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authorEric Anholt <eric@anholt.net>2019-04-16 15:58:53 -0700
committerEric Anholt <eric@anholt.net>2019-04-18 09:54:07 -0700
commita783a09ee76d6259296dc6aeea2b6884fa526980 (patch)
tree692ca712a70ec213aaf6e0cd91d19942270e698d /drivers/gpu/drm/v3d/v3d_sched.c
parentd4c3022a23d2f56057b67e9711199e68a1615567 (diff)
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>
Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_sched.c')
-rw-r--r--drivers/gpu/drm/v3d/v3d_sched.c259
1 files changed, 151 insertions, 108 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
index e740f3b99aa5..739f399308ce 100644
--- a/drivers/gpu/drm/v3d/v3d_sched.c
+++ b/drivers/gpu/drm/v3d/v3d_sched.c
@@ -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);
@@ -251,25 +271,23 @@ 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;
}
@@ -277,25 +295,50 @@ v3d_job_timedout(struct drm_sched_job *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");