.. | .. |
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30 | 30 | return container_of(sched_job, struct v3d_job, base); |
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31 | 31 | } |
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32 | 32 | |
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| 33 | +static struct v3d_bin_job * |
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| 34 | +to_bin_job(struct drm_sched_job *sched_job) |
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| 35 | +{ |
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| 36 | + return container_of(sched_job, struct v3d_bin_job, base.base); |
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| 37 | +} |
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| 38 | + |
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| 39 | +static struct v3d_render_job * |
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| 40 | +to_render_job(struct drm_sched_job *sched_job) |
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| 41 | +{ |
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| 42 | + return container_of(sched_job, struct v3d_render_job, base.base); |
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| 43 | +} |
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| 44 | + |
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| 45 | +static struct v3d_tfu_job * |
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| 46 | +to_tfu_job(struct drm_sched_job *sched_job) |
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| 47 | +{ |
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| 48 | + return container_of(sched_job, struct v3d_tfu_job, base.base); |
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| 49 | +} |
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| 50 | + |
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| 51 | +static struct v3d_csd_job * |
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| 52 | +to_csd_job(struct drm_sched_job *sched_job) |
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| 53 | +{ |
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| 54 | + return container_of(sched_job, struct v3d_csd_job, base.base); |
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| 55 | +} |
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| 56 | + |
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33 | 57 | static void |
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34 | 58 | v3d_job_free(struct drm_sched_job *sched_job) |
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35 | 59 | { |
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36 | 60 | struct v3d_job *job = to_v3d_job(sched_job); |
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37 | 61 | |
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38 | | - v3d_exec_put(job->exec); |
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| 62 | + drm_sched_job_cleanup(sched_job); |
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| 63 | + v3d_job_put(job); |
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39 | 64 | } |
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40 | 65 | |
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41 | 66 | /** |
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42 | | - * Returns the fences that the bin job depends on, one by one. |
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43 | | - * v3d_job_run() won't be called until all of them have been signaled. |
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| 67 | + * Returns the fences that the job depends on, one by one. |
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| 68 | + * |
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| 69 | + * If placed in the scheduler's .dependency method, the corresponding |
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| 70 | + * .run_job won't be called until all of them have been signaled. |
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44 | 71 | */ |
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45 | 72 | static struct dma_fence * |
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46 | 73 | v3d_job_dependency(struct drm_sched_job *sched_job, |
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47 | 74 | struct drm_sched_entity *s_entity) |
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48 | 75 | { |
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49 | 76 | struct v3d_job *job = to_v3d_job(sched_job); |
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50 | | - struct v3d_exec_info *exec = job->exec; |
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51 | | - enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER; |
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52 | | - struct dma_fence *fence; |
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53 | | - |
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54 | | - fence = job->in_fence; |
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55 | | - if (fence) { |
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56 | | - job->in_fence = NULL; |
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57 | | - return fence; |
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58 | | - } |
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59 | | - |
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60 | | - if (q == V3D_RENDER) { |
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61 | | - /* If we had a bin job, the render job definitely depends on |
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62 | | - * it. We first have to wait for bin to be scheduled, so that |
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63 | | - * its done_fence is created. |
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64 | | - */ |
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65 | | - fence = exec->bin_done_fence; |
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66 | | - if (fence) { |
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67 | | - exec->bin_done_fence = NULL; |
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68 | | - return fence; |
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69 | | - } |
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70 | | - } |
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71 | 77 | |
