blob: 270134779073048e74ac49432a12f650b09cfa66 [file] [log] [blame]
// SPDX-License-Identifier: GPL-2.0+
/* Copyright (C) 2015-2018 Broadcom */
#include <linux/delay.h>
#include <linux/mutex.h>
#include <linux/spinlock_types.h>
#include <linux/workqueue.h>
#include <drm/drm_encoder.h>
#include <drm/drm_gem.h>
#include <drm/drm_gem_shmem_helper.h>
#include <drm/gpu_scheduler.h>
#include "uapi/drm/v3d_drm.h"
struct clk;
struct platform_device;
struct reset_control;
#define GMP_GRANULARITY (128 * 1024)
/* Enum for each of the V3D queues. */
enum v3d_queue {
struct v3d_queue_state {
struct drm_gpu_scheduler sched;
u64 fence_context;
u64 emit_seqno;
/* Performance monitor object. The perform lifetime is controlled by userspace
* using perfmon related ioctls. A perfmon can be attached to a submit_cl
* request, and when this is the case, HW perf counters will be activated just
* before the submit_cl is submitted to the GPU and disabled when the job is
* done. This way, only events related to a specific job will be counted.
struct v3d_perfmon {
/* Tracks the number of users of the perfmon, when this counter reaches
* zero the perfmon is destroyed.
refcount_t refcnt;
/* Protects perfmon stop, as it can be invoked from multiple places. */
struct mutex lock;
/* Number of counters activated in this perfmon instance
* (should be less than DRM_V3D_MAX_PERF_COUNTERS).
u8 ncounters;
/* Events counted by the HW perf counters. */
/* Storage for counter values. Counters are incremented by the
* HW perf counter values every time the perfmon is attached
* to a GPU job. This way, perfmon users don't have to
* retrieve the results after each job if they want to track
* events covering several submissions. Note that counter
* values can't be reset, but you can fake a reset by
* destroying the perfmon and creating a new one.
u64 values[];
struct v3d_dev {
struct drm_device drm;
/* Short representation (e.g. 33, 41) of the V3D tech version
* and revision.
int ver;
bool single_irq_line;
void __iomem *hub_regs;
void __iomem *core_regs[3];
void __iomem *bridge_regs;
void __iomem *gca_regs;
struct clk *clk;
struct reset_control *reset;
/* Virtual and DMA addresses of the single shared page table. */
volatile u32 *pt;
dma_addr_t pt_paddr;
/* Virtual and DMA addresses of the MMU's scratch page. When
* a read or write is invalid in the MMU, it will be
* redirected here.
void *mmu_scratch;
dma_addr_t mmu_scratch_paddr;
/* virtual address bits from V3D to the MMU. */
int va_width;
/* Number of V3D cores. */
u32 cores;
/* Allocator managing the address space. All units are in
* number of pages.
struct drm_mm mm;
spinlock_t mm_lock;
struct work_struct overflow_mem_work;
struct v3d_bin_job *bin_job;
struct v3d_render_job *render_job;
struct v3d_tfu_job *tfu_job;
struct v3d_csd_job *csd_job;
struct v3d_queue_state queue[V3D_MAX_QUEUES];
/* Spinlock used to synchronize the overflow memory
* management against bin job submission.
spinlock_t job_lock;
/* Used to track the active perfmon if any. */
struct v3d_perfmon *active_perfmon;
/* Protects bo_stats */
struct mutex bo_lock;
/* Lock taken when resetting the GPU, to keep multiple
* processes from trying to park the scheduler threads and
* reset at once.
struct mutex reset_lock;
/* Lock taken when creating and pushing the GPU scheduler
* jobs, to keep the sched-fence seqnos in order.
struct mutex sched_lock;
/* Lock taken during a cache clean and when initiating an L2
* flush, to keep L2 flushes from interfering with the
* synchronous L2 cleans.
struct mutex cache_clean_lock;
struct {
u32 num_allocated;
u32 pages_allocated;
} bo_stats;
static inline struct v3d_dev *
to_v3d_dev(struct drm_device *dev)
return container_of(dev, struct v3d_dev, drm);
static inline bool
v3d_has_csd(struct v3d_dev *v3d)
return v3d->ver >= 41;
#define v3d_to_pdev(v3d) to_platform_device((v3d)->
/* The per-fd struct, which tracks the MMU mappings. */
struct v3d_file_priv {
struct v3d_dev *v3d;
struct {
struct idr idr;
struct mutex lock;
} perfmon;
struct drm_sched_entity sched_entity[V3D_MAX_QUEUES];
struct v3d_bo {
struct drm_gem_shmem_object base;
struct drm_mm_node node;
/* List entry for the BO's position in
* v3d_render_job->unref_list
struct list_head unref_head;
static inline struct v3d_bo *
to_v3d_bo(struct drm_gem_object *bo)
return (struct v3d_bo *)bo;
struct v3d_fence {
struct dma_fence base;
struct drm_device *dev;
/* v3d seqno for signaled() test */
u64 seqno;
enum v3d_queue queue;
static inline struct v3d_fence *
to_v3d_fence(struct dma_fence *fence)
return (struct v3d_fence *)fence;
#define V3D_READ(offset) readl(v3d->hub_regs + offset)
#define V3D_WRITE(offset, val) writel(val, v3d->hub_regs + offset)
#define V3D_BRIDGE_READ(offset) readl(v3d->bridge_regs + offset)
#define V3D_BRIDGE_WRITE(offset, val) writel(val, v3d->bridge_regs + offset)
#define V3D_GCA_READ(offset) readl(v3d->gca_regs + offset)
#define V3D_GCA_WRITE(offset, val) writel(val, v3d->gca_regs + offset)
#define V3D_CORE_READ(core, offset) readl(v3d->core_regs[core] + offset)
#define V3D_CORE_WRITE(core, offset, val) writel(val, v3d->core_regs[core] + offset)
struct v3d_job {
struct drm_sched_job base;
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;
/* Array of struct dma_fence * to block on before submitting this job.
struct xarray deps;
unsigned long last_dep;
/* 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;
/* Pointer to a performance monitor object if the user requested it,
* NULL otherwise.
struct v3d_perfmon *perfmon;
/* 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;
/* 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_render_job {
struct v3d_job base;
/* 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_job base;
struct drm_v3d_submit_tfu args;
struct v3d_csd_job {
struct v3d_job base;
u32 timedout_batches;
struct drm_v3d_submit_csd args;
* __wait_for - magic wait macro
* Macro to help avoid open coding check/wait/timeout patterns. Note that it's
* important that we check the condition again after having timed out, since the
* timeout could be due to preemption or similar and we've never had a chance to
* check the condition before the timeout.
#define __wait_for(OP, COND, US, Wmin, Wmax) ({ \
const ktime_t end__ = ktime_add_ns(ktime_get_raw(), 1000ll * (US)); \
long wait__ = (Wmin); /* recommended min for usleep is 10 us */ \
int ret__; \
might_sleep(); \
for (;;) { \
const bool expired__ = ktime_after(ktime_get_raw(), end__); \
OP; \
/* Guarantee COND check prior to timeout */ \
barrier(); \
if (COND) { \
ret__ = 0; \
break; \
} \
if (expired__) { \
ret__ = -ETIMEDOUT; \
break; \
} \
usleep_range(wait__, wait__ * 2); \
if (wait__ < (Wmax)) \
wait__ <<= 1; \
} \
ret__; \
#define _wait_for(COND, US, Wmin, Wmax) __wait_for(, (COND), (US), (Wmin), \
#define wait_for(COND, MS) _wait_for((COND), (MS) * 1000, 10, 1000)
static inline unsigned long nsecs_to_jiffies_timeout(const u64 n)
/* nsecs_to_jiffies64() does not guard against overflow */
if (NSEC_PER_SEC % HZ &&
return min_t(u64, MAX_JIFFY_OFFSET, nsecs_to_jiffies64(n) + 1);
/* v3d_bo.c */
struct drm_gem_object *v3d_create_object(struct drm_device *dev, size_t size);
void v3d_free_object(struct drm_gem_object *gem_obj);
struct v3d_bo *v3d_bo_create(struct drm_device *dev, struct drm_file *file_priv,
size_t size);
int v3d_create_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_mmap_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_get_bo_offset_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
struct drm_gem_object *v3d_prime_import_sg_table(struct drm_device *dev,
struct dma_buf_attachment *attach,
struct sg_table *sgt);
/* v3d_debugfs.c */
void v3d_debugfs_init(struct drm_minor *minor);
/* v3d_fence.c */
extern const struct dma_fence_ops v3d_fence_ops;
struct dma_fence *v3d_fence_create(struct v3d_dev *v3d, enum v3d_queue queue);
/* v3d_gem.c */
int v3d_gem_init(struct drm_device *dev);
void v3d_gem_destroy(struct drm_device *dev);
int v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
void v3d_job_put(struct v3d_job *job);
void v3d_reset(struct v3d_dev *v3d);
void v3d_invalidate_caches(struct v3d_dev *v3d);
void v3d_clean_caches(struct v3d_dev *v3d);
/* v3d_irq.c */
int v3d_irq_init(struct v3d_dev *v3d);
void v3d_irq_enable(struct v3d_dev *v3d);
void v3d_irq_disable(struct v3d_dev *v3d);
void v3d_irq_reset(struct v3d_dev *v3d);
/* v3d_mmu.c */
int v3d_mmu_get_offset(struct drm_file *file_priv, struct v3d_bo *bo,
u32 *offset);
int v3d_mmu_set_page_table(struct v3d_dev *v3d);
void v3d_mmu_insert_ptes(struct v3d_bo *bo);
void v3d_mmu_remove_ptes(struct v3d_bo *bo);
/* v3d_sched.c */
int v3d_sched_init(struct v3d_dev *v3d);
void v3d_sched_fini(struct v3d_dev *v3d);
/* v3d_perfmon.c */
void v3d_perfmon_get(struct v3d_perfmon *perfmon);
void v3d_perfmon_put(struct v3d_perfmon *perfmon);
void v3d_perfmon_start(struct v3d_dev *v3d, struct v3d_perfmon *perfmon);
void v3d_perfmon_stop(struct v3d_dev *v3d, struct v3d_perfmon *perfmon,
bool capture);
struct v3d_perfmon *v3d_perfmon_find(struct v3d_file_priv *v3d_priv, int id);
void v3d_perfmon_open_file(struct v3d_file_priv *v3d_priv);
void v3d_perfmon_close_file(struct v3d_file_priv *v3d_priv);
int v3d_perfmon_create_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_perfmon_destroy_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);
int v3d_perfmon_get_values_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv);