Commit a783a09e authored by Eric Anholt's avatar Eric Anholt

drm/v3d: Refactor job management.

The CL submission had two jobs embedded in an exec struct.  When I
added TFU support, I had to replicate some of the exec stuff and some
of the job stuff.  As I went to add CSD, it became clear that actually
what was in exec should just be in the two CL jobs, and it would let
us share a lot more code between the 4 queues.

v2: Fix missing error path in TFU ioctl's bo[] allocation.
Signed-off-by: default avatarEric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20190416225856.20264-3-eric@anholt.netAcked-by: default avatarRob Clark <robdclark@gmail.com>
parent d4c3022a
......@@ -67,8 +67,8 @@ struct v3d_dev {
struct work_struct overflow_mem_work;
struct v3d_exec_info *bin_job;
struct v3d_exec_info *render_job;
struct v3d_bin_job *bin_job;
struct v3d_render_job *render_job;
struct v3d_tfu_job *tfu_job;
struct v3d_queue_state queue[V3D_MAX_QUEUES];
......@@ -117,7 +117,7 @@ struct v3d_bo {
struct drm_mm_node node;
/* List entry for the BO's position in
* v3d_exec_info->unref_list
* v3d_render_job->unref_list
*/
struct list_head unref_head;
};
......@@ -157,7 +157,15 @@ to_v3d_fence(struct dma_fence *fence)
struct v3d_job {
struct drm_sched_job base;
struct v3d_exec_info *exec;
struct kref refcount;
struct v3d_dev *v3d;
/* This is the array of BOs that were looked up at the start
* of submission.
*/
struct drm_gem_object **bo;
u32 bo_count;
/* An optional fence userspace can pass in for the job to depend on. */
struct dma_fence *in_fence;
......@@ -165,59 +173,53 @@ struct v3d_job {
/* v3d fence to be signaled by IRQ handler when the job is complete. */
struct dma_fence *irq_fence;
/* scheduler fence for when the job is considered complete and
* the BO reservations can be released.
*/
struct dma_fence *done_fence;
/* Callback for the freeing of the job on refcount going to 0. */
void (*free)(struct kref *ref);
};
struct v3d_bin_job {
struct v3d_job base;
/* GPU virtual addresses of the start/end of the CL job. */
u32 start, end;
u32 timedout_ctca, timedout_ctra;
};
struct v3d_exec_info {
struct v3d_dev *v3d;
/* Corresponding render job, for attaching our overflow memory. */
struct v3d_render_job *render;
/* Submitted tile memory allocation start/size, tile state. */
u32 qma, qms, qts;
};
struct v3d_job bin, render;
struct v3d_render_job {
struct v3d_job base;
/* Fence for when the scheduler considers the binner to be
* done, for render to depend on.
/* Optional fence for the binner, to depend on before starting
* our job.
*/
struct dma_fence *bin_done_fence;
/* Fence for when the scheduler considers the render to be
* done, for when the BOs reservations should be complete.
*/
struct dma_fence *render_done_fence;
struct kref refcount;
/* GPU virtual addresses of the start/end of the CL job. */
u32 start, end;
/* This is the array of BOs that were looked up at the start of exec. */
struct drm_gem_object **bo;
u32 bo_count;
u32 timedout_ctca, timedout_ctra;
/* List of overflow BOs used in the job that need to be
* released once the job is complete.
*/
struct list_head unref_list;
/* Submitted tile memory allocation start/size, tile state. */
u32 qma, qms, qts;
};
struct v3d_tfu_job {
struct drm_sched_job base;
struct v3d_job base;
struct drm_v3d_submit_tfu args;
/* An optional fence userspace can pass in for the job to depend on. */
struct dma_fence *in_fence;
/* v3d fence to be signaled by IRQ handler when the job is complete. */
struct dma_fence *irq_fence;
struct v3d_dev *v3d;
struct kref refcount;
/* This is the array of BOs that were looked up at the start of exec. */
struct drm_gem_object *bo[4];
};
/**
......@@ -283,8 +285,7 @@ int v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
void v3d_exec_put(struct v3d_exec_info *exec);
void v3d_tfu_job_put(struct v3d_tfu_job *exec);
void v3d_job_put(struct v3d_job *job);
void v3d_reset(struct v3d_dev *v3d);
void v3d_invalidate_caches(struct v3d_dev *v3d);
......
