mirror of
https://github.com/ukui/kernel.git
synced 2026-03-09 10:07:04 -07:00
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:
@@ -67,8 +67,8 @@ struct v3d_dev {
|
|||||||
|
|
||||||
struct work_struct overflow_mem_work;
|
struct work_struct overflow_mem_work;
|
||||||
|
|
||||||
struct v3d_exec_info *bin_job;
|
struct v3d_bin_job *bin_job;
|
||||||
struct v3d_exec_info *render_job;
|
struct v3d_render_job *render_job;
|
||||||
struct v3d_tfu_job *tfu_job;
|
struct v3d_tfu_job *tfu_job;
|
||||||
|
|
||||||
struct v3d_queue_state queue[V3D_MAX_QUEUES];
|
struct v3d_queue_state queue[V3D_MAX_QUEUES];
|
||||||
@@ -117,7 +117,7 @@ struct v3d_bo {
|
|||||||
struct drm_mm_node node;
|
struct drm_mm_node node;
|
||||||
|
|
||||||
/* List entry for the BO's position in
|
/* List entry for the BO's position in
|
||||||
* v3d_exec_info->unref_list
|
* v3d_render_job->unref_list
|
||||||
*/
|
*/
|
||||||
struct list_head unref_head;
|
struct list_head unref_head;
|
||||||
};
|
};
|
||||||
@@ -157,7 +157,15 @@ to_v3d_fence(struct dma_fence *fence)
|
|||||||
struct v3d_job {
|
struct v3d_job {
|
||||||
struct drm_sched_job base;
|
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. */
|
/* An optional fence userspace can pass in for the job to depend on. */
|
||||||
struct dma_fence *in_fence;
|
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. */
|
/* v3d fence to be signaled by IRQ handler when the job is complete. */
|
||||||
struct dma_fence *irq_fence;
|
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. */
|
/* GPU virtual addresses of the start/end of the CL job. */
|
||||||
u32 start, end;
|
u32 start, end;
|
||||||
|
|
||||||
u32 timedout_ctca, timedout_ctra;
|
u32 timedout_ctca, timedout_ctra;
|
||||||
};
|
|
||||||
|
|
||||||
struct v3d_exec_info {
|
/* Corresponding render job, for attaching our overflow memory. */
|
||||||
struct v3d_dev *v3d;
|
struct v3d_render_job *render;
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
/* Submitted tile memory allocation start/size, tile state. */
|
/* Submitted tile memory allocation start/size, tile state. */
|
||||||
u32 qma, qms, qts;
|
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 v3d_tfu_job {
|
||||||
struct drm_sched_job base;
|
struct v3d_job base;
|
||||||
|
|
||||||
struct drm_v3d_submit_tfu args;
|
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);
|
struct drm_file *file_priv);
|
||||||
int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
|
int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
|
||||||
struct drm_file *file_priv);
|
struct drm_file *file_priv);
|
||||||
void v3d_exec_put(struct v3d_exec_info *exec);
|
void v3d_job_put(struct v3d_job *job);
|
||||||
void v3d_tfu_job_put(struct v3d_tfu_job *exec);
|
|
||||||
void v3d_reset(struct v3d_dev *v3d);
|
void v3d_reset(struct v3d_dev *v3d);
|
||||||
void v3d_invalidate_caches(struct v3d_dev *v3d);
|
void v3d_invalidate_caches(struct v3d_dev *v3d);
|
||||||
|
|
||||||
|
|||||||
+191
-184
File diff suppressed because it is too large
Load Diff
@@ -62,7 +62,7 @@ v3d_overflow_mem_work(struct work_struct *work)
|
|||||||
}
|
}
|
||||||
|
|
||||||
drm_gem_object_get(obj);
|
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);
|
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
|
||||||
|
|
||||||
V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
|
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) {
|
if (intsts & V3D_INT_FLDONE) {
|
||||||
struct v3d_fence *fence =
|
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);
|
trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
|
||||||
dma_fence_signal(&fence->base);
|
dma_fence_signal(&fence->base);
|
||||||
@@ -105,7 +105,7 @@ v3d_irq(int irq, void *arg)
|
|||||||
|
|
||||||
if (intsts & V3D_INT_FRDONE) {
|
if (intsts & V3D_INT_FRDONE) {
|
||||||
struct v3d_fence *fence =
|
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);
|
trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
|
||||||
dma_fence_signal(&fence->base);
|
dma_fence_signal(&fence->base);
|
||||||
@@ -141,7 +141,7 @@ v3d_hub_irq(int irq, void *arg)
|
|||||||
|
|
||||||
if (intsts & V3D_HUB_INT_TFUC) {
|
if (intsts & V3D_HUB_INT_TFUC) {
|
||||||
struct v3d_fence *fence =
|
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);
|
trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
|
||||||
dma_fence_signal(&fence->base);
|
dma_fence_signal(&fence->base);
|
||||||
|
|||||||
+164
-121
@@ -30,10 +30,22 @@ to_v3d_job(struct drm_sched_job *sched_job)
|
|||||||
return container_of(sched_job, struct v3d_job, base);
|
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 *
|
static struct v3d_tfu_job *
|
||||||
to_tfu_job(struct drm_sched_job *sched_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
|
static void
|
||||||
@@ -42,31 +54,20 @@ v3d_job_free(struct drm_sched_job *sched_job)
|
|||||||
struct v3d_job *job = to_v3d_job(sched_job);
|
struct v3d_job *job = to_v3d_job(sched_job);
|
||||||
|
|
||||||
drm_sched_job_cleanup(sched_job);
|
drm_sched_job_cleanup(sched_job);
|
||||||
|
v3d_job_put(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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns the fences that the bin or render job depends on, one by one.
|
* Returns the fences that the job depends on, one by one.
|
||||||
* v3d_job_run() won't be called until all of them have been signaled.
|
*
|
||||||
|
* 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 *
|
static struct dma_fence *
|
||||||
v3d_job_dependency(struct drm_sched_job *sched_job,
|
v3d_job_dependency(struct drm_sched_job *sched_job,
|
||||||
struct drm_sched_entity *s_entity)
|
struct drm_sched_entity *s_entity)
|
||||||
{
|
{
|
||||||
struct v3d_job *job = to_v3d_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 dma_fence *fence;
|
struct dma_fence *fence;
|
||||||
|
|
||||||
fence = job->in_fence;
|
fence = job->in_fence;
|
||||||
@@ -75,113 +76,132 @@ v3d_job_dependency(struct drm_sched_job *sched_job,
|
|||||||
return fence;
|
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,
|
/* XXX: Wait on a fence for switching the GMP if necessary,
|
||||||
* and then do so.
|
* 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;
|
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_render_job *job = to_render_job(sched_job);
|
||||||
struct v3d_exec_info *exec = job->exec;
|
struct dma_fence *fence;
|
||||||
enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
|
|
||||||
struct v3d_dev *v3d = exec->v3d;
|
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 drm_device *dev = &v3d->drm;
|
||||||
struct dma_fence *fence;
|
struct dma_fence *fence;
|
||||||
unsigned long irqflags;
|
unsigned long irqflags;
|
||||||
|
|
||||||
if (unlikely(job->base.s_fence->finished.error))
|
if (unlikely(job->base.base.s_fence->finished.error))
|
||||||
return NULL;
|
return NULL;
|
||||||
|
|
||||||
/* Lock required around bin_job update vs
|
/* Lock required around bin_job update vs
|
||||||
* v3d_overflow_mem_work().
|
* v3d_overflow_mem_work().
|
||||||
*/
|
*/
|
||||||
spin_lock_irqsave(&v3d->job_lock, irqflags);
|
spin_lock_irqsave(&v3d->job_lock, irqflags);
|
||||||
if (q == V3D_BIN) {
|
v3d->bin_job = job;
|
||||||
v3d->bin_job = job->exec;
|
/* Clear out the overflow allocation, so we don't
|
||||||
|
* reuse the overflow attached to a previous 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);
|
||||||
*/
|
|
||||||
V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
|
|
||||||
} else {
|
|
||||||
v3d->render_job = job->exec;
|
|
||||||
}
|
|
||||||
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
|
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);
|
v3d_invalidate_caches(v3d);
|
||||||
|
|
||||||
fence = v3d_fence_create(v3d, q);
|
fence = v3d_fence_create(v3d, V3D_BIN);
|
||||||
if (IS_ERR(fence))
|
if (IS_ERR(fence))
|
||||||
return NULL;
|
return NULL;
|
||||||
|
|
||||||
if (job->irq_fence)
|
if (job->base.irq_fence)
|
||||||
dma_fence_put(job->irq_fence);
|
dma_fence_put(job->base.irq_fence);
|
||||||
job->irq_fence = dma_fence_get(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);
|
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.
