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1// SPDX-License-Identifier: GPL-2.0+2/* Copyright (C) 2018 Broadcom */3 4/**5 * DOC: Broadcom V3D scheduling6 *7 * The shared DRM GPU scheduler is used to coordinate submitting jobs8 * to the hardware.  Each DRM fd (roughly a client process) gets its9 * own scheduler entity, which will process jobs in order.  The GPU10 * scheduler will round-robin between clients to submit the next job.11 *12 * For simplicity, and in order to keep latency low for interactive13 * jobs when bulk background jobs are queued up, we submit a new job14 * to the HW only when it has completed the last one, instead of15 * filling up the CT[01]Q FIFOs with jobs.  Similarly, we use16 * drm_sched_job_add_dependency() to manage the dependency between bin and17 * render, instead of having the clients submit jobs using the HW's18 * semaphores to interlock between them.19 */20 21#include <linux/sched/clock.h>22#include <linux/kthread.h>23 24#include <drm/drm_syncobj.h>25 26#include "v3d_drv.h"27#include "v3d_regs.h"28#include "v3d_trace.h"29 30#define V3D_CSD_CFG012_WG_COUNT_SHIFT 1631 32static struct v3d_job *33to_v3d_job(struct drm_sched_job *sched_job)34{35	return container_of(sched_job, struct v3d_job, base);36}37 38static struct v3d_bin_job *39to_bin_job(struct drm_sched_job *sched_job)40{41	return container_of(sched_job, struct v3d_bin_job, base.base);42}43 44static struct v3d_render_job *45to_render_job(struct drm_sched_job *sched_job)46{47	return container_of(sched_job, struct v3d_render_job, base.base);48}49 50static struct v3d_tfu_job *51to_tfu_job(struct drm_sched_job *sched_job)52{53	return container_of(sched_job, struct v3d_tfu_job, base.base);54}55 56static struct v3d_csd_job *57to_csd_job(struct drm_sched_job *sched_job)58{59	return container_of(sched_job, struct v3d_csd_job, base.base);60}61 62static struct v3d_cpu_job *63to_cpu_job(struct drm_sched_job *sched_job)64{65	return container_of(sched_job, struct v3d_cpu_job, base.base);66}67 68static void69v3d_sched_job_free(struct drm_sched_job *sched_job)70{71	struct v3d_job *job = to_v3d_job(sched_job);72 73	v3d_job_cleanup(job);74}75 76void77v3d_timestamp_query_info_free(struct v3d_timestamp_query_info *query_info,78			      unsigned int count)79{80	if (query_info->queries) {81		unsigned int i;82 83		for (i = 0; i < count; i++)84			drm_syncobj_put(query_info->queries[i].syncobj);85 86		kvfree(query_info->queries);87	}88}89 90void91v3d_performance_query_info_free(struct v3d_performance_query_info *query_info,92				unsigned int count)93{94	if (query_info->queries) {95		unsigned int i;96 97		for (i = 0; i < count; i++) {98			drm_syncobj_put(query_info->queries[i].syncobj);99			kvfree(query_info->queries[i].kperfmon_ids);100		}101 102		kvfree(query_info->queries);103	}104}105 106static void107v3d_cpu_job_free(struct drm_sched_job *sched_job)108{109	struct v3d_cpu_job *job = to_cpu_job(sched_job);110 111	v3d_timestamp_query_info_free(&job->timestamp_query,112				      job->timestamp_query.count);113 114	v3d_performance_query_info_free(&job->performance_query,115					job->performance_query.count);116 117	v3d_job_cleanup(&job->base);118}119 120static void121v3d_switch_perfmon(struct v3d_dev *v3d, struct v3d_job *job)122{123	if (job->perfmon != v3d->active_perfmon)124		v3d_perfmon_stop(v3d, v3d->active_perfmon, true);125 126	if (job->perfmon && v3d->active_perfmon != job->perfmon)127		v3d_perfmon_start(v3d, job->perfmon);128}129 130static void131v3d_job_start_stats(struct v3d_job *job, enum v3d_queue queue)132{133	struct v3d_dev *v3d = job->v3d;134	struct