......@@ -193,18 +193,6 @@ v3d_invalidate_caches(struct v3d_dev *v3d)
v3d_invalidate_slices(v3d, 0);
}
static void
v3d_attach_object_fences(struct drm_gem_object **bos, int bo_count,
struct dma_fence *fence)
{
int i;
for (i = 0; i < bo_count; i++) {
/* XXX: Use shared fences for read-only objects. */
reservation_object_add_excl_fence(bos[i]->resv, fence);
}
}
/* Takes the reservation lock on all the BOs being referenced, so that
* at queue submit time we can update the reservations.
*
......@@ -239,11 +227,11 @@ v3d_lock_bo_reservations(struct drm_gem_object **bos,
}
/**
* v3d_cl_lookup_bos() - Sets up exec->bo[] with the GEM objects
* v3d_lookup_bos() - Sets up job->bo[] with the GEM objects
* referenced by the job.
* @dev: DRM device
* @file_priv: DRM file for this fd
* @exec: V3D job being set up
* @job: V3D job being set up
*
* The command validator needs to reference BOs by their index within
* the submitted job's BO list. This does the validation of the job's
......@@ -253,18 +241,19 @@ v3d_lock_bo_reservations(struct drm_gem_object **bos,
* failure, because that will happen at v3d_exec_cleanup() time.
*/
static int
v3d_cl_lookup_bos(struct drm_device *dev,
struct drm_file *file_priv,
struct drm_v3d_submit_cl *args,
struct v3d_exec_info *exec)
v3d_lookup_bos(struct drm_device *dev,
struct drm_file *file_priv,
struct v3d_job *job,
u64 bo_handles,
u32 bo_count)
{
u32 *handles;
int ret = 0;
int i;
exec->bo_count = args->bo_handle_count;
job->bo_count = bo_count;
if (!exec->bo_count) {
if (!job->bo_count) {
/* See comment on bo_index for why we have to check
* this.
*/
......@@ -272,15 +261,15 @@ v3d_cl_lookup_bos(struct drm_device *dev,
return -EINVAL;
}
exec->bo = kvmalloc_array(exec->bo_count,
sizeof(struct drm_gem_cma_object *),
GFP_KERNEL | __GFP_ZERO);
if (!exec->bo) {
job->bo = kvmalloc_array(job->bo_count,
sizeof(struct drm_gem_cma_object *),
GFP_KERNEL | __GFP_ZERO);
if (!job->bo) {
DRM_DEBUG("Failed to allocate validated BO pointers\n");
return -ENOMEM;
}
handles = kvmalloc_array(exec->bo_count, sizeof(u32), GFP_KERNEL);
handles = kvmalloc_array(job->bo_count, sizeof(u32), GFP_KERNEL);
if (!handles) {
ret = -ENOMEM;
DRM_DEBUG("Failed to allocate incoming GEM handles\n");
......@@ -288,15 +277,15 @@ v3d_cl_lookup_bos(struct drm_device *dev,
}
if (copy_from_user(handles,
(void __user *)(uintptr_t)args->bo_handles,
exec->bo_count * sizeof(u32))) {
(void __user *)(uintptr_t)bo_handles,
job->bo_count * sizeof(u32))) {
ret = -EFAULT;
DRM_DEBUG("Failed to copy in GEM handles\n");
goto fail;
}
spin_lock(&file_priv->table_lock);
for (i = 0; i < exec->bo_count; i++) {
for (i = 0; i < job->bo_count; i++) {
struct drm_gem_object *bo = idr_find(&file_priv->object_idr,
handles[i]);
if (!bo) {
......@@ -307,7 +296,7 @@ v3d_cl_lookup_bos(struct drm_device *dev,
goto fail;
}
drm_gem_object_get(bo);
exec->bo[i] = bo;
job->bo[i] = bo;
}
spin_unlock(&file_priv->table_lock);
......@@ -317,67 +306,44 @@ v3d_cl_lookup_bos(struct drm_device *dev,
}
static void
v3d_exec_cleanup(struct kref *ref)
v3d_job_free(struct kref *ref)
{
struct v3d_exec_info *exec = container_of(ref, struct v3d_exec_info,
refcount);
struct v3d_dev *v3d = exec->v3d;
unsigned int i;
struct v3d_bo *bo, *save;
dma_fence_put(exec->bin.in_fence);
dma_fence_put(exec->render.in_fence);
dma_fence_put(exec->bin.irq_fence);
dma_fence_put(exec->render.irq_fence);
