xref: /OK3568_Linux_fs/kernel/drivers/gpu/drm/v3d/v3d_sched.c (revision 4882a59341e53eb6f0b4789bf948001014eff981)
1*4882a593Smuzhiyun // SPDX-License-Identifier: GPL-2.0+
2*4882a593Smuzhiyun /* Copyright (C) 2018 Broadcom */
3*4882a593Smuzhiyun 
4*4882a593Smuzhiyun /**
5*4882a593Smuzhiyun  * DOC: Broadcom V3D scheduling
6*4882a593Smuzhiyun  *
7*4882a593Smuzhiyun  * The shared DRM GPU scheduler is used to coordinate submitting jobs
8*4882a593Smuzhiyun  * to the hardware.  Each DRM fd (roughly a client process) gets its
9*4882a593Smuzhiyun  * own scheduler entity, which will process jobs in order.  The GPU
10*4882a593Smuzhiyun  * scheduler will round-robin between clients to submit the next job.
11*4882a593Smuzhiyun  *
12*4882a593Smuzhiyun  * For simplicity, and in order to keep latency low for interactive
13*4882a593Smuzhiyun  * jobs when bulk background jobs are queued up, we submit a new job
14*4882a593Smuzhiyun  * to the HW only when it has completed the last one, instead of
15*4882a593Smuzhiyun  * filling up the CT[01]Q FIFOs with jobs.  Similarly, we use
16*4882a593Smuzhiyun  * v3d_job_dependency() to manage the dependency between bin and
17*4882a593Smuzhiyun  * render, instead of having the clients submit jobs using the HW's
18*4882a593Smuzhiyun  * semaphores to interlock between them.
19*4882a593Smuzhiyun  */
20*4882a593Smuzhiyun 
21*4882a593Smuzhiyun #include <linux/kthread.h>
22*4882a593Smuzhiyun 
23*4882a593Smuzhiyun #include "v3d_drv.h"
24*4882a593Smuzhiyun #include "v3d_regs.h"
25*4882a593Smuzhiyun #include "v3d_trace.h"
26*4882a593Smuzhiyun 
27*4882a593Smuzhiyun static struct v3d_job *
to_v3d_job(struct drm_sched_job * sched_job)28*4882a593Smuzhiyun to_v3d_job(struct drm_sched_job *sched_job)
29*4882a593Smuzhiyun {
30*4882a593Smuzhiyun 	return container_of(sched_job, struct v3d_job, base);
31*4882a593Smuzhiyun }
32*4882a593Smuzhiyun 
33*4882a593Smuzhiyun static struct v3d_bin_job *
to_bin_job(struct drm_sched_job * sched_job)34*4882a593Smuzhiyun to_bin_job(struct drm_sched_job *sched_job)
35*4882a593Smuzhiyun {
36*4882a593Smuzhiyun 	return container_of(sched_job, struct v3d_bin_job, base.base);
37*4882a593Smuzhiyun }
38*4882a593Smuzhiyun 
39*4882a593Smuzhiyun static struct v3d_render_job *
to_render_job(struct drm_sched_job * sched_job)40*4882a593Smuzhiyun to_render_job(struct drm_sched_job *sched_job)
41*4882a593Smuzhiyun {
42*4882a593Smuzhiyun 	return container_of(sched_job, struct v3d_render_job, base.base);
43*4882a593Smuzhiyun }
44*4882a593Smuzhiyun 
45*4882a593Smuzhiyun static struct v3d_tfu_job *
to_tfu_job(struct drm_sched_job * sched_job)46*4882a593Smuzhiyun to_tfu_job(struct drm_sched_job *sched_job)
47*4882a593Smuzhiyun {
48*4882a593Smuzhiyun 	return container_of(sched_job, struct v3d_tfu_job, base.base);
49*4882a593Smuzhiyun }
50*4882a593Smuzhiyun 
51*4882a593Smuzhiyun static struct v3d_csd_job *
to_csd_job(struct drm_sched_job * sched_job)52*4882a593Smuzhiyun to_csd_job(struct drm_sched_job *sched_job)
53*4882a593Smuzhiyun {
54*4882a593Smuzhiyun 	return container_of(sched_job, struct v3d_csd_job, base.base);
55*4882a593Smuzhiyun }
56*4882a593Smuzhiyun 
57*4882a593Smuzhiyun static void
v3d_job_free(struct drm_sched_job * sched_job)58*4882a593Smuzhiyun v3d_job_free(struct drm_sched_job *sched_job)
59*4882a593Smuzhiyun {
60*4882a593Smuzhiyun 	struct v3d_job *job = to_v3d_job(sched_job);
61*4882a593Smuzhiyun 
62*4882a593Smuzhiyun 	drm_sched_job_cleanup(sched_job);
63*4882a593Smuzhiyun 	v3d_job_put(job);
64*4882a593Smuzhiyun }
65*4882a593Smuzhiyun 
66*4882a593Smuzhiyun /**
67*4882a593Smuzhiyun  * Returns the fences that the job depends on, one by one.