v3d_file_priv *file = job->file->driver_priv;135	struct v3d_stats *global_stats = &v3d->queue[queue].stats;136	struct v3d_stats *local_stats = &file->stats[queue];137	u64 now = local_clock();138 139	preempt_disable();140 141	write_seqcount_begin(&local_stats->lock);142	local_stats->start_ns = now;143	write_seqcount_end(&local_stats->lock);144 145	write_seqcount_begin(&global_stats->lock);146	global_stats->start_ns = now;147	write_seqcount_end(&global_stats->lock);148 149	preempt_enable();150}151 152static void153v3d_stats_update(struct v3d_stats *stats, u64 now)154{155	write_seqcount_begin(&stats->lock);156	stats->enabled_ns += now - stats->start_ns;157	stats->jobs_completed++;158	stats->start_ns = 0;159	write_seqcount_end(&stats->lock);160}161 162void163v3d_job_update_stats(struct v3d_job *job, enum v3d_queue queue)164{165	struct v3d_dev *v3d = job->v3d;166	struct v3d_file_priv *file = job->file->driver_priv;167	struct v3d_stats *global_stats = &v3d->queue[queue].stats;168	struct v3d_stats *local_stats = &file->stats[queue];169	u64 now = local_clock();170 171	preempt_disable();172	v3d_stats_update(local_stats, now);173	v3d_stats_update(global_stats, now);174	preempt_enable();175}176 177static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)178{179	struct v3d_bin_job *job = to_bin_job(sched_job);180	struct v3d_dev *v3d = job->base.v3d;181	struct drm_device *dev = &v3d->drm;182	struct dma_fence *fence;183	unsigned long irqflags;184 185	if (unlikely(job->base.base.s_fence->finished.error))186		return NULL;187 188	/* Lock required around bin_job update vs189	 * v3d_overflow_mem_work().190	 */191	spin_lock_irqsave(&v3d->job_lock, irqflags);192	v3d->bin_job = job;193	/* Clear out the overflow allocation, so we don't194	 * reuse the overflow attached to a previous job.195	 */196	V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);197	spin_unlock_irqrestore(&v3d->job_lock, irqflags);198 199	v3d_invalidate_caches(v3d);200 201	fence = v3d_fence_create(v3d, V3D_BIN);202	if (IS_ERR(fence))203		return NULL;204 205	if (job->base.irq_fence)206		dma_fence_put(job->base.irq_fence);207	job->base.irq_fence = dma_fence_get(fence);208 209	trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,210			    job->start, job->end);211 212	v3d_job_start_stats(&job->base, V3D_BIN);213	v3d_switch_perfmon(v3d, &job->base);214 215	/* Set the current and end address of the control list.216	 * Writing the end register is what starts the job.217	 */218	if (job->qma) {219		V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);220		V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);221	}222	if (job->qts) {223		V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,224			       V3D_CLE_CT0QTS_ENABLE |225			       job->qts);226	}227	V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);228	V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);229 230	return fence;231}232 233static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)234{235	struct v3d_render_job *job = to_render_job(sched_job);236	struct v3d_dev *v3d = job->base.v3d;237	struct drm_device *dev = &v3d->drm;238	struct dma_fence *fence;239 240	if (unlikely(job->base.base.s_fence->finished.error))241		return NULL;242 243	v3d->render_job = job;244 245	/* Can we avoid this flush?  