dma_fence_put(exec->bin_done_fence);
dma_fence_put(exec->render_done_fence);
for (i = 0; i < exec->bo_count; i++)
drm_gem_object_put_unlocked(exec->bo[i]);
kvfree(exec->bo);
struct v3d_job *job = container_of(ref, struct v3d_job, refcount);
int i;
list_for_each_entry_safe(bo, save, &exec->unref_list, unref_head) {
drm_gem_object_put_unlocked(&bo->base.base);
for (i = 0; i < job->bo_count; i++) {
if (job->bo[i])
drm_gem_object_put_unlocked(job->bo[i]);
}
kvfree(job->bo);
pm_runtime_mark_last_busy(v3d->dev);
pm_runtime_put_autosuspend(v3d->dev);
dma_fence_put(job->in_fence);
dma_fence_put(job->irq_fence);
dma_fence_put(job->done_fence);
kfree(exec);
}
pm_runtime_mark_last_busy(job->v3d->dev);
pm_runtime_put_autosuspend(job->v3d->dev);
void v3d_exec_put(struct v3d_exec_info *exec)
{
kref_put(&exec->refcount, v3d_exec_cleanup);
kfree(job);
}
static void
v3d_tfu_job_cleanup(struct kref *ref)
v3d_render_job_free(struct kref *ref)
{
struct v3d_tfu_job *job = container_of(ref, struct v3d_tfu_job,
refcount);
struct v3d_dev *v3d = job->v3d;
unsigned int i;
dma_fence_put(job->in_fence);
dma_fence_put(job->irq_fence);
struct v3d_render_job *job = container_of(ref, struct v3d_render_job,
base.refcount);
struct v3d_bo *bo, *save;
for (i = 0; i < ARRAY_SIZE(job->bo); i++) {
if (job->bo[i])
drm_gem_object_put_unlocked(job->bo[i]);
list_for_each_entry_safe(bo, save, &job->unref_list, unref_head) {
drm_gem_object_put_unlocked(&bo->base.base);
}
pm_runtime_mark_last_busy(v3d->dev);
pm_runtime_put_autosuspend(v3d->dev);
kfree(job);
v3d_job_free(ref);
}
void v3d_tfu_job_put(struct v3d_tfu_job *job)
void v3d_job_put(struct v3d_job *job)
{
kref_put(&job->refcount, v3d_tfu_job_cleanup);
kref_put(&job->refcount, job->free);
}
int
......@@ -413,6 +379,77 @@ v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
return ret;
}
static int
v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
struct v3d_job *job, void (*free)(struct kref *ref),
u32 in_sync)
{
int ret;
job->v3d = v3d;
job->free = free;
ret = pm_runtime_get_sync(v3d->dev);
if (ret < 0)
return ret;
ret = drm_syncobj_find_fence(file_priv, in_sync, 0, 0, &job->in_fence);
if (ret == -EINVAL) {
pm_runtime_put_autosuspend(v3d->dev);
return ret;
}
kref_init(&job->refcount);
return 0;
}
static int
v3d_push_job(struct v3d_file_priv *v3d_priv,
struct v3d_job *job, enum v3d_queue queue)
{
int ret;
ret = drm_sched_job_init(&job->base, &v3d_priv->sched_entity[queue],
v3d_priv);
if (ret)
return ret;
job->done_fence = dma_fence_get(&job->base.s_fence->finished);
/* put by scheduler job completion */
kref_get(&job->refcount);
drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[queue]);
return 0;
}
static void
v3d_attach_fences_and_unlock_reservation(struct drm_file *file_priv,
struct v3d_job *job,
struct ww_acquire_ctx *acquire_ctx,
u32 out_sync)
{
struct drm_syncobj *sync_out;
int i;
for (i = 0; i < job->bo_count; i++) {
/* XXX: Use shared fences for read-only objects. */
reservation_object_add_excl_fence(job->bo[i]->resv,
job->done_fence);
}
drm_gem_unlock_reservations(job->bo, job->bo_count, acquire_ctx);
/* Update the return sync object for the job */
sync_out = drm_syncobj_find(file_priv, out_sync);
if (sync_out) {
drm_syncobj_replace_fence(sync_out, job->done_fence);
drm_syncobj_put(sync_out);
}
}
/**
* v3d_submit_cl_ioctl() - Submits a job (frame) to the V3D.
