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];
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;
};
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;
/* 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;
+ /* 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_job bin, render;
+struct v3d_render_job {
+ struct v3d_job base;
- /* Fence for when the scheduler considers the binner to be
- * done, for render to depend on.
+ /* Optional fence for the binner, to depend on before starting
+ * our job.
*/
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;
+ /* GPU virtual addresses of the start/end of the CL job. */
+ u32 start, end;
- /* This is the array of BOs that were looked up at the start of exec. */
- struct drm_gem_object **bo;
- u32 bo_count;
+ 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;
-
- /* Submitted tile memory allocation start/size, tile state. */
- u32 qma, qms, qts;
};
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];
};
/**
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);
v3d_invalidate_slices(v3d, 0);
}
-static void
-v3d_attach_object_fences(struct drm_gem_object **bos, int bo_count,
- struct dma_fence *fence)
-{
- int i;
-
- for (i = 0; i < bo_count; i++) {
- /* XXX: Use shared fences for read-only objects. */
- reservation_object_add_excl_fence(bos[i]->resv, fence);
- }
-}
-
/* Takes the reservation lock on all the BOs being referenced, so that
* at queue submit time we can update the reservations.
*
}
/**
- * v3d_cl_lookup_bos() - Sets up exec->bo[] with the GEM objects
+ * v3d_lookup_bos() - Sets up job->bo[] with the GEM objects
* referenced by the job.
* @dev: DRM device
* @file_priv: DRM file for this fd
- * @exec: V3D job being set up
+ * @job: V3D job being set up
*
* The command validator needs to reference BOs by their index within
* the submitted job's BO list. This does the validation of the job's
* failure, because that will happen at v3d_exec_cleanup() time.
*/
static int
-v3d_cl_lookup_bos(struct drm_device *dev,
- struct drm_file *file_priv,
- struct drm_v3d_submit_cl *args,
- struct v3d_exec_info *exec)
+v3d_lookup_bos(struct drm_device *dev,
+ struct drm_file *file_priv,
+ struct v3d_job *job,
+ u64 bo_handles,
+ u32 bo_count)
{
u32 *handles;
int ret = 0;
int i;
- exec->bo_count = args->bo_handle_count;
+ job->bo_count = bo_count;
- if (!exec->bo_count) {
+ if (!job->bo_count) {
/* See comment on bo_index for why we have to check
* this.
*/
return -EINVAL;
}
- exec->bo = kvmalloc_array(exec->bo_count,
- sizeof(struct drm_gem_cma_object *),
- GFP_KERNEL | __GFP_ZERO);
- if (!exec->bo) {
+ job->bo = kvmalloc_array(job->bo_count,
+ sizeof(struct drm_gem_cma_object *),
+ GFP_KERNEL | __GFP_ZERO);
+ if (!job->bo) {
DRM_DEBUG("Failed to allocate validated BO pointers\n");
return -ENOMEM;
}
- handles = kvmalloc_array(exec->bo_count, sizeof(u32), GFP_KERNEL);
+ handles = kvmalloc_array(job->bo_count, sizeof(u32), GFP_KERNEL);
if (!handles) {
ret = -ENOMEM;
DRM_DEBUG("Failed to allocate incoming GEM handles\n");
}
if (copy_from_user(handles,
- (void __user *)(uintptr_t)args->bo_handles,
