Author | Tokens | Token Proportion | Commits | Commit Proportion |
---|---|---|---|---|
Eric Anholt | 955 | 99.38% | 3 | 60.00% |
Dan Carpenter | 4 | 0.42% | 1 | 20.00% |
Nayan Deshmukh | 2 | 0.21% | 1 | 20.00% |
Total | 961 | 5 |
// 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 void v3d_job_free(struct drm_sched_job *sched_job) { struct v3d_job *job = to_v3d_job(sched_job); v3d_exec_put(job->exec); } /** * Returns the fences that the bin 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_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; if (fence) { job->in_fence = NULL; 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; } static struct dma_fence *v3d_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 drm_device *dev = &v3d->drm; struct dma_fence *fence; unsigned long irqflags; if (unlikely(job->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; } 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); if (IS_ERR(fence)) return NULL; if (job->done_fence) dma_fence_put(job->done_fence); job->done_fence = dma_fence_get(fence); trace_v3d_submit_cl(dev, q == V3D_RENDER, 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); return fence; } static void v3d_job_timedout(struct drm_sched_job *sched_job) { 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; enum v3d_queue 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 * 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; schedule_delayed_work(&job->base.sched->work_tdr, job->base.sched->timeout); return; } mutex_lock(&v3d->reset_lock); /* block scheduler */ for (q = 0; q < V3D_MAX_QUEUES; q++) { struct drm_gpu_scheduler *sched = &v3d->queue[q].sched; kthread_park(sched->thread); drm_sched_hw_job_reset(sched, (sched_job->sched == sched ? sched_job : NULL)); } /* get the GPU back into the init state */ v3d_reset(v3d); /* Unblock schedulers and restart their jobs. */ for (q = 0; q < V3D_MAX_QUEUES; q++) { drm_sched_job_recovery(&v3d->queue[q].sched); kthread_unpark(v3d->queue[q].sched.thread); } mutex_unlock(&v3d->reset_lock); } static const struct drm_sched_backend_ops v3d_sched_ops = { .dependency = v3d_job_dependency, .run_job = v3d_job_run, .timedout_job = v3d_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_sched_ops, hw_jobs_limit, job_hang_limit, msecs_to_jiffies(hang_limit_ms), "v3d_bin"); if (ret) { dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret); return ret; } ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched, &v3d_sched_ops, hw_jobs_limit, job_hang_limit, msecs_to_jiffies(hang_limit_ms), "v3d_render"); if (ret) { dev_err(v3d->dev, "Failed to create render scheduler: %d.", ret); drm_sched_fini(&v3d->queue[V3D_BIN].sched); return ret; } return 0; } void v3d_sched_fini(struct v3d_dev *v3d) { enum v3d_queue q; for (q = 0; q < V3D_MAX_QUEUES; q++) drm_sched_fini(&v3d->queue[q].sched); }
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