68*4882a593Smuzhiyun  *
69*4882a593Smuzhiyun  * If placed in the scheduler's .dependency method, the corresponding
70*4882a593Smuzhiyun  * .run_job won't be called until all of them have been signaled.
71*4882a593Smuzhiyun  */
72*4882a593Smuzhiyun static struct dma_fence *
v3d_job_dependency(struct drm_sched_job * sched_job,struct drm_sched_entity * s_entity)73*4882a593Smuzhiyun v3d_job_dependency(struct drm_sched_job *sched_job,
74*4882a593Smuzhiyun 		   struct drm_sched_entity *s_entity)
75*4882a593Smuzhiyun {
76*4882a593Smuzhiyun 	struct v3d_job *job = to_v3d_job(sched_job);
77*4882a593Smuzhiyun 
78*4882a593Smuzhiyun 	/* XXX: Wait on a fence for switching the GMP if necessary,
79*4882a593Smuzhiyun 	 * and then do so.
80*4882a593Smuzhiyun 	 */
81*4882a593Smuzhiyun 
82*4882a593Smuzhiyun 	if (!xa_empty(&job->deps))
83*4882a593Smuzhiyun 		return xa_erase(&job->deps, job->last_dep++);
84*4882a593Smuzhiyun 
85*4882a593Smuzhiyun 	return NULL;
86*4882a593Smuzhiyun }
87*4882a593Smuzhiyun 
v3d_bin_job_run(struct drm_sched_job * sched_job)88*4882a593Smuzhiyun static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
89*4882a593Smuzhiyun {
90*4882a593Smuzhiyun 	struct v3d_bin_job *job = to_bin_job(sched_job);
91*4882a593Smuzhiyun 	struct v3d_dev *v3d = job->base.v3d;
92*4882a593Smuzhiyun 	struct drm_device *dev = &v3d->drm;
93*4882a593Smuzhiyun 	struct dma_fence *fence;
94*4882a593Smuzhiyun 	unsigned long irqflags;
95*4882a593Smuzhiyun 
96*4882a593Smuzhiyun 	if (unlikely(job->base.base.s_fence->finished.error))
97*4882a593Smuzhiyun 		return NULL;
98*4882a593Smuzhiyun 
99*4882a593Smuzhiyun 	/* Lock required around bin_job update vs
100*4882a593Smuzhiyun 	 * v3d_overflow_mem_work().
101*4882a593Smuzhiyun 	 */
102*4882a593Smuzhiyun 	spin_lock_irqsave(&v3d->job_lock, irqflags);
103*4882a593Smuzhiyun 	v3d->bin_job = job;
104*4882a593Smuzhiyun 	/* Clear out the overflow allocation, so we don't
105*4882a593Smuzhiyun 	 * reuse the overflow attached to a previous job.
106*4882a593Smuzhiyun 	 */
107*4882a593Smuzhiyun 	V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
108*4882a593Smuzhiyun 	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
109*4882a593Smuzhiyun 
110*4882a593Smuzhiyun 	v3d_invalidate_caches(v3d);
111*4882a593Smuzhiyun 
112*4882a593Smuzhiyun 	fence = v3d_fence_create(v3d, V3D_BIN);
113*4882a593Smuzhiyun 	if (IS_ERR(fence))
114*4882a593Smuzhiyun 		return NULL;
115*4882a593Smuzhiyun 
116*4882a593Smuzhiyun 	if (job->base.irq_fence)
117*4882a593Smuzhiyun 		dma_fence_put(job->base.irq_fence);
118*4882a593Smuzhiyun 	job->base.irq_fence = dma_fence_get(fence);
119*4882a593Smuzhiyun 
120*4882a593Smuzhiyun 	trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
121*4882a593Smuzhiyun 			    job->start, job->end);
122*4882a593Smuzhiyun 
123*4882a593Smuzhiyun 	/* Set the current and end address of the control list.
124*4882a593Smuzhiyun 	 * Writing the end register is what starts the job.
