xref: /linux/drivers/gpu/drm/v3d/v3d_sched.c (revision ab779466166348eecf17d20f620aa9a47965c934)
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  * drm_sched_job_add_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/sched/clock.h>
22 #include <linux/kthread.h>
23 
24 #include "v3d_drv.h"
25 #include "v3d_regs.h"
26 #include "v3d_trace.h"
27 
28 static struct v3d_job *
29 to_v3d_job(struct drm_sched_job *sched_job)
30 {
31 	return container_of(sched_job, struct v3d_job, base);
32 }
33 
34 static struct v3d_bin_job *
35 to_bin_job(struct drm_sched_job *sched_job)
36 {
37 	return container_of(sched_job, struct v3d_bin_job, base.base);
38 }
39 
40 static struct v3d_render_job *
41 to_render_job(struct drm_sched_job *sched_job)
42 {
43 	return container_of(sched_job, struct v3d_render_job, base.base);
44 }
45 
46 static struct v3d_tfu_job *
47 to_tfu_job(struct drm_sched_job *sched_job)
48 {
49 	return container_of(sched_job, struct v3d_tfu_job, base.base);
50 }
51 
52 static struct v3d_csd_job *
53 to_csd_job(struct drm_sched_job *sched_job)
54 {
55 	return container_of(sched_job, struct v3d_csd_job, base.base);
56 }
57 
58 static void
59 v3d_sched_job_free(struct drm_sched_job *sched_job)
60 {
61 	struct v3d_job *job = to_v3d_job(sched_job);
62 
63 	v3d_job_cleanup(job);
64 }
65 
66 static void
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 static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
77 {
78 	struct v3d_bin_job *job = to_bin_job(sched_job);
79 	struct v3d_dev *v3d = job->base.v3d;
80 	struct v3d_file_priv *file = job->base.file->driver_priv;
81 	struct drm_device *dev = &v3d->drm;
82 	struct dma_fence *fence;
83 	unsigned long irqflags;
84 
85 	if (unlikely(job->base.base.s_fence->finished.error))
86 		return NULL;
87 
88 	/* Lock required around bin_job update vs
89 	 * v3d_overflow_mem_work().
90 	 */
91 	spin_lock_irqsave(&v3d->job_lock, irqflags);
92 	v3d->bin_job = job;
93 	/* Clear out the overflow allocation, so we don't
94 	 * reuse the overflow attached to a previous job.
95 	 */
96 	V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
97 	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
98 
99 	v3d_invalidate_caches(v3d);
100 
101 	fence = v3d_fence_create(v3d, V3D_BIN);
102 	if (IS_ERR(fence))
103 		return NULL;
104 
105 	if (job->base.irq_fence)
106 		dma_fence_put(job->base.irq_fence);
107 	job->base.irq_fence = dma_fence_get(fence);
108 
109 	trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
110 			    job->start, job->end);
111 
112 	file->start_ns[V3D_BIN] = local_clock();
113 	v3d->queue[V3D_BIN].start_ns = file->start_ns[V3D_BIN];
114 
115 	v3d_switch_perfmon(v3d, &job->base);
116 
117 	/* Set the current and end address of the control list.
118 	 * Writing the end register is what starts the job.
119 	 */
120 	if (job->qma) {
121 		V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
122 		V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
123 	}
124 	if (job->qts) {
125 		V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
126 			       V3D_CLE_CT0QTS_ENABLE |
127 			       job->qts);
128 	}
129 	V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
130 	V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
131 
132 	return fence;
133 }
134 
135 static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
136 {
137 	struct v3d_render_job *job = to_render_job(sched_job);
138 	struct v3d_dev *v3d = job->base.v3d;
139 	struct v3d_file_priv *file = job->base.file->driver_priv;
140 	struct drm_device *dev = &v3d->drm;
141 	struct dma_fence *fence;
142 
143 	if (unlikely(job->base.base.s_fence->finished.error))
144 		return NULL;
145 
146 	v3d->render_job = job;
147 
148 	/* Can we avoid this flush?  We need to be careful of
149 	 * scheduling, though -- imagine job0 rendering to texture and
150 	 * job1 reading, and them being executed as bin0, bin1,
151 	 * render0, render1, so that render1's flush at bin time
152 	 * wasn't enough.
153 	 */
154 	v3d_invalidate_caches(v3d);
155 
156 	fence = v3d_fence_create(v3d, V3D_RENDER);
157 	if (IS_ERR(fence))
158 		return NULL;
159 
160 	if (job->base.irq_fence)
161 		dma_fence_put(job->base.irq_fence);
162 	job->base.irq_fence = dma_fence_get(fence);
163 
164 	trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
165 			    job->start, job->end);
166 
167 	file->start_ns[V3D_RENDER] = local_clock();
168 	v3d->queue[V3D_RENDER].start_ns = file->start_ns[V3D_RENDER];
169 
170 	v3d_switch_perfmon(v3d, &job->base);
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 v3d_file_priv *file = job->base.file->driver_priv;
189 	struct drm_device *dev = &v3d->drm;
190 	struct dma_fence *fence;
191 
192 	fence = v3d_fence_create(v3d, V3D_TFU);
193 	if (IS_ERR(fence))
194 		return NULL;
195 
196 	v3d->tfu_job = job;
197 	if (job->base.irq_fence)
198 		dma_fence_put(job->base.irq_fence);
199 	job->base.irq_fence = dma_fence_get(fence);
200 
201 	trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
202 
203 	file->start_ns[V3D_TFU] = local_clock();
204 	v3d->queue[V3D_TFU].start_ns = file->start_ns[V3D_TFU];
205 
206 	V3D_WRITE(V3D_TFU_IIA(v3d->ver), job->args.iia);
207 	V3D_WRITE(V3D_TFU_IIS(v3d->ver), job->args.iis);
208 	V3D_WRITE(V3D_TFU_ICA(v3d->ver), job->args.ica);
209 	V3D_WRITE(V3D_TFU_IUA(v3d->ver), job->args.iua);
210 	V3D_WRITE(V3D_TFU_IOA(v3d->ver), job->args.ioa);
211 	if (v3d->ver >= 71)
212 		V3D_WRITE(V3D_V7_TFU_IOC, job->args.v71.ioc);
213 	V3D_WRITE(V3D_TFU_IOS(v3d->ver), job->args.ios);
214 	V3D_WRITE(V3D_TFU_COEF0(v3d->ver), job->args.coef[0]);
215 	if (v3d->ver >= 71 || (job->args.coef[0] & V3D_TFU_COEF0_USECOEF)) {
216 		V3D_WRITE(V3D_TFU_COEF1(v3d->ver), job->args.coef[1]);
217 		V3D_WRITE(V3D_TFU_COEF2(v3d->ver), job->args.coef[2]);
218 		V3D_WRITE(V3D_TFU_COEF3(v3d->ver), job->args.coef[3]);
219 	}
220 	/* ICFG kicks off the job. */
221 	V3D_WRITE(V3D_TFU_ICFG(v3d->ver), job->args.icfg | V3D_TFU_ICFG_IOC);
222 
223 	return fence;
224 }
225 
226 static struct dma_fence *
227 v3d_csd_job_run(struct drm_sched_job *sched_job)
228 {
229 	struct v3d_csd_job *job = to_csd_job(sched_job);
230 	struct v3d_dev *v3d = job->base.v3d;
231 	struct v3d_file_priv *file = job->base.file->driver_priv;
232 	struct drm_device *dev = &v3d->drm;
233 	struct dma_fence *fence;
234 	int i, csd_cfg0_reg, csd_cfg_reg_count;
235 
236 	v3d->csd_job = job;
237 
238 	v3d_invalidate_caches(v3d);
239 
240 	fence = v3d_fence_create(v3d, V3D_CSD);
241 	if (IS_ERR(fence))
242 		return NULL;
243 
244 	if (job->base.irq_fence)
245 		dma_fence_put(job->base.irq_fence);
246 	job->base.irq_fence = dma_fence_get(fence);
247 
248 	trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
249 
250 	file->start_ns[V3D_CSD] = local_clock();
251 	v3d->queue[V3D_CSD].start_ns = file->start_ns[V3D_CSD];
252 
253 	v3d_switch_perfmon(v3d, &job->base);
254 
255 	csd_cfg0_reg = V3D_CSD_QUEUED_CFG0(v3d->ver);
256 	csd_cfg_reg_count = v3d->ver < 71 ? 6 : 7;
257 	for (i = 1; i <= csd_cfg_reg_count; i++)
258 		V3D_CORE_WRITE(0, csd_cfg0_reg + 4 * i, job->args.cfg[i]);
259 	/* CFG0 write kicks off the job. */
260 	V3D_CORE_WRITE(0, csd_cfg0_reg, job->args.cfg[0]);
261 
262 	return fence;
263 }
264 
265 static struct dma_fence *
266 v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
267 {
268 	struct v3d_job *job = to_v3d_job(sched_job);
269 	struct v3d_dev *v3d = job->v3d;
270 	struct v3d_file_priv *file = job->file->driver_priv;