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72 | 78 | /* XXX: Wait on a fence for switching the GMP if necessary, |
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73 | 79 | * and then do so. |
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74 | 80 | */ |
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75 | 81 | |
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76 | | - return fence; |
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| 82 | + if (!xa_empty(&job->deps)) |
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| 83 | + return xa_erase(&job->deps, job->last_dep++); |
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| 84 | + |
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| 85 | + return NULL; |
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77 | 86 | } |
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78 | 87 | |
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79 | | -static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job) |
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| 88 | +static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job) |
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80 | 89 | { |
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81 | | - struct v3d_job *job = to_v3d_job(sched_job); |
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82 | | - struct v3d_exec_info *exec = job->exec; |
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83 | | - enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER; |
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84 | | - struct v3d_dev *v3d = exec->v3d; |
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| 90 | + struct v3d_bin_job *job = to_bin_job(sched_job); |
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| 91 | + struct v3d_dev *v3d = job->base.v3d; |
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85 | 92 | struct drm_device *dev = &v3d->drm; |
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86 | 93 | struct dma_fence *fence; |
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87 | 94 | unsigned long irqflags; |
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88 | 95 | |
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89 | | - if (unlikely(job->base.s_fence->finished.error)) |
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| 96 | + if (unlikely(job->base.base.s_fence->finished.error)) |
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90 | 97 | return NULL; |
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91 | 98 | |
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92 | 99 | /* Lock required around bin_job update vs |
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93 | 100 | * v3d_overflow_mem_work(). |
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94 | 101 | */ |
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95 | 102 | spin_lock_irqsave(&v3d->job_lock, irqflags); |
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96 | | - if (q == V3D_BIN) { |
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97 | | - v3d->bin_job = job->exec; |
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98 | | - |
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99 | | - /* Clear out the overflow allocation, so we don't |
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100 | | - * reuse the overflow attached to a previous job. |
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101 | | - */ |
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102 | | - V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0); |
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103 | | - } else { |
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104 | | - v3d->render_job = job->exec; |
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105 | | - } |
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| 103 | + v3d->bin_job = job; |
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| 104 | + /* Clear out the overflow allocation, so we don't |
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| 105 | + * reuse the overflow attached to a previous job. |
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| 106 | + */ |
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| 107 | + V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0); |
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106 | 108 | spin_unlock_irqrestore(&v3d->job_lock, irqflags); |
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107 | 109 | |
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108 | | - /* Can we avoid this flush when q==RENDER? We need to be |
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109 | | - * careful of scheduling, though -- imagine job0 rendering to |
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110 | | - * texture and job1 reading, and them being executed as bin0, |
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111 | | - * bin1, render0, render1, so that render1's flush at bin time |
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112 | | - * wasn't enough. |
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113 | | - */ |
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114 | 110 | v3d_invalidate_caches(v3d); |
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115 | 111 | |
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116 | | - fence = v3d_fence_create(v3d, q); |
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| 112 | + fence = v3d_fence_create(v3d, V3D_BIN); |
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117 | 113 | if (IS_ERR(fence)) |
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118 | 114 | return NULL; |
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119 | 115 | |
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120 | | - if (job->done_fence) |
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121 | | - dma_fence_put(job->done_fence); |
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122 | | - job->done_fence = dma_fence_get(fence); |
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| 116 | + if (job->base.irq_fence) |
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| 117 | + dma_fence_put(job->base.irq_fence); |
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| 118 | + job->base.irq_fence = dma_fence_get(fence); |