125*4882a593Smuzhiyun 	 */
126*4882a593Smuzhiyun 	if (job->qma) {
127*4882a593Smuzhiyun 		V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
128*4882a593Smuzhiyun 		V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
129*4882a593Smuzhiyun 	}
130*4882a593Smuzhiyun 	if (job->qts) {
131*4882a593Smuzhiyun 		V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
132*4882a593Smuzhiyun 			       V3D_CLE_CT0QTS_ENABLE |
133*4882a593Smuzhiyun 			       job->qts);
134*4882a593Smuzhiyun 	}
135*4882a593Smuzhiyun 	V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
136*4882a593Smuzhiyun 	V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
137*4882a593Smuzhiyun 
138*4882a593Smuzhiyun 	return fence;
139*4882a593Smuzhiyun }
140*4882a593Smuzhiyun 
v3d_render_job_run(struct drm_sched_job * sched_job)141*4882a593Smuzhiyun static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
142*4882a593Smuzhiyun {
143*4882a593Smuzhiyun 	struct v3d_render_job *job = to_render_job(sched_job);
144*4882a593Smuzhiyun 	struct v3d_dev *v3d = job->base.v3d;
145*4882a593Smuzhiyun 	struct drm_device *dev = &v3d->drm;
146*4882a593Smuzhiyun 	struct dma_fence *fence;
147*4882a593Smuzhiyun 
148*4882a593Smuzhiyun 	if (unlikely(job->base.base.s_fence->finished.error))
149*4882a593Smuzhiyun 		return NULL;
150*4882a593Smuzhiyun 
151*4882a593Smuzhiyun 	v3d->render_job = job;
152*4882a593Smuzhiyun 
153*4882a593Smuzhiyun 	/* Can we avoid this flush?  We need to be careful of
154*4882a593Smuzhiyun 	 * scheduling, though -- imagine job0 rendering to texture and
155*4882a593Smuzhiyun 	 * job1 reading, and them being executed as bin0, bin1,
156*4882a593Smuzhiyun 	 * render0, render1, so that render1's flush at bin time
157*4882a593Smuzhiyun 	 * wasn't enough.
158*4882a593Smuzhiyun 	 */
159*4882a593Smuzhiyun 	v3d_invalidate_caches(v3d);
160*4882a593Smuzhiyun 
161*4882a593Smuzhiyun 	fence = v3d_fence_create(v3d, V3D_RENDER);
162*4882a593Smuzhiyun 	if (IS_ERR(fence))
163*4882a593Smuzhiyun 		return NULL;
164*4882a593Smuzhiyun 
165*4882a593Smuzhiyun 	if (job->base.irq_fence)
166*4882a593Smuzhiyun 		dma_fence_put(job->base.irq_fence);
167*4882a593Smuzhiyun 	job->base.irq_fence = dma_fence_get(fence);
168*4882a593Smuzhiyun 
169*4882a593Smuzhiyun 	trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
170*4882a593Smuzhiyun 			    job->start, job->end);
171*4882a593Smuzhiyun 
172*4882a593Smuzhiyun 	/* XXX: Set the QCFG */
173*4882a593Smuzhiyun 
174*4882a593Smuzhiyun 	/* Set the current and end address of the control list.
175*4882a593Smuzhiyun 	 * Writing the end register is what starts the job.
