/* * Copyright (C) 2015 Broadcom * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License version 2 as * published by the Free Software Foundation. */ #include "drmP.h" #include "drm_gem_cma_helper.h" struct vc4_dev { struct drm_device *dev; struct vc4_hdmi *hdmi; struct vc4_hvs *hvs; struct vc4_crtc *crtc[3]; struct vc4_v3d *v3d; struct drm_fbdev_cma *fbdev; struct vc4_hang_state *hang_state; /* The kernel-space BO cache. Tracks buffers that have been * unreferenced by all other users (refcounts of 0!) but not * yet freed, so we can do cheap allocations. */ struct vc4_bo_cache { /* Array of list heads for entries in the BO cache, * based on number of pages, so we can do O(1) lookups * in the cache when allocating. */ struct list_head *size_list; uint32_t size_list_size; /* List of all BOs in the cache, ordered by age, so we * can do O(1) lookups when trying to free old * buffers. */ struct list_head time_list; struct work_struct time_work; struct timer_list time_timer; } bo_cache; struct vc4_bo_stats { u32 num_allocated; u32 size_allocated; u32 num_cached; u32 size_cached; } bo_stats; /* Protects bo_cache and the BO stats. */ struct mutex bo_lock; /* Sequence number for the last job queued in job_list. * Starts at 0 (no jobs emitted). */ uint64_t emit_seqno; /* Sequence number for the last completed job on the GPU. * Starts at 0 (no jobs completed). */ uint64_t finished_seqno; /* List of all struct vc4_exec_info for jobs to be executed. * The first job in the list is the one currently programmed * into ct0ca/ct1ca for execution. */ struct list_head job_list; /* List of the finished vc4_exec_infos waiting to be freed by * job_done_work. */ struct list_head job_done_list; /* Spinlock used to synchronize the job_list and seqno * accesses between the IRQ handler and GEM ioctls. */ spinlock_t job_lock; wait_queue_head_t job_wait_queue; struct work_struct job_done_work; /* List of struct vc4_seqno_cb for callbacks to be made from a * workqueue when the given seqno is passed. */ struct list_head seqno_cb_list; /* The binner overflow memory that's currently set up in * BPOA/BPOS registers. When overflow occurs and a new one is * allocated, the previous one will be moved to * vc4->current_exec's free list. */ struct vc4_bo *overflow_mem; struct work_struct overflow_mem_work; struct { uint32_t last_ct0ca, last_ct1ca; struct timer_list timer; struct work_struct reset_work; } hangcheck; struct semaphore async_modeset; }; static inline struct vc4_dev * to_vc4_dev(struct drm_device *dev) { return (struct vc4_dev *)dev->dev_private; } struct vc4_bo { struct drm_gem_cma_object base; /* seqno of the last job to render to this BO. */ uint64_t seqno; /* List entry for the BO's position in either * vc4_exec_info->unref_list or vc4_dev->bo_cache.time_list */ struct list_head unref_head; /* Time in jiffies when the BO was put in vc4->bo_cache. */ unsigned long free_time; /* List entry for the BO's position in vc4_dev->bo_cache.size_list */ struct list_head size_head; /* Struct for shader validation state, if created by * DRM_IOCTL_VC4_CREATE_SHADER_BO. */ struct vc4_validated_shader_info *validated_shader; }; static inline struct vc4_bo * to_vc4_bo(struct drm_gem_object *bo) { return (struct vc4_bo *)bo; } struct vc4_seqno_cb { struct work_struct work; uint64_t seqno; void (*func)(struct vc4_seqno_cb *cb); }; struct vc4_v3d { struct platform_device *pdev; void __iomem *regs; }; struct vc4_hvs { struct platform_device *pdev; void __iomem *regs; void __iomem *dlist; }; struct vc4_plane { struct drm_plane base; }; static inline struct vc4_plane * to_vc4_plane(struct drm_plane *plane) { return (struct vc4_plane *)plane; } enum vc4_encoder_type { VC4_ENCODER_TYPE_HDMI, VC4_ENCODER_TYPE_VEC, VC4_ENCODER_TYPE_DSI0, VC4_ENCODER_TYPE_DSI1, VC4_ENCODER_TYPE_SMI, VC4_ENCODER_TYPE_DPI, }; struct vc4_encoder { struct drm_encoder base; enum vc4_encoder_type type; u32 clock_select; }; static inline struct vc4_encoder * to_vc4_encoder(struct drm_encoder *encoder) { return container_of(encoder, struct vc4_encoder, base); } #define V3D_READ(offset) readl(vc4->v3d->regs + offset) #define V3D_WRITE(offset, val) writel(val, vc4->v3d->regs + offset) #define HVS_READ(offset) readl(vc4->hvs->regs + offset) #define HVS_WRITE(offset, val) writel(val, vc4->hvs->regs + offset) struct vc4_exec_info { /* Sequence number for this bin/render job. */ uint64_t seqno; /* Kernel-space copy of the ioctl arguments */ struct drm_vc4_submit_cl *args; /* This is the array of BOs that were looked up at the start of exec. * Command validation will use indices into this array. */ struct drm_gem_cma_object **bo; uint32_t bo_count; /* Pointers for our position in vc4->job_list */ struct list_head head; /* List of other BOs used in the job that need to be released * once the job is complete. */ struct list_head unref_list; /* Current unvalidated indices into @bo loaded by the non-hardware * VC4_PACKET_GEM_HANDLES. */ uint32_t bo_index[2]; /* This is the BO where we store the validated command lists, shader * records, and uniforms. */ struct drm_gem_cma_object *exec_bo; /** * This tracks the per-shader-record state (packet 64) that * determines the length of the shader record and the offset * it's expected to be found at. It gets read in from the * command lists. */ struct vc4_shader_state { uint32_t addr; /* Maximum vertex index referenced by any primitive using this * shader state. */ uint32_t max_index; } *shader_state; /** How many shader states the user declared they were using. */ uint32_t shader_state_size; /** How many shader state records the validator has seen. */ uint32_t shader_state_count; bool found_tile_binning_mode_config_packet; bool found_start_tile_binning_packet; bool found_increment_semaphore_packet; bool found_flush; uint8_t bin_tiles_x, bin_tiles_y; struct drm_gem_cma_object *tile_bo; uint32_t tile_alloc_offset; /** * Computed addresses pointing into exec_bo where we start the * bin thread (ct0) and render thread (ct1). */ uint32_t ct0ca, ct0ea; uint32_t ct1ca, ct1ea; /* Pointer to the unvalidated bin CL (if present). */ void *bin_u; /* Pointers to the shader recs. These paddr gets incremented as CL * packets are relocated in validate_gl_shader_state, and the vaddrs * (u and v) get incremented and size decremented as the shader recs * themselves are validated. */ void *shader_rec_u; void *shader_rec_v; uint32_t shader_rec_p; uint32_t shader_rec_size; /* Pointers to the uniform data. These pointers are incremented, and * size decremented, as each batch of uniforms is uploaded. */ void *uniforms_u; void *uniforms_v; uint32_t uniforms_p; uint32_t uniforms_size; }; static inline struct vc4_exec_info * vc4_first_job(struct vc4_dev *vc4) { if (list_empty(&vc4->job_list)) return NULL; return list_first_entry(&vc4->job_list, struct vc4_exec_info, head); } /** * struct vc4_texture_sample_info - saves the offsets into the UBO for texture * setup parameters. * * This will be used at draw time to relocate the reference to the texture * contents in p0, and validate that the offset combined with * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO. * Note that the hardware treats unprovided config parameters as 0, so not all * of them need to be set up for every texure sample, and we'll store ~0 as * the offset to mark the unused ones. * * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit * Setup") for definitions of the texture parameters. */ struct vc4_texture_sample_info { bool is_direct; uint32_t p_offset[4]; }; /** * struct vc4_validated_shader_info - information about validated shaders that * needs to be used from command list validation. * * For a given shader, each time a shader state record references it, we need * to verify that the shader doesn't read more uniforms than the shader state * record's uniform BO pointer can provide, and we need to apply relocations * and validate the shader state record's uniforms that define the texture * samples. */ struct vc4_validated_shader_info { uint32_t uniforms_size; uint32_t uniforms_src_size; uint32_t num_texture_samples; struct vc4_texture_sample_info *texture_samples; }; /** * _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, W) ({ \ unsigned long timeout__ = jiffies + msecs_to_jiffies(MS) + 1; \ int ret__ = 0; \ while (!(COND)) { \ if (time_after(jiffies, timeout__)) { \ if (!(COND)) \ ret__ = -ETIMEDOUT; \ break; \ } \ if (W && drm_can_sleep()) { \ msleep(W); \ } else { \ cpu_relax(); \ } \ } \ ret__; \ }) #define wait_for(COND, MS) _wait_for(COND, MS, 1) /* vc4_bo.c */ struct drm_gem_object *vc4_create_object(struct drm_device *dev, size_t size); void vc4_free_object(struct drm_gem_object *gem_obj); struct vc4_bo *vc4_bo_create(struct drm_device *dev, size_t size, bool from_cache); int vc4_dumb_create(struct drm_file *file_priv, struct drm_device *dev, struct drm_mode_create_dumb *args); struct dma_buf *vc4_prime_export(struct drm_device *dev, struct drm_gem_object *obj, int flags); int vc4_create_bo_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int vc4_create_shader_bo_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int vc4_mmap_bo_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int vc4_get_hang_state_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int vc4_mmap(struct file *filp, struct vm_area_struct *vma); int vc4_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma); void *vc4_prime_vmap(struct drm_gem_object *obj); void vc4_bo_cache_init(struct drm_device *dev); void vc4_bo_cache_destroy(struct drm_device *dev); int vc4_bo_stats_debugfs(struct seq_file *m, void *arg); /* vc4_crtc.c */ extern struct platform_driver vc4_crtc_driver; int vc4_enable_vblank(struct drm_device *dev, unsigned int crtc_id); void vc4_disable_vblank(struct drm_device *dev, unsigned int crtc_id); int vc4_crtc_debugfs_regs(struct seq_file *m, void *arg); /* vc4_debugfs.c */ int vc4_debugfs_init(struct drm_minor *minor); void vc4_debugfs_cleanup(struct drm_minor *minor); /* vc4_drv.c */ void __iomem *vc4_ioremap_regs(struct platform_device *dev, int index); /* vc4_gem.c */ void vc4_gem_init(struct drm_device *dev); void vc4_gem_destroy(struct drm_device *dev); int vc4_submit_cl_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int vc4_wait_seqno_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); int vc4_wait_bo_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); void vc4_submit_next_job(struct drm_device *dev); int vc4_wait_for_seqno(struct drm_device *dev, uint64_t seqno, uint64_t timeout_ns, bool interruptible); void vc4_job_handle_completed(struct vc4_dev *vc4); int vc4_queue_seqno_cb(struct drm_device *dev, struct vc4_seqno_cb *cb, uint64_t seqno, void (*func)(struct vc4_seqno_cb *cb)); /* vc4_hdmi.c */ extern struct platform_driver vc4_hdmi_driver; int vc4_hdmi_debugfs_regs(struct seq_file *m, void *unused); /* vc4_irq.c */ irqreturn_t vc4_irq(int irq, void *arg); void vc4_irq_preinstall(struct drm_device *dev); int vc4_irq_postinstall(struct drm_device *dev); void vc4_irq_uninstall(struct drm_device *dev); void vc4_irq_reset(struct drm_device *dev); /* vc4_hvs.c */ extern struct platform_driver vc4_hvs_driver; void vc4_hvs_dump_state(struct drm_device *dev); int vc4_hvs_debugfs_regs(struct seq_file *m, void *unused); /* vc4_kms.c */ int vc4_kms_load(struct drm_device *dev); /* vc4_plane.c */ struct drm_plane *vc4_plane_init(struct drm_device *dev, enum drm_plane_type type); u32 vc4_plane_write_dlist(struct drm_plane *plane, u32 __iomem *dlist); u32 vc4_plane_dlist_size(struct drm_plane_state *state); void vc4_plane_async_set_fb(struct drm_plane *plane, struct drm_framebuffer *fb); /* vc4_v3d.c */ extern struct platform_driver vc4_v3d_driver; int vc4_v3d_debugfs_ident(struct seq_file *m, void *unused); int vc4_v3d_debugfs_regs(struct seq_file *m, void *unused); int vc4_v3d_set_power(struct vc4_dev *vc4, bool on); /* vc4_validate.c */ int vc4_validate_bin_cl(struct drm_device *dev, void *validated, void *unvalidated, struct vc4_exec_info *exec); int vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec); struct drm_gem_cma_object *vc4_use_bo(struct vc4_exec_info *exec, uint32_t hindex); int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec); bool vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_cma_object *fbo, uint32_t offset, uint8_t tiling_format, uint32_t width, uint32_t height, uint8_t cpp); /* vc4_validate_shader.c */ struct vc4_validated_shader_info * vc4_validate_shader(struct drm_gem_cma_object *shader_obj);