We need to be careful of246	 * scheduling, though -- imagine job0 rendering to texture and247	 * job1 reading, and them being executed as bin0, bin1,248	 * render0, render1, so that render1's flush at bin time249	 * wasn't enough.250	 */251	v3d_invalidate_caches(v3d);252 253	fence = v3d_fence_create(v3d, V3D_RENDER);254	if (IS_ERR(fence))255		return NULL;256 257	if (job->base.irq_fence)258		dma_fence_put(job->base.irq_fence);259	job->base.irq_fence = dma_fence_get(fence);260 261	trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,262			    job->start, job->end);263 264	v3d_job_start_stats(&job->base, V3D_RENDER);265	v3d_switch_perfmon(v3d, &job->base);266 267	/* XXX: Set the QCFG */268 269	/* Set the current and end address of the control list.270	 * Writing the end register is what starts the job.271	 */272	V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);273	V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);274 275	return fence;276}277 278static struct dma_fence *279v3d_tfu_job_run(struct drm_sched_job *sched_job)280{281	struct v3d_tfu_job *job = to_tfu_job(sched_job);282	struct v3d_dev *v3d = job->base.v3d;283	struct drm_device *dev = &v3d->drm;284	struct dma_fence *fence;285 286	fence = v3d_fence_create(v3d, V3D_TFU);287	if (IS_ERR(fence))288		return NULL;289 290	v3d->tfu_job = job;291	if (job->base.irq_fence)292		dma_fence_put(job->base.irq_fence);293	job->base.irq_fence = dma_fence_get(fence);294 295	trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);296 297	v3d_job_start_stats(&job->base, V3D_TFU);298 299	V3D_WRITE(V3D_TFU_IIA(v3d->ver), job->args.iia);300	V3D_WRITE(V3D_TFU_IIS(v3d->ver), job->args.iis);301	V3D_WRITE(V3D_TFU_ICA(v3d->ver), job->args.ica);302	V3D_WRITE(V3D_TFU_IUA(v3d->ver), job->args.iua);303	V3D_WRITE(V3D_TFU_IOA(v3d->ver), job->args.ioa);304	if (v3d->ver >= 71)305		V3D_WRITE(V3D_V7_TFU_IOC, job->args.v71.ioc);306	V3D_WRITE(V3D_TFU_IOS(v3d->ver), job->args.ios);307	V3D_WRITE(V3D_TFU_COEF0(v3d->ver), job->args.coef[0]);308	if (v3d->ver >= 71 || (job->args.coef[0] & V3D_TFU_COEF0_USECOEF)) {309		V3D_WRITE(V3D_TFU_COEF1(v3d->ver), job->args.coef[1]);310		V3D_WRITE(V3D_TFU_COEF2(v3d->ver), job->args.coef[2]);311		V3D_WRITE(V3D_TFU_COEF3(v3d->ver), job->args.coef[3]);312	}313	/* ICFG kicks off the job. */314	V3D_WRITE(V3D_TFU_ICFG(v3d->ver), job->args.icfg | V3D_TFU_ICFG_IOC);315 316	return fence;317}318 319static struct dma_fence *320v3d_csd_job_run(struct drm_sched_job *sched_job)321{322	struct v3d_csd_job *job = to_csd_job(sched_job);323	struct v3d_dev *v3d = job->base.v3d;324	struct drm_device *dev = &v3d->drm;325	struct dma_fence *fence;326	int i, csd_cfg0_reg;327 328	v3d->csd_job = job;329 330	v3d_invalidate_caches(v3d);331 332	fence = v3d_fence_create(v3d, V3D_CSD);333	if (IS_ERR(fence))334		return NULL;335 336	if (job->base.irq_fence)337		dma_fence_put(job->base.irq_fence);338	job->base.irq_fence = dma_fence_get(fence);339 340	trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);341 342	v3d_job_start_stats(&job->base, V3D_CSD);343	v3d_switch_perfmon(v3d, &job->base);344 345	csd_cfg0_reg = V3D_CSD_QUEUED_CFG0(v3d->ver);346	for (i = 1; i <= 6; i++)347		V3D_CORE_WRITE(0, csd_cfg0_reg + 4 * i, job->args.cfg[i]);348 349	/* Although V3D 7.1 has an eighth configuration register, we are not350	 * using it. Therefore, make sure it remains unused.351	 *352	 * XXX: Set the CFG7 register353	 */354	if (v3d->ver >= 71)355		V3D_CORE_WRITE(0, V3D_V7_CSD_QUEUED_CFG7, 0);356 357	/* CFG0 write kicks off the job. */358	V3D_CORE_WRITE(0, csd_cfg0_reg, job->args.cfg[0]);359 360	return fence;361}362 363static void364v3d_rewrite_csd_job_wg_counts_from_indirect(struct v3d_cpu_job *job)365{366	struct v3d_indirect_csd_info *indirect_csd = &job->indirect_csd;367	struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);368	struct v3d_bo *indirect = to_v3d_bo(indirect_csd->indirect);369	struct drm_v3d_submit_csd *args = &indirect_csd->job->args;370	u32 *wg_counts;371 372	v3d_get_bo_vaddr(bo);373	v3d_get_bo_vaddr(indirect);374 375	wg_counts = (uint32_t *)(bo->vaddr + indirect_csd->offset);376 377	if (wg_counts[0] == 0 || wg_counts[1] == 0 || wg_counts[2] == 0)378		return;379 380	args->cfg[0] = wg_counts[0] << V3D_CSD_CFG012_WG_COUNT_SHIFT;381	args->cfg[1] = wg_counts[1] << V3D_CSD_CFG012_WG_COUNT_SHIFT;382	args->cfg[2] = wg_counts[2] << V3D_CSD_CFG012_WG_COUNT_SHIFT;383	args->cfg[4] = DIV_ROUND_UP(indirect_csd->wg_size, 16) *384		       (wg_counts[0] * wg_counts[1] * wg_counts[2]) - 1;385 386	for (int i = 0; i < 3; i++) {387		/* 0xffffffff indicates that the uniform rewrite is not needed */388		if (indirect_csd->wg_uniform_offsets[i] != 0xffffffff) {389			u32 uniform_idx = indirect_csd->wg_uniform_offsets[i];390			((uint32_t *)indirect->vaddr)[uniform_idx] = wg_counts[i];391		}392	}393 394	v3d_put_bo_vaddr(indirect);395	v3d_put_bo_vaddr(bo);396}397 398static void399v3d_timestamp_query(struct v3d_cpu_job *job)400{401	struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;402	struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);403	u8 *value_addr;404 405	v3d_get_bo_vaddr(bo);406 407	for (int i = 0; i < timestamp_query->count; i++) {408		value_addr = ((u8 *)bo->vaddr) + timestamp_query->queries[i].offset;409		*((u64 *)value_addr) = i == 0 ? ktime_get_ns() : 0ull;410 411		drm_syncobj_replace_fence(timestamp_query->queries[i].syncobj,412					  job->base.done_fence);413	}414 415	v3d_put_bo_vaddr(bo);416}417 418static void419v3d_reset_timestamp_queries(struct v3d_cpu_job *job)420{421	struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;422	struct v3d_timestamp_query *queries = timestamp_query->queries;423	struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);424	u8 *value_addr;425 426	v3d_get_bo_vaddr(bo);427 428	for (int i = 0; i < timestamp_query->count; i++) {429		value_addr = ((u8 *)bo->vaddr) + queries[i].offset;430		*((u64 *)value_addr) = 0;431 432		drm_syncobj_replace_fence(queries[i].syncobj, NULL);433	}434 435	v3d_put_bo_vaddr(bo);436}437 438static void write_to_buffer_32(u32 *dst, unsigned int idx, u32 value)439{440	dst[idx] = value;441}442 443static void write_to_buffer_64(u64 *dst, unsigned int idx, u64 value)444{445	dst[idx] = value;446}447 448static void449write_to_buffer(void *dst, unsigned int idx, bool do_64bit, u64 value)450{451	if (do_64bit)452		write_to_buffer_64(dst, idx, value);453	else454		write_to_buffer_32(dst, idx, value);455}456 457static void458v3d_copy_query_results(struct v3d_cpu_job *job)459{460	struct v3d_timestamp_query_info *timestamp_query = &job->timestamp_query;461	struct v3d_timestamp_query *queries = timestamp_query->queries;462	struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);463	struct v3d_bo *timestamp = to_v3d_bo(job->base.bo[1]);464	struct v3d_copy_query_results_info *copy = &job->copy;465	struct dma_fence *fence;466	u8 *query_addr;467	bool available, write_result;468	u8 *data;469	int i;470 471	v3d_get_bo_vaddr(bo);472	v3d_get_bo_vaddr(timestamp);473 474	data = ((u8 *)bo->vaddr) + copy->offset;475 476	for (i = 0; i < timestamp_query->count; i++) {477		fence = drm_syncobj_fence_get(queries[i].syncobj);478		available = fence ? dma_fence_is_signaled(fence) : false;479 480		write_result = available || copy->do_partial;481		if (write_result) {482			query_addr = ((u8 *)timestamp->vaddr) + queries[i].offset;483			write_to_buffer(data, 0, copy->do_64bit, *((u64 *)query_addr));484		}485 486		if (copy->availability_bit)487			write_to_buffer(data, 1, copy->do_64bit, available ? 