diff options
author | Eric Anholt <eric@anholt.net> | 2019-04-16 15:58:53 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2019-04-18 09:54:07 -0700 |
commit | a783a09ee76d6259296dc6aeea2b6884fa526980 (patch) | |
tree | 692ca712a70ec213aaf6e0cd91d19942270e698d /drivers/gpu/drm/v3d/v3d_sched.c | |
parent | d4c3022a23d2f56057b67e9711199e68a1615567 (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.c | 259 |
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"); |