// SPDX-License-Identifier: GPL-2.0+ /* Copyright (C) 2015-2018 Broadcom */ #include #include #include #include #include #include #include "uapi/drm/v3d_drm.h" #define GMP_GRANULARITY (128 * 1024) /* Enum for each of the V3D queues. */ enum v3d_queue { V3D_BIN, V3D_RENDER, V3D_TFU, }; #define V3D_MAX_QUEUES (V3D_TFU + 1) struct v3d_queue_state { struct drm_gpu_scheduler sched; u64 fence_context; u64 emit_seqno; }; 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; struct device *dev; struct platform_device *pdev; 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; /* 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_exec_info *bin_job; struct v3d_exec_info *render_job; struct v3d_tfu_job *tfu_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; /* 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; struct { u32 num_allocated; u32 pages_allocated; } bo_stats; }; static inline struct v3d_dev * to_v3d_dev(struct drm_device *dev) { return (struct v3d_dev *)dev->dev_private; } /* The per-fd struct, which tracks the MMU mappings. */ struct v3d_file_priv { struct v3d_dev *v3d; 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_exec_info->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 v3d_exec_info *exec; /* 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 *done_fence; /* 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; struct v3d_job bin, render; /* Fence for when the scheduler considers the binner to be * done, for render to depend on. */ 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; /* This is the array of BOs that were looked up at the start of exec. */ struct v3d_bo **bo; u32 bo_count; /* 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 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 *done_fence; struct v3d_dev *v3d; struct kref refcount; /* This is the array of BOs that were looked up at the start of exec. */ struct v3d_bo *bo[4]; }; /** * _wait_for - magic (register) wait macro * * Does the right thing for modeset paths when run under kdgb or similar atomic * contexts. 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(COND, MS) ({ \ unsigned long timeout__ = jiffies + msecs_to_jiffies(MS) + 1; \ int ret__ = 0; \ while (!(COND)) { \ if (time_after(jiffies, timeout__)) { \ if (!(COND)) \ ret__ = -ETIMEDOUT; \ break; \ } \ msleep(1); \ } \ ret__; \ }) static inline unsigned long nsecs_to_jiffies_timeout(const u64 n) { /* nsecs_to_jiffies64() does not guard against overflow */ if (NSEC_PER_SEC % HZ && div_u64(n, NSEC_PER_SEC) >= MAX_JIFFY_OFFSET / HZ) return MAX_JIFFY_OFFSET; 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 */ int 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_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_reset(struct v3d_dev *v3d); void v3d_invalidate_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);