|
/* Set the current and end address of the control list.
|
||||||
* Writing the end register is what starts the job.
|
* Writing the end register is what starts the job.
|
||||||
*/
|
*/
|
||||||
V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
|
if (job->qma) {
|
||||||
V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
|
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;
|
return fence;
|
||||||
}
|
}
|
||||||
@@ -190,7 +210,7 @@ static struct dma_fence *
|
|||||||
v3d_tfu_job_run(struct drm_sched_job *sched_job)
|
v3d_tfu_job_run(struct drm_sched_job *sched_job)
|
||||||
{
|
{
|
||||||
struct v3d_tfu_job *job = to_tfu_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 drm_device *dev = &v3d->drm;
|
||||||
struct dma_fence *fence;
|
struct dma_fence *fence;
|
||||||
|
|
||||||
@@ -199,9 +219,9 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
|
|||||||
return NULL;
|
return NULL;
|
||||||
|
|
||||||
v3d->tfu_job = job;
|
v3d->tfu_job = job;
|
||||||
if (job->irq_fence)
|
if (job->base.irq_fence)
|
||||||
dma_fence_put(job->irq_fence);
|
dma_fence_put(job->base.irq_fence);
|
||||||
job->irq_fence = dma_fence_get(fence);
|
job->base.irq_fence = dma_fence_get(fence);
|
||||||
|
|
||||||
trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
|
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);
|
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
|
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_job *job = to_v3d_job(sched_job);
|
||||||
struct v3d_exec_info *exec = job->exec;
|
struct v3d_dev *v3d = job->v3d;
|
||||||
struct v3d_dev *v3d = exec->v3d;
|
u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
|
||||||
enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
|
u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
|
||||||
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
|
if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
|
||||||
* the GPU has probably made progress and we should delay the
|
*timedout_ctca = ctca;
|
||||||
* reset. This could fail if the GPU got in an infinite loop
|
*timedout_ctra = ctra;
|
||||||
* 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;
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
v3d_gpu_reset_for_timeout(v3d, sched_job);
|
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
|
static void
|
||||||
v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
|
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);
|
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,
|
.dependency = v3d_job_dependency,
|
||||||
.run_job = v3d_job_run,
|
.run_job = v3d_bin_job_run,
|
||||||
.timedout_job = v3d_job_timedout,
|
.timedout_job = v3d_bin_job_timedout,
|
||||||
.free_job = v3d_job_free
|
.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 = {
|
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,
|
.run_job = v3d_tfu_job_run,
|
||||||
.timedout_job = v3d_tfu_job_timedout,
|
.timedout_job = v3d_tfu_job_timedout,
|
||||||
.free_job = v3d_tfu_job_free
|
.free_job = v3d_job_free,
|
||||||
};
|
};
|
||||||
|
|
||||||
int
|
int
|
||||||
@@ -307,7 +350,7 @@ v3d_sched_init(struct v3d_dev *v3d)
|
|||||||
int ret;
|
int ret;
|
||||||
|
|
||||||
ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
|
ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
|
||||||
&v3d_sched_ops,
|
&v3d_bin_sched_ops,
|
||||||
hw_jobs_limit, job_hang_limit,
|
hw_jobs_limit, job_hang_limit,
|
||||||
msecs_to_jiffies(hang_limit_ms),
|
msecs_to_jiffies(hang_limit_ms),
|
||||||
"v3d_bin");
|
"v3d_bin");
|
||||||
@@ -317,7 +360,7 @@ v3d_sched_init(struct v3d_dev *v3d)
|
|||||||
}
|
}
|
||||||
|
|
||||||
ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
|
ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
|
||||||
&v3d_sched_ops,
|
&v3d_render_sched_ops,
|
||||||
hw_jobs_limit, job_hang_limit,
|
hw_jobs_limit, job_hang_limit,
|
||||||
msecs_to_jiffies(hang_limit_ms),
|
msecs_to_jiffies(hang_limit_ms),
|
||||||
"v3d_render");
|
"v3d_render");
|
||||||
|
|||||||
Reference in New Issue
Block a user