271 	u64 runtime;
272 
273 	file->start_ns[V3D_CACHE_CLEAN] = local_clock();
274 	v3d->queue[V3D_CACHE_CLEAN].start_ns = file->start_ns[V3D_CACHE_CLEAN];
275 
276 	v3d_clean_caches(v3d);
277 
278 	runtime = local_clock() - file->start_ns[V3D_CACHE_CLEAN];
279 
280 	file->enabled_ns[V3D_CACHE_CLEAN] += runtime;
281 	v3d->queue[V3D_CACHE_CLEAN].enabled_ns += runtime;
282 
283 	file->jobs_sent[V3D_CACHE_CLEAN]++;
284 	v3d->queue[V3D_CACHE_CLEAN].jobs_sent++;
285 
286 	file->start_ns[V3D_CACHE_CLEAN] = 0;
287 	v3d->queue[V3D_CACHE_CLEAN].start_ns = 0;
288 
289 	return NULL;
290 }
291 
292 static enum drm_gpu_sched_stat
293 v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
294 {
295 	enum v3d_queue q;
296 
297 	mutex_lock(&v3d->reset_lock);
298 
299 	/* block scheduler */
300 	for (q = 0; q < V3D_MAX_QUEUES; q++)
301 		drm_sched_stop(&v3d->queue[q].sched, sched_job);
302 
303 	if (sched_job)
304 		drm_sched_increase_karma(sched_job);
305 
306 	/* get the GPU back into the init state */
307 	v3d_reset(v3d);
308 
309 	for (q = 0; q < V3D_MAX_QUEUES; q++)
310 		drm_sched_resubmit_jobs(&v3d->queue[q].sched);
311 
312 	/* Unblock schedulers and restart their jobs. */
313 	for (q = 0; q < V3D_MAX_QUEUES; q++) {
314 		drm_sched_start(&v3d->queue[q].sched, true);
315 	}
316 
317 	mutex_unlock(&v3d->reset_lock);
318 
319 	return DRM_GPU_SCHED_STAT_NOMINAL;
320 }
321 
322 /* If the current address or return address have changed, then the GPU
323  * has probably made progress and we should delay the reset.  This
324  * could fail if the GPU got in an infinite loop in the CL, but that
325  * is pretty unlikely outside of an i-g-t testcase.
326  */
327 static enum drm_gpu_sched_stat
328 v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
329 		    u32 *timedout_ctca, u32 *timedout_ctra)
330 {
331 	struct v3d_job *job = to_v3d_job(sched_job);
332 	struct v3d_dev *v3d = job->v3d;
333 	u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
334 	u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
335 
336 	if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
337 		*timedout_ctca = ctca;
338 		*timedout_ctra = ctra;
339 		return DRM_GPU_SCHED_STAT_NOMINAL;
340 	}
341 
342 	return v3d_gpu_reset_for_timeout(v3d, sched_job);
343 }
344 
345 static enum drm_gpu_sched_stat
346 v3d_bin_job_timedout(struct drm_sched_job *sched_job)
347 {
348 	struct v3d_bin_job *job = to_bin_job(sched_job);
349 
350 	return v3d_cl_job_timedout(sched_job, V3D_BIN,
351 				   &job->timedout_ctca, &job->timedout_ctra);
352 }
353 
354 static enum drm_gpu_sched_stat
355 v3d_render_job_timedout(struct drm_sched_job *sched_job)
356 {
357 	struct v3d_render_job *job = to_render_job(sched_job);
358 
359 	return v3d_cl_job_timedout(sched_job, V3D_RENDER,
360 				   &job->timedout_ctca, &job->timedout_ctra);
361 }
362 
363 static enum drm_gpu_sched_stat
364 v3d_generic_job_timedout(struct drm_sched_job *sched_job)
365 {
366 	struct v3d_job *job = to_v3d_job(sched_job);
367 
368 	return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
369 }
370 
371 static enum drm_gpu_sched_stat
372 v3d_csd_job_timedout(struct drm_sched_job *sched_job)
373 {
374 	struct v3d_csd_job *job = to_csd_job(sched_job);
375 	struct v3d_dev *v3d = job->base.v3d;
376 	u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4(v3d->ver));
377 
378 	/* If we've made progress, skip reset and let the timer get
379 	 * rearmed.
380 	 */
381 	if (job->timedout_batches != batches) {
382 		job->timedout_batches = batches;
383 		return DRM_GPU_SCHED_STAT_NOMINAL;
384 	}
385 
386 	return v3d_gpu_reset_for_timeout(v3d, sched_job);
387 }
388 
389 static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
390 	.run_job = v3d_bin_job_run,
391 	.timedout_job = v3d_bin_job_timedout,
392 	.free_job = v3d_sched_job_free,
393 };
394 
395 static const struct drm_sched_backend_ops v3d_render_sched_ops = {
396 	.run_job = v3d_render_job_run,
397 	.timedout_job = v3d_render_job_timedout,
398 	.free_job = v3d_sched_job_free,
399 };
400 
401 static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
402 	.run_job = v3d_tfu_job_run,
403 	.timedout_job = v3d_generic_job_timedout,
404 	.free_job = v3d_sched_job_free,
405 };
406 
407 static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
408 	.run_job = v3d_csd_job_run,
409 	.timedout_job = v3d_csd_job_timedout,
410 	.free_job = v3d_sched_job_free
411 };
412 
413 static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
414 	.run_job = v3d_cache_clean_job_run,
415 	.timedout_job = v3d_generic_job_timedout,
416 	.free_job = v3d_sched_job_free
417 };
418 
419 int
420 v3d_sched_init(struct v3d_dev *v3d)
421 {
422 	int hw_jobs_limit = 1;
423 	int job_hang_limit = 0;
424 	int hang_limit_ms = 500;
425 	int ret;
426 
427 	ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
428 			     &v3d_bin_sched_ops, NULL,
429 			     DRM_SCHED_PRIORITY_COUNT,
430 			     hw_jobs_limit, job_hang_limit,
431 			     msecs_to_jiffies(hang_limit_ms), NULL,
432 			     NULL, "v3d_bin", v3d->drm.dev);
433 	if (ret)
434 		return ret;
435 
436 	ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
437 			     &v3d_render_sched_ops, NULL,
438 			     DRM_SCHED_PRIORITY_COUNT,
439 			     hw_jobs_limit, job_hang_limit,
440 			     msecs_to_jiffies(hang_limit_ms), NULL,
441 			     NULL, "v3d_render", v3d->drm.dev);
442 	if (ret)
443 		goto fail;
444 
445 	ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
446 			     &v3d_tfu_sched_ops, NULL,
447 			     DRM_SCHED_PRIORITY_COUNT,
448 			     hw_jobs_limit, job_hang_limit,
449 			     msecs_to_jiffies(hang_limit_ms), NULL,
450 			     NULL, "v3d_tfu", v3d->drm.dev);
451 	if (ret)
452 		goto fail;
453 
454 	if (v3d_has_csd(v3d)) {
455 		ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
456 				     &v3d_csd_sched_ops, NULL,
457 				     DRM_SCHED_PRIORITY_COUNT,
458 				     hw_jobs_limit, job_hang_limit,
459 				     msecs_to_jiffies(hang_limit_ms), NULL,
460 				     NULL, "v3d_csd", v3d->drm.dev);
461 		if (ret)
462 			goto fail;
463 
464 		ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
465 				     &v3d_cache_clean_sched_ops, NULL,
466 				     DRM_SCHED_PRIORITY_COUNT,
467 				     hw_jobs_limit, job_hang_limit,
468 				     msecs_to_jiffies(hang_limit_ms), NULL,
469 				     NULL, "v3d_cache_clean", v3d->drm.dev);
470 		if (ret)
471 			goto fail;
472 	}
473 
474 	return 0;
475 
476 fail:
477 	v3d_sched_fini(v3d);
478 	return ret;
479 }
480 
481 void
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