* @dev: DRM device
......@@ -432,9 +469,9 @@ v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
struct v3d_dev *v3d = to_v3d_dev(dev);
struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
struct drm_v3d_submit_cl *args = data;
struct v3d_exec_info *exec;
struct v3d_bin_job *bin = NULL;
struct v3d_render_job *render;
struct ww_acquire_ctx acquire_ctx;
struct drm_syncobj *sync_out;
int ret = 0;
trace_v3d_submit_cl_ioctl(&v3d->drm, args->rcl_start, args->rcl_end);
......@@ -444,100 +481,83 @@ v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
return -EINVAL;
}
exec = kcalloc(1, sizeof(*exec), GFP_KERNEL);
if (!exec)
render = kcalloc(1, sizeof(*render), GFP_KERNEL);
if (!render)
return -ENOMEM;
ret = pm_runtime_get_sync(v3d->dev);
if (ret < 0) {
kfree(exec);
render->start = args->rcl_start;
render->end = args->rcl_end;
INIT_LIST_HEAD(&render->unref_list);
ret = v3d_job_init(v3d, file_priv, &render->base,
v3d_render_job_free, args->in_sync_rcl);
if (ret) {
kfree(render);
return ret;
}
kref_init(&exec->refcount);
if (args->bcl_start != args->bcl_end) {
bin = kcalloc(1, sizeof(*bin), GFP_KERNEL);
if (!bin)
return -ENOMEM;
ret = drm_syncobj_find_fence(file_priv, args->in_sync_bcl,
0, 0, &exec->bin.in_fence);
if (ret == -EINVAL)
goto fail;
ret = v3d_job_init(v3d, file_priv, &bin->base,
v3d_job_free, args->in_sync_bcl);
if (ret) {
v3d_job_put(&render->base);
return ret;
}
ret = drm_syncobj_find_fence(file_priv, args->in_sync_rcl,
0, 0, &exec->render.in_fence);
if (ret == -EINVAL)
goto fail;
bin->start = args->bcl_start;
bin->end = args->bcl_end;
bin->qma = args->qma;
bin->qms = args->qms;
bin->qts = args->qts;
bin->render = render;
}
exec->qma = args->qma;
exec->qms = args->qms;
exec->qts = args->qts;
exec->bin.exec = exec;
exec->bin.start = args->bcl_start;
exec->bin.end = args->bcl_end;
exec->render.exec = exec;
exec->render.start = args->rcl_start;
exec->render.end = args->rcl_end;
exec->v3d = v3d;
INIT_LIST_HEAD(&exec->unref_list);
ret = v3d_cl_lookup_bos(dev, file_priv, args, exec);
ret = v3d_lookup_bos(dev, file_priv, &render->base,
args->bo_handles, args->bo_handle_count);
if (ret)
goto fail;
ret = v3d_lock_bo_reservations(exec->bo, exec->bo_count,
ret = v3d_lock_bo_reservations(render->base.bo, render->base.bo_count,
&acquire_ctx);
if (ret)
goto fail;
mutex_lock(&v3d->sched_lock);
if (exec->bin.start != exec->bin.end) {
ret = drm_sched_job_init(&exec->bin.base,
&v3d_priv->sched_entity[V3D_BIN],
v3d_priv);
if (bin) {
ret = v3d_push_job(v3d_priv, &bin->base, V3D_BIN);
if (ret)
goto fail_unreserve;
exec->bin_done_fence =
dma_fence_get(&exec->bin.base.s_fence->finished);
kref_get(&exec->refcount); /* put by scheduler job completion */
drm_sched_entity_push_job(&exec->bin.base,
&v3d_priv->sched_entity[V3D_BIN]);
render->bin_done_fence = dma_fence_get(bin->base.done_fence);
}
ret = drm_sched_job_init(&exec->render.base,
&v3d_priv->sched_entity[V3D_RENDER],
v3d_priv);
ret = v3d_push_job(v3d_priv, &render->base, V3D_RENDER);
if (ret)
goto fail_unreserve;
exec->render_done_fence =
dma_fence_get(&exec->render.base.s_fence->finished);
kref_get(&exec->refcount); /* put by scheduler job completion */
drm_sched_entity_push_job(&exec->render.base,
&v3d_priv->sched_entity[V3D_RENDER]);
mutex_unlock(&v3d->sched_lock);