- exec->bo_count * sizeof(u32))) {
+ (void __user *)(uintptr_t)bo_handles,
+ job->bo_count * sizeof(u32))) {
ret = -EFAULT;
DRM_DEBUG("Failed to copy in GEM handles\n");
goto fail;
}
spin_lock(&file_priv->table_lock);
- for (i = 0; i < exec->bo_count; i++) {
+ for (i = 0; i < job->bo_count; i++) {
struct drm_gem_object *bo = idr_find(&file_priv->object_idr,
handles[i]);
if (!bo) {
goto fail;
}
drm_gem_object_get(bo);
- exec->bo[i] = bo;
+ job->bo[i] = bo;
}
spin_unlock(&file_priv->table_lock);
}
static void
-v3d_exec_cleanup(struct kref *ref)
+v3d_job_free(struct kref *ref)
{
- struct v3d_exec_info *exec = container_of(ref, struct v3d_exec_info,
- refcount);
- struct v3d_dev *v3d = exec->v3d;
- unsigned int i;
- struct v3d_bo *bo, *save;
-
- dma_fence_put(exec->bin.in_fence);
- dma_fence_put(exec->render.in_fence);
-
- dma_fence_put(exec->bin.irq_fence);
- dma_fence_put(exec->render.irq_fence);
-
- dma_fence_put(exec->bin_done_fence);
- dma_fence_put(exec->render_done_fence);
-
- for (i = 0; i < exec->bo_count; i++)
- drm_gem_object_put_unlocked(exec->bo[i]);
- kvfree(exec->bo);
+ struct v3d_job *job = container_of(ref, struct v3d_job, refcount);
+ int i;
- list_for_each_entry_safe(bo, save, &exec->unref_list, unref_head) {
- drm_gem_object_put_unlocked(&bo->base.base);
+ for (i = 0; i < job->bo_count; i++) {
+ if (job->bo[i])
+ drm_gem_object_put_unlocked(job->bo[i]);
}
+ kvfree(job->bo);
- pm_runtime_mark_last_busy(v3d->dev);
- pm_runtime_put_autosuspend(v3d->dev);
+ dma_fence_put(job->in_fence);
+ dma_fence_put(job->irq_fence);
+ dma_fence_put(job->done_fence);
- kfree(exec);
-}
+ pm_runtime_mark_last_busy(job->v3d->dev);
+ pm_runtime_put_autosuspend(job->v3d->dev);
-void v3d_exec_put(struct v3d_exec_info *exec)
-{
- kref_put(&exec->refcount, v3d_exec_cleanup);
+ kfree(job);
}
static void
-v3d_tfu_job_cleanup(struct kref *ref)
+v3d_render_job_free(struct kref *ref)
{
- struct v3d_tfu_job *job = container_of(ref, struct v3d_tfu_job,
- refcount);
- struct v3d_dev *v3d = job->v3d;
- unsigned int i;
-
- dma_fence_put(job->in_fence);
- dma_fence_put(job->irq_fence);
+ struct v3d_render_job *job = container_of(ref, struct v3d_render_job,
+ base.refcount);
+ struct v3d_bo *bo, *save;
- for (i = 0; i < ARRAY_SIZE(job->bo); i++) {
- if (job->bo[i])
- drm_gem_object_put_unlocked(job->bo[i]);
+ list_for_each_entry_safe(bo, save, &job->unref_list, unref_head) {
+ drm_gem_object_put_unlocked(&bo->base.base);
}
- pm_runtime_mark_last_busy(v3d->dev);
- pm_runtime_put_autosuspend(v3d->dev);
-
- kfree(job);
+ v3d_job_free(ref);
}
-void v3d_tfu_job_put(struct v3d_tfu_job *job)
+void v3d_job_put(struct v3d_job *job)
{
- kref_put(&job->refcount, v3d_tfu_job_cleanup);
+ kref_put(&job->refcount, job->free);
}
int
return ret;
}
+static int
+v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
+ struct v3d_job *job, void (*free)(struct kref *ref),
+ u32 in_sync)
+{
+ int ret;
+
+ job->v3d = v3d;
+ job->free = free;
+
+ ret = pm_runtime_get_sync(v3d->dev);
+ if (ret < 0)
+ return ret;
+
+ ret = drm_syncobj_find_fence(file_priv, in_sync, 0, 0, &job->in_fence);
+ if (ret == -EINVAL) {