1u : 0u);488 489		data += copy->stride;490 491		dma_fence_put(fence);492	}493 494	v3d_put_bo_vaddr(timestamp);495	v3d_put_bo_vaddr(bo);496}497 498static void499v3d_reset_performance_queries(struct v3d_cpu_job *job)500{501	struct v3d_performance_query_info *performance_query = &job->performance_query;502	struct v3d_file_priv *v3d_priv = job->base.file->driver_priv;503	struct v3d_dev *v3d = job->base.v3d;504	struct v3d_perfmon *perfmon;505 506	for (int i = 0; i < performance_query->count; i++) {507		for (int j = 0; j < performance_query->nperfmons; j++) {508			perfmon = v3d_perfmon_find(v3d_priv,509						   performance_query->queries[i].kperfmon_ids[j]);510			if (!perfmon) {511				DRM_DEBUG("Failed to find perfmon.");512				continue;513			}514 515			v3d_perfmon_stop(v3d, perfmon, false);516 517			memset(perfmon->values, 0, perfmon->ncounters * sizeof(u64));518 519			v3d_perfmon_put(perfmon);520		}521 522		drm_syncobj_replace_fence(performance_query->queries[i].syncobj, NULL);523	}524}525 526static void527v3d_write_performance_query_result(struct v3d_cpu_job *job, void *data,528				   unsigned int query)529{530	struct v3d_performance_query_info *performance_query =531						&job->performance_query;532	struct v3d_file_priv *v3d_priv = job->base.file->driver_priv;533	struct v3d_performance_query *perf_query =534			&performance_query->queries[query];535	struct v3d_dev *v3d = job->base.v3d;536	unsigned int i, j, offset;537 538	for (i = 0, offset = 0;539	     i < performance_query->nperfmons;540	     i++, offset += DRM_V3D_MAX_PERF_COUNTERS) {541		struct v3d_perfmon *perfmon;542 543		perfmon = v3d_perfmon_find(v3d_priv,544					   perf_query->kperfmon_ids[i]);545		if (!perfmon) {546			DRM_DEBUG("Failed to find perfmon.");547			continue;548		}549 550		v3d_perfmon_stop(v3d, perfmon, true);551 552		if (job->copy.do_64bit) {553			for (j = 0; j < perfmon->ncounters; j++)554				write_to_buffer_64(data, offset + j,555						   perfmon->values[j]);556		} else {557			for (j = 0; j < perfmon->ncounters; j++)558				write_to_buffer_32(data, offset + j,559						   perfmon->values[j]);560		}561 562		v3d_perfmon_put(perfmon);563	}564}565 566static void567v3d_copy_performance_query(struct v3d_cpu_job *job)568{569	struct v3d_performance_query_info *performance_query = &job->performance_query;570	struct v3d_copy_query_results_info *copy = &job->copy;571	struct v3d_bo *bo = to_v3d_bo(job->base.bo[0]);572	struct dma_fence *fence;573	bool available, write_result;574	u8 *data;575 576	v3d_get_bo_vaddr(bo);577 578	data = ((u8 *)bo->vaddr) + copy->offset;579 580	for (int i = 0; i < performance_query->count; i++) {581		fence = drm_syncobj_fence_get(performance_query->queries[i].syncobj);582		available = fence ? dma_fence_is_signaled(fence) : false;583 584		write_result = available || copy->do_partial;585		if (write_result)586			v3d_write_performance_query_result(job, data, i);587 588		if (copy->availability_bit)589			write_to_buffer(data, performance_query->ncounters,590					copy->do_64bit, available ? 1u : 0u);591 592		data += copy->stride;593 594		dma_fence_put(fence);595	}596 597	v3d_put_bo_vaddr(bo);598}599 600static const v3d_cpu_job_fn cpu_job_function[] = {601	[V3D_CPU_JOB_TYPE_INDIRECT_CSD] = v3d_rewrite_csd_job_wg_counts_from_indirect,602	[V3D_CPU_JOB_TYPE_TIMESTAMP_QUERY] = v3d_timestamp_query,603	[V3D_CPU_JOB_TYPE_RESET_TIMESTAMP_QUERY] = v3d_reset_timestamp_queries,604	[V3D_CPU_JOB_TYPE_COPY_TIMESTAMP_QUERY] = v3d_copy_query_results,605	[V3D_CPU_JOB_TYPE_RESET_PERFORMANCE_QUERY] = v3d_reset_performance_queries,606	[V3D_CPU_JOB_TYPE_COPY_PERFORMANCE_QUERY] = v3d_copy_performance_query,607};608 609static struct dma_fence *610v3d_cpu_job_run(struct drm_sched_job *sched_job)611{612	struct v3d_cpu_job *job = to_cpu_job(sched_job);613	struct v3d_dev *v3d = job->base.v3d;614 615	v3d->cpu_job = job;616 617	if (job->job_type >= ARRAY_SIZE(cpu_job_function)) {618		DRM_DEBUG_DRIVER("Unknown CPU job: %d\n", job->job_type);619		return NULL;620	}621 622	v3d_job_start_stats(&job->base, V3D_CPU);623	trace_v3d_cpu_job_begin(&v3d->drm, job->job_type);624 625	cpu_job_function[job->job_type](job);626 627	trace_v3d_cpu_job_end(&v3d->drm, job->job_type);628	v3d_job_update_stats(&job->base, V3D_CPU);629 630	return NULL;631}632 633static struct dma_fence *634v3d_cache_clean_job_run(struct drm_sched_job *sched_job)635{636	struct v3d_job *job = to_v3d_job(sched_job);637	struct v3d_dev *v3d = job->v3d;638 639	v3d_job_start_stats(job, V3D_CACHE_CLEAN);640 641	v3d_clean_caches(v3d);642 643	v3d_job_update_stats(job, V3D_CACHE_CLEAN);644 645	return NULL;646}647 648static enum drm_gpu_sched_stat649v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)650{651	enum v3d_queue q;652 653	mutex_lock(&v3d->reset_lock);654 655	/* block scheduler */656	for (q = 0; q < V3D_MAX_QUEUES; q++)657		drm_sched_stop(&v3d->queue[q].sched, sched_job);658 659	if (sched_job)660		drm_sched_increase_karma(sched_job);661 662	/* get the GPU back into the init state */663	v3d_reset(v3d);664 665	for (q = 0; q < V3D_MAX_QUEUES; q++)666		drm_sched_resubmit_jobs(&v3d->queue[q].sched);667 668	/* Unblock schedulers and restart their jobs. */669	for (q = 0; q < V3D_MAX_QUEUES; q++) {670		drm_sched_start(&v3d->queue[q].sched);671	}672 673	mutex_unlock(&v3d->reset_lock);674 675	return DRM_GPU_SCHED_STAT_NOMINAL;676}677 678/* If the current address or return address have changed, then the GPU679 * has probably made progress and we should delay the reset.  This680 * could fail if the GPU got in an infinite loop in the CL, but that681 * is pretty unlikely outside of an i-g-t testcase.682 */683static enum drm_gpu_sched_stat684v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,685		    u32 *timedout_ctca, u32 *timedout_ctra)686{687	struct v3d_job *job = to_v3d_job(sched_job);688	struct v3d_dev *v3d = job->v3d;689	u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));690	u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));691 692	if (*timedout_ctca != ctca || *timedout_ctra != ctra) {693		*timedout_ctca = ctca;694		*timedout_ctra = ctra;695		return DRM_GPU_SCHED_STAT_NOMINAL;696	}697 698	return v3d_gpu_reset_for_timeout(v3d, sched_job);699}700 701static enum drm_gpu_sched_stat702v3d_bin_job_timedout(struct drm_sched_job *sched_job)703{704	struct v3d_bin_job *job = to_bin_job(sched_job);705 706	return v3d_cl_job_timedout(sched_job, V3D_BIN,707				   &job->timedout_ctca, &job->timedout_ctra);708}709 710static enum drm_gpu_sched_stat711v3d_render_job_timedout(struct drm_sched_job *sched_job)712{713	struct v3d_render_job *job = to_render_job(sched_job);714 715	return v3d_cl_job_timedout(sched_job, V3D_RENDER,716				   &job->timedout_ctca, &job->timedout_ctra);717}718 719static enum drm_gpu_sched_stat720v3d_generic_job_timedout(struct drm_sched_job *sched_job)721{722	struct v3d_job *job = to_v3d_job(sched_job);723 724	return v3d_gpu_reset_for_timeout(job->v3d, sched_job);725}726 727static enum drm_gpu_sched_stat728v3d_csd_job_timedout(struct drm_sched_job *sched_job)729{730	struct v3d_csd_job *job = to_csd_job(sched_job);731	struct v3d_dev *v3d = job->base.v3d;732	u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4(v3d->ver));733 734	/* If we've made progress, skip reset and let the timer get735	 * rearmed.736	 */737	if (job->timedout_batches != batches) {738		job->timedout_batches = batches;739		return DRM_GPU_SCHED_STAT_NOMINAL;740	}741 742	return v3d_gpu_reset_for_timeout(v3d, sched_job);743}744 745static const struct drm_sched_backend_ops v3d_bin_sched_ops = {746	.run_job = v3d_bin_job_run,747	.timedout_job = v3d_bin_job_timedout,748	.free_job = v3d_sched_job_free,749};750 751static const struct drm_sched_backend_ops v3d_render_sched_ops = {752	.run_job = v3d_render_job_run,753	.timedout_job = v3d_render_job_timedout,754	.free_job = v3d_sched_job_free,755};756 757static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {758	.run_job = v3d_tfu_job_run,759	.timedout_job = v3d_generic_job_timedout,760	.free_job = v3d_sched_job_free,761};762 763static const struct drm_sched_backend_ops v3d_csd_sched_ops = {764	.run_job = v3d_csd_job_run,765	.timedout_job = v3d_csd_job_timedout,766	.free_job = v3d_sched_job_free767};768 769static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {770	.run_job = v3d_cache_clean_job_run,771	.timedout_job = v3d_generic_job_timedout,772	.free_job = v3d_sched_job_free773};774 775static const struct drm_sched_backend_ops v3d_cpu_sched_ops = {776	.run_job = v3d_cpu_job_run,777	.timedout_job = v3d_generic_job_timedout,778	.free_job = v3d_cpu_job_free779};780 781int782v3d_sched_init(struct v3d_dev *v3d)783{784	int hw_jobs_limit = 1;785	int job_hang_limit = 0;786	int hang_limit_ms = 500;787	int ret;788 789	ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,790			     &v3d_bin_sched_ops, NULL,791			     DRM_SCHED_PRIORITY_COUNT,792			     hw_jobs_limit, job_hang_limit,793			     msecs_to_jiffies(hang_limit_ms), NULL,794			     NULL, "v3d_bin", v3d->drm.dev);795	if (ret)796		return ret;797 798	ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,799			     &v3d_render_sched_ops, NULL,800			     DRM_SCHED_PRIORITY_COUNT,801			     hw_jobs_limit, job_hang_limit,802			     msecs_to_jiffies(hang_limit_ms), NULL,803			     NULL, "v3d_render", v3d->drm.dev);804	if (ret)805		goto fail;806 807	ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,808			     &v3d_tfu_sched_ops, NULL,809			     DRM_SCHED_PRIORITY_COUNT,810			     hw_jobs_limit, job_hang_limit,811			     msecs_to_jiffies(hang_limit_ms), NULL,812			     NULL, "v3d_tfu", v3d->drm.dev);813	if (ret)814		goto fail;815 816	if (v3d_has_csd(v3d)) {817		ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,818				     &v3d_csd_sched_ops, NULL,819				     DRM_SCHED_PRIORITY_COUNT,820				     hw_jobs_limit, job_hang_limit,821				     msecs_to_jiffies(hang_limit_ms), NULL,822				     NULL, "v3d_csd", v3d->drm.dev);823		if (ret)824			goto fail;825 826		ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,827				     &v3d_cache_clean_sched_ops, NULL,828				     DRM_SCHED_PRIORITY_COUNT,829				     hw_jobs_limit, job_hang_limit,830				     msecs_to_jiffies(hang_limit_ms), NULL,831				     NULL, "v3d_cache_clean", v3d->drm.dev);832		if (ret)833			goto fail;834	}835 836	ret = drm_sched_init(&v3d->queue[V3D_CPU].sched,837			     &v3d_cpu_sched_ops, NULL,838			     DRM_SCHED_PRIORITY_COUNT,839			     1, job_hang_limit,840			     msecs_to_jiffies(hang_limit_ms), NULL,841			     NULL, "v3d_cpu", v3d->drm.dev);842	if (ret)843		goto fail;844 845	return 0;846 847fail:848	v3d_sched_fini(v3d);849	return ret;850}851 852void853v3d_sched_fini(struct v3d_dev *v3d)854{855	enum v3d_queue q;856 857	for (q = 0; q < V3D_MAX_QUEUES; q++) {858		if (v3d->queue[q].sched.ready)859			drm_sched_fini(&v3d->queue[q].sched);860	}861}862