v3d_attach_object_fences(exec->bo, exec->bo_count,
exec->render_done_fence);
drm_gem_unlock_reservations(exec->bo, exec->bo_count, &acquire_ctx);
/* Update the return sync object for the */
sync_out = drm_syncobj_find(file_priv, args->out_sync);
if (sync_out) {
drm_syncobj_replace_fence(sync_out, exec->render_done_fence);
drm_syncobj_put(sync_out);
}
v3d_attach_fences_and_unlock_reservation(file_priv,
&render->base, &acquire_ctx,
args->out_sync);
v3d_exec_put(exec);
if (bin)
v3d_job_put(&bin->base);
v3d_job_put(&render->base);
return 0;
fail_unreserve:
mutex_unlock(&v3d->sched_lock);
drm_gem_unlock_reservations(exec->bo, exec->bo_count, &acquire_ctx);
drm_gem_unlock_reservations(render->base.bo,
render->base.bo_count, &acquire_ctx);
fail:
v3d_exec_put(exec);
if (bin)
v3d_job_put(&bin->base);
v3d_job_put(&render->base);
return ret;
}
......@@ -560,10 +580,7 @@ v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
struct drm_v3d_submit_tfu *args = data;
struct v3d_tfu_job *job;
struct ww_acquire_ctx acquire_ctx;
struct drm_syncobj *sync_out;
struct dma_fence *sched_done_fence;
int ret = 0;
int bo_count;
trace_v3d_submit_tfu_ioctl(&v3d->drm, args->iia);
......@@ -571,81 +588,71 @@ v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
if (!job)
return -ENOMEM;
ret = pm_runtime_get_sync(v3d->dev);
if (ret < 0) {
ret = v3d_job_init(v3d, file_priv, &job->base,
v3d_job_free, args->in_sync);
if (ret) {
kfree(job);
return ret;
}
kref_init(&job->refcount);
ret = drm_syncobj_find_fence(file_priv, args->in_sync,
0, 0, &job->in_fence);
if (ret == -EINVAL)
goto fail;
job->base.bo = kcalloc(ARRAY_SIZE(args->bo_handles),
sizeof(*job->base.bo), GFP_KERNEL);
if (!job->base.bo) {
v3d_job_put(&job->base);
return -ENOMEM;
}
job->args = *args;
job->v3d = v3d;
spin_lock(&file_priv->table_lock);
for (bo_count = 0; bo_count < ARRAY_SIZE(job->bo); bo_count++) {
for (job->base.bo_count = 0;
job->base.bo_count < ARRAY_SIZE(args->bo_handles);
job->base.bo_count++) {
struct drm_gem_object *bo;
if (!args->bo_handles[bo_count])
if (!args->bo_handles[job->base.bo_count])
break;
bo = idr_find(&file_priv->object_idr,
args->bo_handles[bo_count]);
args->bo_handles[job->base.bo_count]);
if (!bo) {
DRM_DEBUG("Failed to look up GEM BO %d: %d\n",
bo_count, args->bo_handles[bo_count]);
job->base.bo_count,
args->bo_handles[job->base.bo_count]);
ret = -ENOENT;
spin_unlock(&file_priv->table_lock);
goto fail;
}
drm_gem_object_get(bo);
job->bo[bo_count] = bo;
job->base.bo[job->base.bo_count] = bo;
}
spin_unlock(&file_priv->table_lock);
ret = v3d_lock_bo_reservations(job->bo, bo_count, &acquire_ctx);
ret = v3d_lock_bo_reservations(job->base.bo, job->base.bo_count,
&acquire_ctx);
if (ret)
goto fail;
mutex_lock(&v3d->sched_lock);
ret = drm_sched_job_init(&job->base,
&v3d_priv->sched_entity[V3D_TFU],
v3d_priv);
ret = v3d_push_job(v3d_priv, &job->base, V3D_TFU);
if (ret)
goto fail_unreserve;
sched_done_fence = dma_fence_get(&job->base.s_fence->finished);
kref_get(&job->refcount); /* put by scheduler job completion */
drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[V3D_TFU]);
mutex_unlock(&v3d->sched_lock);
v3d_attach_object_fences(job->bo, bo_count, sched_done_fence);
drm_gem_unlock_reservations(job->bo, bo_count, &acquire_ctx);
/* Update the return sync object */
