_jobs(&v3d->queue[q].sched);
281 
282 	/* Unblock schedulers and restart their jobs. */
283 	for (q = 0; q < V3D_MAX_QUEUES; q++) {
284 		drm_sched_start(&v3d->queue[q].sched, true);
285 	}
286 
287 	mutex_unlock(&v3d->reset_lock);
288 }
289 
290 /* If the current address or return address have changed, then the GPU
291  * has probably made progress and we should delay the reset.  This
292  * could fail if the GPU got in an infinite loop in the CL, but that
293  * is pretty unlikely outside of an i-g-t testcase.
294  */
295 static void
296 v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
297 		    u32 *timedout_ctca, u32 *timedout_ctra)
298 {
299 	struct v3d_job *job = to_v3d_job(sched_job);
300 	struct v3d_dev *v3d = job->v3d;
301 	u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
302 	u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
303 
304 	if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
305 		*timedout_ctca = ctca;
306 		*timedout_ctra = ctra;
307 		return;
308 	}
309 
310 	v3d_gpu_reset_for_timeout(v3d, sched_job);
311 }
312 
313 static void
314 v3d_bin_job_timedout(struct drm_sched_job *sched_job)
315 {
316 	struct v3d_bin_job *job = to_bin_job(sched_job);
317 
318 	v3d_cl_job_timedout(sched_job, V3D_BIN,
319 			    &job->timedout_ctca, &job->timedout_ctra);
320 }
321 
322 static void
323 v3d_render_job_timedout(struct drm_sched_job *sched_job)
324 {
325 	struct v3d_render_job *job = to_render_job(sched_job);
326 
327 	v3d_cl_job_timedout(sched_job, V3D_RENDER,
328 			    &job->timedout_ctca, &job->timedout_ctra);
329 }
330 
331 static void
332 v3d_generic_job_timedout(struct drm_sched_job *sched_job)
333 {
334 	struct v3d_job *job = to_v3d_job(sched_job);
335 
336 	v3d_gpu_reset_for_timeout(job->v3d, sched_job);
337 }
338 
339 static void
340 v3d_csd_job_timedout(struct drm_sched_job *sched_job)
341 {
342 	struct v3d_csd_job *job = to_csd_job(sched_job);
343 	struct v3d_dev *v3d = job->base.v3d;
344 	u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
345 
346 	/* If we've made progress, skip reset and let the timer get
347 	 * rearmed.
348 	 */
349 	if (job->timedout_batches != batches) {
350 		job->timedout_batches = batches;
351 		return;
352 	}
353 
354 	v3d_gpu_reset_for_timeout(v3d, sched_job);
355 }
356 
357 static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
358 	.dependency = v3d_job_dependency,
359 	.run_job = v3d_bin_job_run,
360 	.timedout_job = v3d_bin_job_timedout,
361 	.free_job = v3d_job_free,
362 };
363 
364 static const struct drm_sched_backend_ops v3d_render_sched_ops = {
365 	.dependency = v3d_job_dependency,
366 	.run_job = v3d_render_job_run,
367 	.timedout_job = v3d_render_job_timedout,
368 	.free_job = v3d_job_free,
369 };
370 
371 static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
372 	.dependency = v3d_job_dependency,
373 	.run_job = v3d_tfu_job_run,
374 	.timedout_job = v3d_generic_job_timedout,
375 	.free_job = v3d_job_free,
376 };
377 
378 static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
379 	.dependency = v3d_job_dependency,
380 	.run_job = v3d_csd_job_run,
381 	.timedout_job = v3d_csd_job_timedout,
382 	.free_job = v3d_job_free
383 };
384 
385 static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
386 	.dependency = v3d_job_dependency,
387 	.run_job = v3d_cache_clean_job_run,
388 	.timedout_job = v3d_generic_job_timedout,
389 	.free_job = v3d_job_free
390 };
391 
392 int
393 v3d_sched_init(struct v3d_dev *v3d)
394 {
395 	int hw_jobs_limit = 1;
396 	int job_hang_limit = 0;
397 	int hang_limit_ms = 500;
398 	int ret;
399 
400 	ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
401 			     &v3d_bin_sched_ops,
402 			     hw_jobs_limit, job_hang_limit,
403 			     msecs_to_jiffies(hang_limit_ms),
404 			     "v3d_bin");
405 	if (ret) {
406 		dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret);
407 		return ret;
408 	}
409 
410 	ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
411 			     &v3d_render_sched_ops,
412 			     hw_jobs_limit, job_hang_limit,
413 			     msecs_to_jiffies(hang_limit_ms),
414 			     "v3d_render");
415 	if (ret) {
416 		dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.",
417 			ret);
418 		v3d_sched_fini(v3d);
419 		return ret;
420 	}
421 
422 	ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
423 			     &v3d_tfu_sched_ops,
424 			     hw_jobs_limit, job_hang_limit,
425 			     msecs_to_jiffies(hang_limit_ms),
426 			     "v3d_tfu");
427 	if (ret) {
428 		dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.",
429 			ret);
430 		v3d_sched_fini(v3d);
431 		return ret;
432 	}
433 
434 	if (v3d_has_csd(v3d)) {
435 		ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
436 				     &v3d_csd_sched_ops,
437 				     hw_jobs_limit, job_hang_limit,
438 				     msecs_to_jiffies(hang_limit_ms),
439 				     "v3d_csd");
440 		if (ret) {
441 			dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.",
442 				ret);
443 			v3d_sched_fini(v3d);
444 			return ret;
445 		}
446 
447 		ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
448 				     &v3d_cache_clean_sched_ops,
449 				     hw_jobs_limit, job_hang_limit,
450 				     msecs_to_jiffies(hang_limit_ms),
451 				     "v3d_cache_clean");
452 		if (ret) {
453 			dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.",
454 				ret);
455 			v3d_sched_fini(v3d);
456 			return ret;
457 		}
458 	}
459 
460 	return 0;
461 }
462 
463 void
464 v3d_sched_fini(struct v3d_dev *v3d)
465 {
466 	enum v3d_queue q;
467 
468 	for (q = 0; q < V3D_MAX_QUEUES; q++) {
469 		if (v3d->queue[q].sched.ready)
470 			drm_sched_fini(&v3d->queue[q].sched);
471 	}
472 }
473