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123 | 119 | |
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124 | | - trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno, |
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| 120 | + trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno, |
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125 | 121 | job->start, job->end); |
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126 | | - |
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127 | | - if (q == V3D_BIN) { |
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128 | | - if (exec->qma) { |
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129 | | - V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma); |
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130 | | - V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms); |
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131 | | - } |
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132 | | - if (exec->qts) { |
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133 | | - V3D_CORE_WRITE(0, V3D_CLE_CT0QTS, |
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134 | | - V3D_CLE_CT0QTS_ENABLE | |
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135 | | - exec->qts); |
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136 | | - } |
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137 | | - } else { |
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138 | | - /* XXX: Set the QCFG */ |
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139 | | - } |
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140 | 122 | |
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141 | 123 | /* Set the current and end address of the control list. |
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142 | 124 | * Writing the end register is what starts the job. |
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143 | 125 | */ |
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144 | | - V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start); |
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145 | | - V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end); |
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| 126 | + if (job->qma) { |
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| 127 | + V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma); |
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| 128 | + V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms); |
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| 129 | + } |
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| 130 | + if (job->qts) { |
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| 131 | + V3D_CORE_WRITE(0, V3D_CLE_CT0QTS, |
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| 132 | + V3D_CLE_CT0QTS_ENABLE | |
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| 133 | + job->qts); |
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| 134 | + } |
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| 135 | + V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start); |
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| 136 | + V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end); |
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146 | 137 | |
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147 | 138 | return fence; |
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148 | 139 | } |
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149 | 140 | |
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150 | | -static void |
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151 | | -v3d_job_timedout(struct drm_sched_job *sched_job) |
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| 141 | +static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job) |
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| 142 | +{ |
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| 143 | + struct v3d_render_job *job = to_render_job(sched_job); |
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| 144 | + struct v3d_dev *v3d = job->base.v3d; |
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| 145 | + struct drm_device *dev = &v3d->drm; |
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| 146 | + struct dma_fence *fence; |
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| 147 | + |
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| 148 | + if (unlikely(job->base.base.s_fence->finished.error)) |
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| 149 | + return NULL; |
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| 150 | + |
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| 151 | + v3d->render_job = job; |
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| 152 | + |
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| 153 | + /* Can we avoid this flush? We need to be careful of |
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| 154 | + * scheduling, though -- imagine job0 rendering to texture and |
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| 155 | + * job1 reading, and them being executed as bin0, bin1, |
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| 156 | + * render0, render1, so that render1's flush at bin time |
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| 157 | + * wasn't enough. |
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| 158 | + */ |
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| 159 | + v3d_invalidate_caches(v3d); |
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| 160 | + |
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| 161 | + fence = v3d_fence_create(v3d, V3D_RENDER); |
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| 162 | + if (IS_ERR(fence)) |
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| 163 | + return NULL; |
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| 164 | + |
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| 165 | + if (job->base.irq_fence) |
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| 166 | + dma_fence_put(job->base.irq_fence); |
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| 167 | + job->base.irq_fence = dma_fence_get(fence); |