sync_out = drm_syncobj_find(file_priv, args->out_sync);
if (sync_out) {
drm_syncobj_replace_fence(sync_out, sched_done_fence);
drm_syncobj_put(sync_out);
}
dma_fence_put(sched_done_fence);
v3d_attach_fences_and_unlock_reservation(file_priv,
&job->base, &acquire_ctx,
args->out_sync);
v3d_tfu_job_put(job);
v3d_job_put(&job->base);
return 0;
fail_unreserve:
mutex_unlock(&v3d->sched_lock);
drm_gem_unlock_reservations(job->bo, bo_count, &acquire_ctx);
drm_gem_unlock_reservations(job->base.bo, job->base.bo_count,
&acquire_ctx);
fail:
v3d_tfu_job_put(job);
v3d_job_put(&job->base);
return ret;
}
......@@ -703,7 +710,7 @@ v3d_gem_destroy(struct drm_device *dev)
v3d_sched_fini(v3d);
/* Waiting for exec to finish would need to be done before
/* Waiting for jobs to finish would need to be done before
* unregistering V3D.
*/
WARN_ON(v3d->bin_job);
......
......@@ -62,7 +62,7 @@ v3d_overflow_mem_work(struct work_struct *work)
}
drm_gem_object_get(obj);
list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
......@@ -96,7 +96,7 @@ v3d_irq(int irq, void *arg)
if (intsts & V3D_INT_FLDONE) {
struct v3d_fence *fence =
to_v3d_fence(v3d->bin_job->bin.irq_fence);
to_v3d_fence(v3d->bin_job->base.irq_fence);
trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
dma_fence_signal(&fence->base);
......@@ -105,7 +105,7 @@ v3d_irq(int irq, void *arg)
if (intsts & V3D_INT_FRDONE) {
struct v3d_fence *fence =
to_v3d_fence(v3d->render_job->render.irq_fence);
to_v3d_fence(v3d->render_job->base.irq_fence);
trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
dma_fence_signal(&fence->base);
......@@ -141,7 +141,7 @@ v3d_hub_irq(int irq, void *arg)
if (intsts & V3D_HUB_INT_TFUC) {
struct v3d_fence *fence =
to_v3d_fence(v3d->tfu_job->irq_fence);
to_v3d_fence(v3d->tfu_job->base.irq_fence);
trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
dma_fence_signal(&fence->base);
......
......@@ -30,43 +30,44 @@ to_v3d_job(struct drm_sched_job *sched_job)
return container_of(sched_job, struct v3d_job, base);
}
static struct v3d_tfu_job *
to_tfu_job(struct drm_sched_job *sched_job)
static struct v3d_bin_job *
to_bin_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_tfu_job, base);
return container_of(sched_job, struct v3d_bin_job, base.base);
}
static void
v3d_job_free(struct drm_sched_job *sched_job)
static struct v3d_render_job *
to_render_job(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
drm_sched_job_cleanup(sched_job);
return container_of(sched_job, struct v3d_render_job, base.base);
}
v3d_exec_put(job->exec);
static struct v3d_tfu_job *
to_tfu_job(struct drm_sched_job *sched_job)
{
return container_of(sched_job, struct v3d_tfu_job, base.base);
}
static void
v3d_tfu_job_free(struct drm_sched_job *sched_job)
v3d_job_free(struct drm_sched_job *sched_job)
{
struct v3d_tfu_job *job = to_tfu_job(sched_job);
struct v3d_job *job = to_v3d_job(sched_job);
drm_sched_job_cleanup(sched_job);
v3d_tfu_job_put(job);
v3d_job_put(job);
}
/**
* Returns the fences that the bin or render job depends on, one by one.
* v3d_job_run() won't be called until all of them have been signaled.
* Returns the fences that the job depends on, one by one.
*
* If placed in the scheduler's .dependency method, the corresponding
* .run_job won't be called until all of them have been signaled.
*/
static struct dma_fence *
v3d_job_dependency(struct drm_sched_job *sched_job,
struct drm_sched_entity *s_entity)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_exec_info *exec = job->exec;
enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
struct dma_fence *fence;
fence = job->in_fence;
......@@ -75,113 +76,132 @@ v3d_job_dependency(struct drm_sched_job *sched_job,
return fence;
}
if (q == V3D_RENDER) {
/* If we had a bin job, the render job definitely depends on
* it. We first have to wait for bin to be scheduled, so that
* its done_fence is created.
*/
fence = exec->bin_done_fence;
if (fence) {
exec->bin_done_fence = NULL;
return fence;
}
}
/* XXX: Wait on a fence for switching the GMP if necessary,
* and then do so.
*/
return fence;
return NULL;
}
/**
* Returns the fences that the TFU job depends on, one by one.
* v3d_tfu_job_run() won't be called until all of them have been
* signaled.
* Returns the fences that the render job depends on, one by one.
* v3d_job_run() won't be called until all of them have been signaled.
*/
static struct dma_fence *
v3d_tfu_job_dependency(struct drm_sched_job *sched_job,
struct drm_sched_entity *s_entity)
v3d_render_job_dependency(struct drm_sched_job *sched_job,
struct drm_sched_entity *s_entity)
{
struct v3d_tfu_job *job = to_tfu_job(sched_job);
struct v3d_render_job *job = to_render_job(sched_job);
struct dma_fence *fence;
fence = job->in_fence;
fence = v3d_job_dependency(sched_job, s_entity);
if (fence)
return fence;
/* If we had a bin job, the render job definitely depends on
* it. We first have to wait for bin to be scheduled, so that
* its done_fence is created.
*/
fence = job->bin_done_fence;
if (fence) {
job->in_fence = NULL;
job->bin_done_fence = NULL;
return fence;
}
return NULL;
return fence;
}
static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_exec_info *exec = job->exec;
enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
struct v3d_dev *v3d = exec->v3d;
struct v3d_bin_job *job = to_bin_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
unsigned long irqflags;
if (unlikely(job->base.s_fence->finished.error))
if (unlikely(job->base.base.s_fence->finished.error))
return NULL;
/* Lock required around bin_job update vs
* v3d_overflow_mem_work().
*/
spin_lock_irqsave(&v3d->job_lock, irqflags);
if (q == V3D_BIN) {
v3d->bin_job = job->exec;
/* Clear out the overflow allocation, so we don't
* reuse the overflow attached to a previous job.
*/
V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
} else {
v3d->render_job = job->exec;
}
v3d->bin_job = job;
/* Clear out the overflow allocation, so we don't
* reuse the overflow attached to a previous job.
*/
V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
/* Can we avoid this flush when q==RENDER? We need to be
* careful of scheduling, though -- imagine job0 rendering to
* texture and job1 reading, and them being executed as bin0,
* bin1, render0, render1, so that render1's flush at bin time
v3d_invalidate_caches(v3d);
fence = v3d_fence_create(v3d, V3D_BIN);
if (IS_ERR(fence))
return NULL;
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
job->start, job->end);
/* Set the current and end address of the control list.
* Writing the end register is what starts the job.
*/
if (job->qma) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
}
if (job->qts) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
V3D_CLE_CT0QTS_ENABLE |
job->qts);
}
V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
return fence;
}
static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
{
struct v3d_render_job *job = to_render_job(sched_job);
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
if (unlikely(job->base.base.s_fence->finished.error))
return NULL;
v3d->render_job = job;
/* Can we avoid this flush? We need to be careful of
* scheduling, though -- imagine job0 rendering to texture and
* job1 reading, and them being executed as bin0, bin1,
* render0, render1, so that render1's flush at bin time
* wasn't enough.
*/
v3d_invalidate_caches(v3d);
fence = v3d_fence_create(v3d, q);
fence = v3d_fence_create(v3d, V3D_RENDER);
if (IS_ERR(fence))
return NULL;
if (job->irq_fence)
dma_fence_put(job->irq_fence);
job->irq_fence = dma_fence_get(fence);
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
job->start, job->end);
if (q == V3D_BIN) {
if (exec->qma) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
}
if (exec->qts) {
V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
V3D_CLE_CT0QTS_ENABLE |
exec->qts);
}
} else {
/* XXX: Set the QCFG */
}
/* XXX: Set the QCFG */
/* Set the current and end address of the control list.
* Writing the end register is what starts the job.
*/
V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
return fence;
}
......@@ -190,7 +210,7 @@ static struct dma_fence *
v3d_tfu_job_run(struct drm_sched_job *sched_job)
{
struct v3d_tfu_job *job = to_tfu_job(sched_job);
struct v3d_dev *v3d = job->v3d;
struct v3d_dev *v3d = job->base.v3d;
struct drm_device *dev = &v3d->drm;
struct dma_fence *fence;
......@@ -199,9 +219,9 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
return NULL;
v3d->tfu_job = job;
if (job->irq_fence)
dma_fence_put(job->irq_fence);
job->irq_fence = dma_fence_get(fence);
if (job->base.irq_fence)
dma_fence_put(job->base.irq_fence);
job->base.irq_fence = dma_fence_get(fence);
trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
......@@ -251,51 +271,74 @@ v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
mutex_unlock(&v3d->reset_lock);
}
/* If the current address or return address have changed, then the GPU
* has probably made progress and we should delay the reset. This
* could fail if the GPU got in an infinite loop in the CL, but that
* is pretty unlikely outside of an i-g-t testcase.
*/
static void
v3d_job_timedout(struct drm_sched_job *sched_job)
v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
u32 *timedout_ctca, u32 *timedout_ctra)
{
struct v3d_job *job = to_v3d_job(sched_job);
struct v3d_exec_info *exec = job->exec;
struct v3d_dev *v3d = exec->v3d;
enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
/* If the current address or return address have changed, then
* the GPU has probably made progress and we should delay the
* reset. This could fail if the GPU got in an infinite loop
* in the CL, but that is pretty unlikely outside of an i-g-t
* testcase.
*/
if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
job->timedout_ctca = ctca;
job->timedout_ctra = ctra;
struct v3d_dev *v3d = job->v3d;
u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
*timedout_ctca = ctca;
*timedout_ctra = ctra;
return;
}
v3d_gpu_reset_for_timeout(v3d, sched_job);
}
static void
v3d_bin_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_bin_job *job = to_bin_job(sched_job);
v3d_cl_job_timedout(sched_job, V3D_BIN,
&job->timedout_ctca, &job->timedout_ctra);
}
static void
v3d_render_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_render_job *job = to_render_job(sched_job);
v3d_cl_job_timedout(sched_job, V3D_RENDER,
&job->timedout_ctca, &job->timedout_ctra);
}
static void
v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
{
struct v3d_tfu_job *job = to_tfu_job(sched_job);
struct v3d_job *job = to_v3d_job(sched_job);
v3d_gpu_reset_for_timeout(job->v3d, sched_job);
}
static const struct drm_sched_backend_ops v3d_sched_ops = {
static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
.dependency = v3d_job_dependency,
.run_job = v3d_job_run,
.timedout_job = v3d_job_timedout,
.free_job = v3d_job_free
.run_job = v3d_bin_job_run,
.timedout_job = v3d_bin_job_timedout,
.free_job = v3d_job_free,
};
static const struct drm_sched_backend_ops v3d_render_sched_ops = {
.dependency = v3d_render_job_dependency,
.run_job = v3d_render_job_run,
.timedout_job = v3d_render_job_timedout,
.free_job = v3d_job_free,
};
static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
.dependency = v3d_tfu_job_dependency,
.dependency = v3d_job_dependency,
.run_job = v3d_tfu_job_run,
.timedout_job = v3d_tfu_job_timedout,
.free_job = v3d_tfu_job_free
.free_job = v3d_job_free,
};
int
......@@ -307,7 +350,7 @@ v3d_sched_init(struct v3d_dev *v3d)
int ret;
ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
&v3d_sched_ops,
&v3d_bin_sched_ops,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms),
"v3d_bin");
......@@ -317,7 +360,7 @@ v3d_sched_init(struct v3d_dev *v3d)
}
ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
&v3d_sched_ops,
&v3d_render_sched_ops,
hw_jobs_limit, job_hang_limit,
msecs_to_jiffies(hang_limit_ms),
"v3d_render");
......
Markdown is supported
0%
or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment