| // SPDX-License-Identifier: GPL-2.0+ | 
 | /* Copyright (C) 2018 Broadcom */ | 
 |  | 
 | /** | 
 |  * DOC: Broadcom V3D scheduling | 
 |  * | 
 |  * The shared DRM GPU scheduler is used to coordinate submitting jobs | 
 |  * to the hardware.  Each DRM fd (roughly a client process) gets its | 
 |  * own scheduler entity, which will process jobs in order.  The GPU | 
 |  * scheduler will round-robin between clients to submit the next job. | 
 |  * | 
 |  * For simplicity, and in order to keep latency low for interactive | 
 |  * jobs when bulk background jobs are queued up, we submit a new job | 
 |  * to the HW only when it has completed the last one, instead of | 
 |  * filling up the CT[01]Q FIFOs with jobs.  Similarly, we use | 
 |  * v3d_job_dependency() to manage the dependency between bin and | 
 |  * render, instead of having the clients submit jobs using the HW's | 
 |  * semaphores to interlock between them. | 
 |  */ | 
 |  | 
 | #include <linux/kthread.h> | 
 |  | 
 | #include "v3d_drv.h" | 
 | #include "v3d_regs.h" | 
 | #include "v3d_trace.h" | 
 |  | 
 | static struct v3d_job * | 
 | to_v3d_job(struct drm_sched_job *sched_job) | 
 | { | 
 | 	return container_of(sched_job, struct v3d_job, base); | 
 | } | 
 |  | 
 | static struct v3d_bin_job * | 
 | to_bin_job(struct drm_sched_job *sched_job) | 
 | { | 
 | 	return container_of(sched_job, struct v3d_bin_job, base.base); | 
 | } | 
 |  | 
 | static struct v3d_render_job * | 
 | to_render_job(struct drm_sched_job *sched_job) | 
 | { | 
 | 	return container_of(sched_job, struct v3d_render_job, base.base); | 
 | } | 
 |  | 
 | 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 struct v3d_csd_job * | 
 | to_csd_job(struct drm_sched_job *sched_job) | 
 | { | 
 | 	return container_of(sched_job, struct v3d_csd_job, base.base); | 
 | } | 
 |  | 
 | static void | 
 | v3d_job_free(struct drm_sched_job *sched_job) | 
 | { | 
 | 	struct v3d_job *job = to_v3d_job(sched_job); | 
 |  | 
 | 	drm_sched_job_cleanup(sched_job); | 
 | 	v3d_job_put(job); | 
 | } | 
 |  | 
 | /** | 
 |  * 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); | 
 |  | 
 | 	/* XXX: Wait on a fence for switching the GMP if necessary, | 
 | 	 * and then do so. | 
 | 	 */ | 
 |  | 
 | 	if (!xa_empty(&job->deps)) | 
 | 		return xa_erase(&job->deps, job->last_dep++); | 
 |  | 
 | 	return NULL; | 
 | } | 
 |  | 
 | static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job) | 
 | { | 
 | 	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.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); | 
 | 	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); | 
 |  | 
 | 	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, V3D_RENDER); | 
 | 	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, true, to_v3d_fence(fence)->seqno, | 
 | 			    job->start, job->end); | 
 |  | 
 | 	/* 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_CT1QBA, job->start); | 
 | 	V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end); | 
 |  | 
 | 	return fence; | 
 | } | 
 |  | 
 | 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->base.v3d; | 
 | 	struct drm_device *dev = &v3d->drm; | 
 | 	struct dma_fence *fence; | 
 |  | 
 | 	fence = v3d_fence_create(v3d, V3D_TFU); | 
 | 	if (IS_ERR(fence)) | 
 | 		return NULL; | 
 |  | 
 | 	v3d->tfu_job = job; | 
 | 	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); | 
 |  | 
 | 	V3D_WRITE(V3D_TFU_IIA, job->args.iia); | 
 | 	V3D_WRITE(V3D_TFU_IIS, job->args.iis); | 
 | 	V3D_WRITE(V3D_TFU_ICA, job->args.ica); | 
 | 	V3D_WRITE(V3D_TFU_IUA, job->args.iua); | 
 | 	V3D_WRITE(V3D_TFU_IOA, job->args.ioa); | 
 | 	V3D_WRITE(V3D_TFU_IOS, job->args.ios); | 
 | 	V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]); | 
 | 	if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) { | 
 | 		V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]); | 
 | 		V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]); | 
 | 		V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]); | 
 | 	} | 
 | 	/* ICFG kicks off the job. */ | 
 | 	V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC); | 
 |  | 
 | 	return fence; | 
 | } | 
 |  | 
 | static struct dma_fence * | 
 | v3d_csd_job_run(struct drm_sched_job *sched_job) | 
 | { | 
 | 	struct v3d_csd_job *job = to_csd_job(sched_job); | 
 | 	struct v3d_dev *v3d = job->base.v3d; | 
 | 	struct drm_device *dev = &v3d->drm; | 
 | 	struct dma_fence *fence; | 
 | 	int i; | 
 |  | 
 | 	v3d->csd_job = job; | 
 |  | 
 | 	v3d_invalidate_caches(v3d); | 
 |  | 
 | 	fence = v3d_fence_create(v3d, V3D_CSD); | 
 | 	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_csd(dev, to_v3d_fence(fence)->seqno); | 
 |  | 
 | 	for (i = 1; i <= 6; i++) | 
 | 		V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]); | 
 | 	/* CFG0 write kicks off the job. */ | 
 | 	V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]); | 
 |  | 
 | 	return fence; | 
 | } | 
 |  | 
 | static struct dma_fence * | 
 | v3d_cache_clean_job_run(struct drm_sched_job *sched_job) | 
 | { | 
 | 	struct v3d_job *job = to_v3d_job(sched_job); | 
 | 	struct v3d_dev *v3d = job->v3d; | 
 |  | 
 | 	v3d_clean_caches(v3d); | 
 |  | 
 | 	return NULL; | 
 | } | 
 |  | 
 | static void | 
 | v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job) | 
 | { | 
 | 	enum v3d_queue q; | 
 |  | 
 | 	mutex_lock(&v3d->reset_lock); | 
 |  | 
 | 	/* block scheduler */ | 
 | 	for (q = 0; q < V3D_MAX_QUEUES; q++) | 
 | 		drm_sched_stop(&v3d->queue[q].sched, sched_job); | 
 |  | 
 | 	if (sched_job) | 
 | 		drm_sched_increase_karma(sched_job); | 
 |  | 
 | 	/* get the GPU back into the init state */ | 
 | 	v3d_reset(v3d); | 
 |  | 
 | 	for (q = 0; q < V3D_MAX_QUEUES; q++) | 
 | 		drm_sched_resubmit_jobs(&v3d->queue[q].sched); | 
 |  | 
 | 	/* Unblock schedulers and restart their jobs. */ | 
 | 	for (q = 0; q < V3D_MAX_QUEUES; q++) { | 
 | 		drm_sched_start(&v3d->queue[q].sched, true); | 
 | 	} | 
 |  | 
 | 	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_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_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_generic_job_timedout(struct drm_sched_job *sched_job) | 
 | { | 
 | 	struct v3d_job *job = to_v3d_job(sched_job); | 
 |  | 
 | 	v3d_gpu_reset_for_timeout(job->v3d, sched_job); | 
 | } | 
 |  | 
 | static void | 
 | v3d_csd_job_timedout(struct drm_sched_job *sched_job) | 
 | { | 
 | 	struct v3d_csd_job *job = to_csd_job(sched_job); | 
 | 	struct v3d_dev *v3d = job->base.v3d; | 
 | 	u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4); | 
 |  | 
 | 	/* If we've made progress, skip reset and let the timer get | 
 | 	 * rearmed. | 
 | 	 */ | 
 | 	if (job->timedout_batches != batches) { | 
 | 		job->timedout_batches = batches; | 
 | 		return; | 
 | 	} | 
 |  | 
 | 	v3d_gpu_reset_for_timeout(v3d, sched_job); | 
 | } | 
 |  | 
 | static const struct drm_sched_backend_ops v3d_bin_sched_ops = { | 
 | 	.dependency = v3d_job_dependency, | 
 | 	.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_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_job_dependency, | 
 | 	.run_job = v3d_tfu_job_run, | 
 | 	.timedout_job = v3d_generic_job_timedout, | 
 | 	.free_job = v3d_job_free, | 
 | }; | 
 |  | 
 | static const struct drm_sched_backend_ops v3d_csd_sched_ops = { | 
 | 	.dependency = v3d_job_dependency, | 
 | 	.run_job = v3d_csd_job_run, | 
 | 	.timedout_job = v3d_csd_job_timedout, | 
 | 	.free_job = v3d_job_free | 
 | }; | 
 |  | 
 | static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = { | 
 | 	.dependency = v3d_job_dependency, | 
 | 	.run_job = v3d_cache_clean_job_run, | 
 | 	.timedout_job = v3d_generic_job_timedout, | 
 | 	.free_job = v3d_job_free | 
 | }; | 
 |  | 
 | int | 
 | v3d_sched_init(struct v3d_dev *v3d) | 
 | { | 
 | 	int hw_jobs_limit = 1; | 
 | 	int job_hang_limit = 0; | 
 | 	int hang_limit_ms = 500; | 
 | 	int ret; | 
 |  | 
 | 	ret = drm_sched_init(&v3d->queue[V3D_BIN].sched, | 
 | 			     &v3d_bin_sched_ops, | 
 | 			     hw_jobs_limit, job_hang_limit, | 
 | 			     msecs_to_jiffies(hang_limit_ms), | 
 | 			     "v3d_bin"); | 
 | 	if (ret) { | 
 | 		dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret); | 
 | 		return ret; | 
 | 	} | 
 |  | 
 | 	ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched, | 
 | 			     &v3d_render_sched_ops, | 
 | 			     hw_jobs_limit, job_hang_limit, | 
 | 			     msecs_to_jiffies(hang_limit_ms), | 
 | 			     "v3d_render"); | 
 | 	if (ret) { | 
 | 		dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.", | 
 | 			ret); | 
 | 		v3d_sched_fini(v3d); | 
 | 		return ret; | 
 | 	} | 
 |  | 
 | 	ret = drm_sched_init(&v3d->queue[V3D_TFU].sched, | 
 | 			     &v3d_tfu_sched_ops, | 
 | 			     hw_jobs_limit, job_hang_limit, | 
 | 			     msecs_to_jiffies(hang_limit_ms), | 
 | 			     "v3d_tfu"); | 
 | 	if (ret) { | 
 | 		dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.", | 
 | 			ret); | 
 | 		v3d_sched_fini(v3d); | 
 | 		return ret; | 
 | 	} | 
 |  | 
 | 	if (v3d_has_csd(v3d)) { | 
 | 		ret = drm_sched_init(&v3d->queue[V3D_CSD].sched, | 
 | 				     &v3d_csd_sched_ops, | 
 | 				     hw_jobs_limit, job_hang_limit, | 
 | 				     msecs_to_jiffies(hang_limit_ms), | 
 | 				     "v3d_csd"); | 
 | 		if (ret) { | 
 | 			dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.", | 
 | 				ret); | 
 | 			v3d_sched_fini(v3d); | 
 | 			return ret; | 
 | 		} | 
 |  | 
 | 		ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched, | 
 | 				     &v3d_cache_clean_sched_ops, | 
 | 				     hw_jobs_limit, job_hang_limit, | 
 | 				     msecs_to_jiffies(hang_limit_ms), | 
 | 				     "v3d_cache_clean"); | 
 | 		if (ret) { | 
 | 			dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.", | 
 | 				ret); | 
 | 			v3d_sched_fini(v3d); | 
 | 			return ret; | 
 | 		} | 
 | 	} | 
 |  | 
 | 	return 0; | 
 | } | 
 |  | 
 | void | 
 | v3d_sched_fini(struct v3d_dev *v3d) | 
 | { | 
 | 	enum v3d_queue q; | 
 |  | 
 | 	for (q = 0; q < V3D_MAX_QUEUES; q++) { | 
 | 		if (v3d->queue[q].sched.ready) | 
 | 			drm_sched_fini(&v3d->queue[q].sched); | 
 | 	} | 
 | } |