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: Eric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20190416225856.20264-3-eric@anholt.net
Acked-by: Rob Clark <robdclark@gmail.com>
This commit is contained in:
Eric Anholt
2019-04-16 15:58:53 -07:00
parent d4c3022a23
commit a783a09ee7
4 changed files with 406 additions and 355 deletions
+47 -46
View File
@@ -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;
struct v3d_job bin, render;
/* Fence for when the scheduler considers the binner to be
* done, for render to depend on.
*/
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;
/* This is the array of BOs that were looked up at the start of exec. */
struct drm_gem_object **bo;
u32 bo_count;
/* List of overflow BOs used in the job that need to be
* released once the job is complete.
*/
struct list_head unref_list;
/* 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_render_job {
struct v3d_job base;
/* Optional fence for the binner, to depend on before starting
* our job.
*/
struct dma_fence *bin_done_fence;
/* GPU virtual addresses of the start/end of the CL job. */
u32 start, end;
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;
};
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);
File diff suppressed because it is too large Load Diff
+4 -4
View File
@@ -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);
+164 -121
View File
@@ -30,10 +30,22 @@ 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);
return container_of(sched_job, struct v3d_tfu_job, base.base);
}
static void
@@ -42,31 +54,20 @@ 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_exec_put(job->exec);
}
static void
v3d_tfu_job_free(struct drm_sched_job *sched_job)
{
struct v3d_tfu_job *job = to_tfu_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;
}
/**
* 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.
*/
static struct dma_fence *
v3d_tfu_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 dma_fence *fence;
fence = job->in_fence;
if (fence) {
job->in_fence = NULL;
return fence;
}
return NULL;
}
static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
/**
* 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_render_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 v3d_dev *v3d = exec->v3d;
struct v3d_render_job *job = to_render_job(sched_job);
struct dma_fence *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->bin_done_fence = NULL;
return fence;
}
return fence;
}
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.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
* wasn't enough.
*/
v3d_invalidate_caches(v3d);
fence = v3d_fence_create(v3d, q);
fence = v3d_fence_create(v3d, V3D_BIN);
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, false, 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 */
}
/* 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);
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;
}
@@ -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));
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 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;
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");