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| 168 | + |
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| 169 | + trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno, |
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| 170 | + job->start, job->end); |
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| 171 | + |
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| 172 | + /* XXX: Set the QCFG */ |
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| 173 | + |
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| 174 | + /* Set the current and end address of the control list. |
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| 175 | + * Writing the end register is what starts the job. |
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| 176 | + */ |
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| 177 | + V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start); |
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| 178 | + V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end); |
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| 179 | + |
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| 180 | + return fence; |
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| 181 | +} |
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| 182 | + |
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| 183 | +static struct dma_fence * |
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| 184 | +v3d_tfu_job_run(struct drm_sched_job *sched_job) |
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| 185 | +{ |
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| 186 | + struct v3d_tfu_job *job = to_tfu_job(sched_job); |
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| 187 | + struct v3d_dev *v3d = job->base.v3d; |
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| 188 | + struct drm_device *dev = &v3d->drm; |
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| 189 | + struct dma_fence *fence; |
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| 190 | + |
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| 191 | + fence = v3d_fence_create(v3d, V3D_TFU); |
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| 192 | + if (IS_ERR(fence)) |
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| 193 | + return NULL; |
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| 194 | + |
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| 195 | + v3d->tfu_job = job; |
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| 196 | + if (job->base.irq_fence) |
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| 197 | + dma_fence_put(job->base.irq_fence); |
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| 198 | + job->base.irq_fence = dma_fence_get(fence); |
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| 199 | + |
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| 200 | + trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno); |
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| 201 | + |
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| 202 | + V3D_WRITE(V3D_TFU_IIA, job->args.iia); |
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| 203 | + V3D_WRITE(V3D_TFU_IIS, job->args.iis); |
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| 204 | + V3D_WRITE(V3D_TFU_ICA, job->args.ica); |
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| 205 | + V3D_WRITE(V3D_TFU_IUA, job->args.iua); |
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| 206 | + V3D_WRITE(V3D_TFU_IOA, job->args.ioa); |
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| 207 | + V3D_WRITE(V3D_TFU_IOS, job->args.ios); |
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| 208 | + V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]); |
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| 209 | + if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) { |
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| 210 | + V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]); |
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| 211 | + V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]); |
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| 212 | + V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]); |
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| 213 | + } |
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| 214 | + /* ICFG kicks off the job. */ |
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| 215 | + V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC); |
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| 216 | + |
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| 217 | + return fence; |
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| 218 | +} |
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| 219 | + |
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| 220 | +static struct dma_fence * |
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| 221 | +v3d_csd_job_run(struct drm_sched_job *sched_job) |
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| 222 | +{ |
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| 223 | + struct v3d_csd_job *job = to_csd_job(sched_job); |
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| 224 | + struct v3d_dev *v3d = job->base.v3d; |
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| 225 | + struct drm_device *dev = &v3d->drm; |
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| 226 | + struct dma_fence *fence; |
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| 227 | + int i; |
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| 228 | + |
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| 229 | + v3d->csd_job = job; |
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| 230 | + |
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| 231 | + v3d_invalidate_caches(v3d); |
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| 232 | + |
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| 233 | + fence = v3d_fence_create(v3d, V3D_CSD); |
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| 234 | + if (IS_ERR(fence)) |
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| 235 | + return NULL; |
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| 236 | + |
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| 237 | + if (job->base.irq_fence) |
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| 238 | + dma_fence_put(job->base.irq_fence); |
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| 239 | + job->base.irq_fence = dma_fence_get(fence); |
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| 240 | + |
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| 241 | + trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno); |
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| 242 | + |
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| 243 | + for (i = 1; i <= 6; i++) |
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| 244 | + V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]); |
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| 245 | + /* CFG0 write kicks off the job. */ |
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| 246 | + V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]); |
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| 247 | + |
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| 248 | + return fence; |
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| 249 | +} |
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| 250 | + |
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| 251 | +static struct dma_fence * |
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| 252 | +v3d_cache_clean_job_run(struct drm_sched_job *sched_job) |
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152 | 253 | { |
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153 | 254 | struct v3d_job *job = to_v3d_job(sched_job); |
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154 | | - struct v3d_exec_info *exec = job->exec; |
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155 | | - struct v3d_dev *v3d = exec->v3d; |
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156 | | - enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER; |
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| 255 | + struct v3d_dev *v3d = job->v3d; |
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| 256 | + |
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| 257 | + v3d_clean_caches(v3d); |
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| 258 | + |
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| 259 | + return NULL; |
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| 260 | +} |
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| 261 | + |
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| 262 | +static void |
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| 263 | +v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job) |
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| 264 | +{ |
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157 | 265 | enum v3d_queue q; |
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158 | | - u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q)); |
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159 | | - u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q)); |
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160 | | - |
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161 | | - /* If the current address or return address have changed, then |
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162 | | - * the GPU has probably made progress and we should delay the |
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163 | | - * reset. This could fail if the GPU got in an infinite loop |
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164 | | - * in the CL, but that is pretty unlikely outside of an i-g-t |
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165 | | - * testcase. |
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166 | | - */ |
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167 | | - if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) { |
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168 | | - job->timedout_ctca = ctca; |
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169 | | - job->timedout_ctra = ctra; |
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170 | | - |
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171 | | - schedule_delayed_work(&job->base.work_tdr, |
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172 | | - job->base.sched->timeout); |
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173 | | - return; |
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174 | | - } |
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175 | 266 | |
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176 | 267 | mutex_lock(&v3d->reset_lock); |
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177 | 268 | |
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178 | 269 | /* block scheduler */ |
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179 | | - for (q = 0; q < V3D_MAX_QUEUES; q++) { |
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180 | | - struct drm_gpu_scheduler *sched = &v3d->queue[q].sched; |
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| 270 | + for (q = 0; q < V3D_MAX_QUEUES; q++) |
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| 271 | + drm_sched_stop(&v3d->queue[q].sched, sched_job); |
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181 | 272 | |
---|
182 | | - kthread_park(sched->thread); |
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183 | | - drm_sched_hw_job_reset(sched, (sched_job->sched == sched ? |
---|
184 | | - sched_job : NULL)); |
---|
185 | | - } |
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| 273 | + if (sched_job) |
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| 274 | + drm_sched_increase_karma(sched_job); |
---|
186 | 275 | |
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187 | 276 | /* get the GPU back into the init state */ |
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188 | 277 | v3d_reset(v3d); |
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189 | 278 | |
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| 279 | + for (q = 0; q < V3D_MAX_QUEUES; q++) |
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| 280 | + drm_sched_resubmit_jobs(&v3d->queue[q].sched); |
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| 281 | + |
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190 | 282 | /* Unblock schedulers and restart their jobs. */ |
