b.liu | e958203 | 2025-04-17 19:18:16 +0800 | [diff] [blame^] | 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->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->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->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->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->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 | } |