+ pm_runtime_put_autosuspend(v3d->dev);
+ return ret;
+ }
+
+ kref_init(&job->refcount);
+
+ return 0;
+}
+
+static int
+v3d_push_job(struct v3d_file_priv *v3d_priv,
+ struct v3d_job *job, enum v3d_queue queue)
+{
+ int ret;
+
+ ret = drm_sched_job_init(&job->base, &v3d_priv->sched_entity[queue],
+ v3d_priv);
+ if (ret)
+ return ret;
+
+ job->done_fence = dma_fence_get(&job->base.s_fence->finished);
+
+ /* put by scheduler job completion */
+ kref_get(&job->refcount);
+
+ drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[queue]);
+
+ return 0;
+}
+
+static void
+v3d_attach_fences_and_unlock_reservation(struct drm_file *file_priv,
+ struct v3d_job *job,
+ struct ww_acquire_ctx *acquire_ctx,
+ u32 out_sync)
+{
+ struct drm_syncobj *sync_out;
+ int i;
+
+ for (i = 0; i < job->bo_count; i++) {
+ /* XXX: Use shared fences for read-only objects. */
+ reservation_object_add_excl_fence(job->bo[i]->resv,
+ job->done_fence);
+ }
+
+ drm_gem_unlock_reservations(job->bo, job->bo_count, acquire_ctx);
+
+ /* Update the return sync object for the job */
+ sync_out = drm_syncobj_find(file_priv, out_sync);
+ if (sync_out) {
+ drm_syncobj_replace_fence(sync_out, job->done_fence);
+ drm_syncobj_put(sync_out);
+ }
+}
+
/**
* v3d_submit_cl_ioctl() - Submits a job (frame) to the V3D.
* @dev: DRM device
struct v3d_dev *v3d = to_v3d_dev(dev);
struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
struct drm_v3d_submit_cl *args = data;
- struct v3d_exec_info *exec;
+ struct v3d_bin_job *bin = NULL;
+ struct v3d_render_job *render;
struct ww_acquire_ctx acquire_ctx;
- struct drm_syncobj *sync_out;
int ret = 0;
trace_v3d_submit_cl_ioctl(&v3d->drm, args->rcl_start, args->rcl_end);
return -EINVAL;
}
- exec = kcalloc(1, sizeof(*exec), GFP_KERNEL);
- if (!exec)
+ render = kcalloc(1, sizeof(*render), GFP_KERNEL);
+ if (!render)
return -ENOMEM;
- ret = pm_runtime_get_sync(v3d->dev);
- if (ret < 0) {
- kfree(exec);
+ render->start = args->rcl_start;
+ render->end = args->rcl_end;
+ INIT_LIST_HEAD(&render->unref_list);
+
+ ret = v3d_job_init(v3d, file_priv, &render->base,
+ v3d_render_job_free, args->in_sync_rcl);
+ if (ret) {
+ kfree(render);
return ret;
}
- kref_init(&exec->refcount);
+ if (args->bcl_start != args->bcl_end) {
+ bin = kcalloc(1, sizeof(*bin), GFP_KERNEL);
+ if (!bin)
+ return -ENOMEM;
- ret = drm_syncobj_find_fence(file_priv, args->in_sync_bcl,
- 0, 0, &exec->bin.in_fence);
- if (ret == -EINVAL)
- goto fail;
+ ret = v3d_job_init(v3d, file_priv, &bin->base,
+ v3d_job_free, args->in_sync_bcl);
+ if (ret) {
+ v3d_job_put(&render->base);
+ return ret;
+ }
- ret = drm_syncobj_find_fence(file_priv, args->in_sync_rcl,
- 0, 0, &exec->render.in_fence);
- if (ret == -EINVAL)
- goto fail;
+ bin->start = args->bcl_start;
+ bin->end = args->bcl_end;
+ bin->qma = args->qma;
+ bin->qms = args->qms;
+ bin->qts = args->qts;
+ bin->render = render;
+ }
- exec->qma = args->qma;
- exec->qms = args->qms;
- exec->qts = args->qts;
- exec->bin.exec = exec;
- exec->bin.start = args->bcl_start;
- exec->bin.end = args->bcl_end;
- exec->render.exec = exec;
- exec->render.start = args->rcl_start;
- exec->render.end = args->rcl_end;
- exec->v3d = v3d;
- INIT_LIST_HEAD(&exec->unref_list);
-
- ret = v3d_cl_lookup_bos(dev, file_priv, args, exec);
+ ret = v3d_lookup_bos(dev, file_priv, &render->base,
+ args->bo_handles, args->bo_handle_count);
if (ret)
goto fail;
- ret = v3d_lock_bo_reservations(exec->bo, exec->bo_count,
+ ret = v3d_lock_bo_reservations(render->base.bo, render->base.bo_count,
&acquire_ctx);
if (ret)
goto fail;
mutex_lock(&v3d->sched_lock);
- if (exec->bin.start != exec->bin.end) {
- ret = drm_sched_job_init(&exec->bin.base,
- &v3d_priv->sched_entity[V3D_BIN],
- v3d_priv);
+ if (bin) {
+ ret = v3d_push_job(v3d_priv, &bin->base, V3D_BIN);
if (ret)
goto fail_unreserve;
- exec->bin_done_fence =
- dma_fence_get(&exec->bin.base.s_fence->finished);
-
- kref_get(&exec->refcount); /* put by scheduler job completion */
- drm_sched_entity_push_job(&exec->bin.base,
- &v3d_priv->sched_entity[V3D_BIN]);
+ render->bin_done_fence = dma_fence_get(bin->base.done_fence);
}
- ret = drm_sched_job_init(&exec->render.base,
- &v3d_priv->sched_entity[V3D_RENDER],
- v3d_priv);
+ ret = v3d_push_job(v3d_priv, &render->base, V3D_RENDER);
if (ret)
goto fail_unreserve;
-
- exec->render_done_fence =
- dma_fence_get(&exec->render.base.s_fence->finished);
-
- kref_get(&exec->refcount); /* put by scheduler job completion */
- drm_sched_entity_push_job(&exec->render.base,
- &v3d_priv->sched_entity[V3D_RENDER]);
mutex_unlock(&v3d->sched_lock);
- v3d_attach_object_fences(exec->bo, exec->bo_count,
- exec->render_done_fence);
-
- drm_gem_unlock_reservations(exec->bo, exec->bo_count, &acquire_ctx);
-
- /* Update the return sync object for the */
- sync_out = drm_syncobj_find(file_priv, args->out_sync);
- if (sync_out) {
- drm_syncobj_replace_fence(sync_out, exec->render_done_fence);
- drm_syncobj_put(sync_out);
- }
+ v3d_attach_fences_and_unlock_reservation(file_priv,
+ &render->base, &acquire_ctx,
+ args->out_sync);
- v3d_exec_put(exec);
+ if (bin)
+ v3d_job_put(&bin->base);
+ v3d_job_put(&render->base);
return 0;
fail_unreserve:
mutex_unlock(&v3d->sched_lock);
- drm_gem_unlock_reservations(exec->bo, exec->bo_count, &acquire_ctx);
+ drm_gem_unlock_reservations(render->base.bo,
+ render->base.bo_count, &acquire_ctx);
fail:
- v3d_exec_put(exec);
+ if (bin)
+ v3d_job_put(&bin->base);
+ v3d_job_put(&render->base);
return ret;
}
struct drm_v3d_submit_tfu *args = data;
struct v3d_tfu_job *job;
struct ww_acquire_ctx acquire_ctx;
- struct drm_syncobj *sync_out;
- struct dma_fence *sched_done_fence;
int ret = 0;
- int bo_count;
trace_v3d_submit_tfu_ioctl(&v3d->drm, args->iia);
if (!job)
return -ENOMEM;
- ret = pm_runtime_get_sync(v3d->dev);
- if (ret < 0) {
+ ret = v3d_job_init(v3d, file_priv, &job->base,
+ v3d_job_free, args->in_sync);
+ if (ret) {
kfree(job);
return ret;
}
- kref_init(&job->refcount);
-
- ret = drm_syncobj_find_fence(file_priv, args->in_sync,
- 0, 0, &job->in_fence);
- if (ret == -EINVAL)
- goto fail;
+ job->base.bo = kcalloc(ARRAY_SIZE(args->bo_handles),
+ sizeof(*job->base.bo), GFP_KERNEL);
+ if (!job->base.bo) {
+ v3d_job_put(&job->base);
+ return -ENOMEM;
+ }
job->args = *args;
- job->v3d = v3d;
spin_lock(&file_priv->table_lock);
- for (bo_count = 0; bo_count < ARRAY_SIZE(job->bo); bo_count++) {
+ for (job->base.bo_count = 0;
+ job->base.bo_count < ARRAY_SIZE(args->bo_handles);
+ job->base.bo_count++) {
struct drm_gem_object *bo;
- if (!args->bo_handles[bo_count])
+ if (!args->bo_handles[job->base.bo_count])
break;
bo = idr_find(&file_priv->object_idr,
- args->bo_handles[bo_count]);
+ args->bo_handles[job->base.bo_count]);
if (!bo) {
DRM_DEBUG("Failed to look up GEM BO %d: %d\n",
- bo_count, args->bo_handles[bo_count]);
+ job->base.bo_count,
+ args->bo_handles[job->base.bo_count]);
ret = -ENOENT;
spin_unlock(&file_priv->table_lock);
goto fail;
}
drm_gem_object_get(bo);
- job->bo[bo_count] = bo;
+ job->base.bo[job->base.bo_count] = bo;
}
spin_unlock(&file_priv->table_lock);
- ret = v3d_lock_bo_reservations(job->bo, bo_count, &acquire_ctx);
+ ret = v3d_lock_bo_reservations(job->base.bo, job->base.bo_count,
+ &acquire_ctx);
if (ret)
goto fail;
mutex_lock(&v3d->sched_lock);
- ret = drm_sched_job_init(&job->base,
- &v3d_priv->sched_entity[V3D_TFU],
- v3d_priv);
+ ret = v3d_push_job(v3d_priv, &job->base, V3D_TFU);
if (ret)
goto fail_unreserve;
-
- sched_done_fence = dma_fence_get(&job->base.s_fence->finished);
-
- kref_get(&job->refcount); /* put by scheduler job completion */
- drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[V3D_TFU]);
mutex_unlock(&v3d->sched_lock);
- v3d_attach_object_fences(job->bo, bo_count, sched_done_fence);
-
- drm_gem_unlock_reservations(job->bo, bo_count, &acquire_ctx);
-
- /* Update the return sync object */
- sync_out = drm_syncobj_find(file_priv, args->out_sync);
- if (sync_out) {
- drm_syncobj_replace_fence(sync_out, sched_done_fence);
- drm_syncobj_put(sync_out);
- }
- dma_fence_put(sched_done_fence);
+ v3d_attach_fences_and_unlock_reservation(file_priv,
+ &job->base, &acquire_ctx,
+ args->out_sync);
- v3d_tfu_job_put(job);
+ v3d_job_put(&job->base);
return 0;
fail_unreserve:
mutex_unlock(&v3d->sched_lock);
- drm_gem_unlock_reservations(job->bo, bo_count, &acquire_ctx);
+ drm_gem_unlock_reservations(job->base.bo, job->base.bo_count,
+ &acquire_ctx);
fail:
- v3d_tfu_job_put(job);
+ v3d_job_put(&job->base);
return ret;
}
v3d_sched_fini(v3d);
- /* Waiting for exec to finish would need to be done before
+ /* Waiting for jobs to finish would need to be done before
* unregistering V3D.
*/
WARN_ON(v3d->bin_job);
}
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);
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);
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);
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);
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;
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;
}
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;
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);
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;
}
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
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");
}
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");