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191 | 283 | for (q = 0; q < V3D_MAX_QUEUES; q++) { |
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192 | | - drm_sched_job_recovery(&v3d->queue[q].sched); |
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193 | | - kthread_unpark(v3d->queue[q].sched.thread); |
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| 284 | + drm_sched_start(&v3d->queue[q].sched, true); |
---|
194 | 285 | } |
---|
195 | 286 | |
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196 | 287 | mutex_unlock(&v3d->reset_lock); |
---|
197 | 288 | } |
---|
198 | 289 | |
---|
199 | | -static const struct drm_sched_backend_ops v3d_sched_ops = { |
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| 290 | +/* If the current address or return address have changed, then the GPU |
---|
| 291 | + * has probably made progress and we should delay the reset. This |
---|
| 292 | + * could fail if the GPU got in an infinite loop in the CL, but that |
---|
| 293 | + * is pretty unlikely outside of an i-g-t testcase. |
---|
| 294 | + */ |
---|
| 295 | +static void |
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| 296 | +v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q, |
---|
| 297 | + u32 *timedout_ctca, u32 *timedout_ctra) |
---|
| 298 | +{ |
---|
| 299 | + struct v3d_job *job = to_v3d_job(sched_job); |
---|
| 300 | + struct v3d_dev *v3d = job->v3d; |
---|
| 301 | + u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q)); |
---|
| 302 | + u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q)); |
---|
| 303 | + |
---|
| 304 | + if (*timedout_ctca != ctca || *timedout_ctra != ctra) { |
---|
| 305 | + *timedout_ctca = ctca; |
---|
| 306 | + *timedout_ctra = ctra; |
---|
| 307 | + return; |
---|
| 308 | + } |
---|
| 309 | + |
---|
| 310 | + v3d_gpu_reset_for_timeout(v3d, sched_job); |
---|
| 311 | +} |
---|
| 312 | + |
---|
| 313 | +static void |
---|
| 314 | +v3d_bin_job_timedout(struct drm_sched_job *sched_job) |
---|
| 315 | +{ |
---|
| 316 | + struct v3d_bin_job *job = to_bin_job(sched_job); |
---|
| 317 | + |
---|
| 318 | + v3d_cl_job_timedout(sched_job, V3D_BIN, |
---|
| 319 | + &job->timedout_ctca, &job->timedout_ctra); |
---|
| 320 | +} |
---|
| 321 | + |
---|
| 322 | +static void |
---|
| 323 | +v3d_render_job_timedout(struct drm_sched_job *sched_job) |
---|
| 324 | +{ |
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| 325 | + struct v3d_render_job *job = to_render_job(sched_job); |
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| 326 | + |
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| 327 | + v3d_cl_job_timedout(sched_job, V3D_RENDER, |
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| 328 | + &job->timedout_ctca, &job->timedout_ctra); |
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| 329 | +} |
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| 330 | + |
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| 331 | +static void |
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| 332 | +v3d_generic_job_timedout(struct drm_sched_job *sched_job) |
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| 333 | +{ |
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| 334 | + struct v3d_job *job = to_v3d_job(sched_job); |
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| 335 | + |
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| 336 | + v3d_gpu_reset_for_timeout(job->v3d, sched_job); |
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| 337 | +} |
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| 338 | + |
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| 339 | +static void |
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| 340 | +v3d_csd_job_timedout(struct drm_sched_job *sched_job) |
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| 341 | +{ |
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| 342 | + struct v3d_csd_job *job = to_csd_job(sched_job); |
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| 343 | + struct v3d_dev *v3d = job->base.v3d; |
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| 344 | + u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4); |
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| 345 | + |
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| 346 | + /* If we've made progress, skip reset and let the timer get |
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| 347 | + * rearmed. |
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| 348 | + */ |
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| 349 | + if (job->timedout_batches != batches) { |
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| 350 | + job->timedout_batches = batches; |
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| 351 | + return; |
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| 352 | + } |
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| 353 | + |
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| 354 | + v3d_gpu_reset_for_timeout(v3d, sched_job); |
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| 355 | +} |
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| 356 | + |
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| 357 | +static const struct drm_sched_backend_ops v3d_bin_sched_ops = { |
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200 | 358 | .dependency = v3d_job_dependency, |
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201 | | - .run_job = v3d_job_run, |
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202 | | - .timedout_job = v3d_job_timedout, |
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| 359 | + .run_job = v3d_bin_job_run, |
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| 360 | + .timedout_job = v3d_bin_job_timedout, |
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| 361 | + .free_job = v3d_job_free, |
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| 362 | +}; |
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| 363 | + |
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| 364 | +static const struct drm_sched_backend_ops v3d_render_sched_ops = { |
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| 365 | + .dependency = v3d_job_dependency, |
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| 366 | + .run_job = v3d_render_job_run, |
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| 367 | + .timedout_job = v3d_render_job_timedout, |
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| 368 | + .free_job = v3d_job_free, |
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| 369 | +}; |
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| 370 | + |
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| 371 | +static const struct drm_sched_backend_ops v3d_tfu_sched_ops = { |
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| 372 | + .dependency = v3d_job_dependency, |
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| 373 | + .run_job = v3d_tfu_job_run, |
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| 374 | + .timedout_job = v3d_generic_job_timedout, |
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| 375 | + .free_job = v3d_job_free, |
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| 376 | +}; |
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| 377 | + |
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| 378 | +static const struct drm_sched_backend_ops v3d_csd_sched_ops = { |
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| 379 | + .dependency = v3d_job_dependency, |
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| 380 | + .run_job = v3d_csd_job_run, |
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| 381 | + .timedout_job = v3d_csd_job_timedout, |
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| 382 | + .free_job = v3d_job_free |
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| 383 | +}; |
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| 384 | + |
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| 385 | +static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = { |
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| 386 | + .dependency = v3d_job_dependency, |
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| 387 | + .run_job = v3d_cache_clean_job_run, |
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| 388 | + .timedout_job = v3d_generic_job_timedout, |
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203 | 389 | .free_job = v3d_job_free |
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204 | 390 | }; |
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205 | 391 | |
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.. | .. |
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212 | 398 | int ret; |
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213 | 399 | |
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214 | 400 | ret = drm_sched_init(&v3d->queue[V3D_BIN].sched, |
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215 | | - &v3d_sched_ops, |
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| 401 | + &v3d_bin_sched_ops, |
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216 | 402 | hw_jobs_limit, job_hang_limit, |
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217 | 403 | msecs_to_jiffies(hang_limit_ms), |
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218 | 404 | "v3d_bin"); |
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219 | 405 | if (ret) { |
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220 | | - dev_err(v3d->dev, "Failed to create bin scheduler: %d.", ret); |
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| 406 | + dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret); |
---|
221 | 407 | return ret; |
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222 | 408 | } |
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223 | 409 | |
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224 | 410 | ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched, |
---|
225 | | - &v3d_sched_ops, |
---|
| 411 | + &v3d_render_sched_ops, |
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226 | 412 | hw_jobs_limit, job_hang_limit, |
---|
227 | 413 | msecs_to_jiffies(hang_limit_ms), |
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228 | 414 | "v3d_render"); |
---|
229 | 415 | if (ret) { |
---|
230 | | - dev_err(v3d->dev, "Failed to create render scheduler: %d.", |
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| 416 | + dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.", |
---|
231 | 417 | ret); |
---|
232 | | - drm_sched_fini(&v3d->queue[V3D_BIN].sched); |
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| 418 | + v3d_sched_fini(v3d); |
---|
233 | 419 | return ret; |
---|
| 420 | + } |
---|
| 421 | + |
---|
| 422 | + ret = drm_sched_init(&v3d->queue[V3D_TFU].sched, |
---|
| 423 | + &v3d_tfu_sched_ops, |
---|
| 424 | + hw_jobs_limit, job_hang_limit, |
---|
| 425 | + msecs_to_jiffies(hang_limit_ms), |
---|
| 426 | + "v3d_tfu"); |
---|
| 427 | + if (ret) { |
---|
| 428 | + dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.", |
---|
| 429 | + ret); |
---|
| 430 | + v3d_sched_fini(v3d); |
---|
| 431 | + return ret; |
---|
| 432 | + } |
---|
| 433 | + |
---|
| 434 | + if (v3d_has_csd(v3d)) { |
---|
| 435 | + ret = drm_sched_init(&v3d->queue[V3D_CSD].sched, |
---|
| 436 | + &v3d_csd_sched_ops, |
---|
| 437 | + hw_jobs_limit, job_hang_limit, |
---|
| 438 | + msecs_to_jiffies(hang_limit_ms), |
---|
| 439 | + "v3d_csd"); |
---|
| 440 | + if (ret) { |
---|
| 441 | + dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.", |
---|
| 442 | + ret); |
---|
| 443 | + v3d_sched_fini(v3d); |
---|
| 444 | + return ret; |
---|
| 445 | + } |
---|
| 446 | + |
---|
| 447 | + ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched, |
---|
| 448 | + &v3d_cache_clean_sched_ops, |
---|
| 449 | + hw_jobs_limit, job_hang_limit, |
---|
| 450 | + msecs_to_jiffies(hang_limit_ms), |
---|
| 451 | + "v3d_cache_clean"); |
---|
| 452 | + if (ret) { |
---|
| 453 | + dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.", |
---|
| 454 | + ret); |
---|
| 455 | + v3d_sched_fini(v3d); |
---|
| 456 | + return ret; |
---|
| 457 | + } |
---|
234 | 458 | } |
---|
235 | 459 | |
---|
236 | 460 | return 0; |
---|
.. | .. |
---|
241 | 465 | { |
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242 | 466 | enum v3d_queue q; |
---|
243 | 467 | |
---|
244 | | - for (q = 0; q < V3D_MAX_QUEUES; q++) |
---|
245 | | - drm_sched_fini(&v3d->queue[q].sched); |
---|
| 468 | + for (q = 0; q < V3D_MAX_QUEUES; q++) { |
---|
| 469 | + if (v3d->queue[q].sched.ready) |
---|
| 470 | + drm_sched_fini(&v3d->queue[q].sched); |
---|
| 471 | + } |
---|
246 | 472 | } |
---|