176*4882a593Smuzhiyun 	 */
177*4882a593Smuzhiyun 	V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
178*4882a593Smuzhiyun 	V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
179*4882a593Smuzhiyun 
180*4882a593Smuzhiyun 	return fence;
181*4882a593Smuzhiyun }
182*4882a593Smuzhiyun 
183*4882a593Smuzhiyun static struct dma_fence *
v3d_tfu_job_run(struct drm_sched_job * sched_job)184*4882a593Smuzhiyun v3d_tfu_job_run(struct drm_sched_job *sched_job)
185*4882a593Smuzhiyun {
186*4882a593Smuzhiyun 	struct v3d_tfu_job *job = to_tfu_job(sched_job);
187*4882a593Smuzhiyun 	struct v3d_dev *v3d = job->base.v3d;
188*4882a593Smuzhiyun 	struct drm_device *dev = &v3d->drm;
189*4882a593Smuzhiyun 	struct dma_fence *fence;
190*4882a593Smuzhiyun 
191*4882a593Smuzhiyun 	fence = v3d_fence_create(v3d, V3D_TFU);
192*4882a593Smuzhiyun 	if (IS_ERR(fence))
193*4882a593Smuzhiyun 		return NULL;
194*4882a593Smuzhiyun 
195*4882a593Smuzhiyun 	v3d->tfu_job = job;
196*4882a593Smuzhiyun 	if (job->base.irq_fence)
197*4882a593Smuzhiyun 		dma_fence_put(job->base.irq_fence);
198*4882a593Smuzhiyun 	job->base.irq_fence = dma_fence_get(fence);
199*4882a593Smuzhiyun 
200*4882a593Smuzhiyun 	trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
201*4882a593Smuzhiyun 
202*4882a593Smuzhiyun 	V3D_WRITE(V3D_TFU_IIA, job->args.iia);
203*4882a593Smuzhiyun 	V3D_WRITE(V3D_TFU_IIS, job->args.iis);
204*4882a593Smuzhiyun 	V3D_WRITE(V3D_TFU_ICA, job->args.ica);
205*4882a593Smuzhiyun 	V3D_WRITE(V3D_TFU_IUA, job->args.iua);
206*4882a593Smuzhiyun 	V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
207*4882a593Smuzhiyun 	V3D_WRITE(V3D_TFU_IOS, job->args.ios);
208*4882a593Smuzhiyun 	V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
209*4882a593Smuzhiyun 	if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
210*4882a593Smuzhiyun 		V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
211*4882a593Smuzhiyun 		V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
212*4882a593Smuzhiyun 		V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
213*4882a593Smuzhiyun 	}
214*4882a593Smuzhiyun 	/* ICFG kicks off the job. */
215*4882a593Smuzhiyun 	V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
216*4882a593Smuzhiyun 
217*4882a593Smuzhiyun 	return fence;
218*4882a593Smuzhiyun }
219*4882a593Smuzhiyun 
220*4882a593Smuzhiyun static struct dma_fence *
v3d_csd_job_run(struct drm_sched_job * sched_job)221*4882a593Smuzhiyun v3d_csd_job_run(struct drm_sched_job *sched_job)
222*4882a593Smuzhiyun {
223*4882a593Smuzhiyun 	struct v3d_csd_job *job = to_csd_job(sched_job);
224*4882a593Smuzhiyun 	struct v3d_dev *v3d = job->base.v3d;
225*4882a593Smuzhiyun 	struct drm_device *dev = &v3d->drm;
226*4882a593Smuzhiyun 	struct dma_fence *fence;
227*4882a593Smuzhiyun 	int i;
228*4882a593Smuzhiyun 
229*4882a593Smuzhiyun 	v3d->csd_job = job;
230*4882a593Smuzhiyun 
231*4882a593Smuzhiyun 	v3d_invalidate_caches(v3d);
232*4882a593Smuzhiyun 
233*4882a593Smuzhiyun 	fence = v3d_fence_create(v3d, V3D_CSD);
234*4882a593Smuzhiyun 	if (IS_ERR(fence))
235*4882a593Smuzhiyun 		return NULL;
236*4882a593Smuzhiyun 
237*4882a593Smuzhiyun 	if (job->base.irq_fence)
238*4882a593Smuzhiyun 		dma_fence_put(job->base.irq_fence);
239*4882a593Smuzhiyun 	job->base.irq_fence = dma_fence_get(fence);
240*4882a593Smuzhiyun 
241*4882a593Smuzhiyun 	trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
242*4882a593Smuzhiyun 
243*4882a593Smuzhiyun 	for (i = 1; i <= 6; i++)
244*4882a593Smuzhiyun 		V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
245*4882a593Smuzhiyun 	/* CFG0 write kicks off the job. */
246*4882a593Smuzhiyun 	V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
247*4882a593Smuzhiyun 
248*4882a593Smuzhiyun 	return fence;
249*4882a593Smuzhiyun }
250*4882a593Smuzhiyun 
251*4882a593Smuzhiyun static struct dma_fence *
v3d_cache_clean_job_run(struct drm_sched_job * sched_job)252*4882a593Smuzhiyun v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
253*4882a593Smuzhiyun {
254*4882a593Smuzhiyun 	struct v3d_job *job = to_v3d_job(sched_job);
255*4882a593Smuzhiyun 	struct v3d_dev *v3d = job->v3d;
256*4882a593Smuzhiyun 
257*4882a593Smuzhiyun 	v3d_clean_caches(v3d);
258*4882a593Smuzhiyun 
259*4882a593Smuzhiyun 	return NULL;
260*4882a593Smuzhiyun }
261*4882a593Smuzhiyun 
262*4882a593Smuzhiyun static void
v3d_gpu_reset_for_timeout(struct v3d_dev * v3d,struct drm_sched_job * sched_job)263*4882a593Smuzhiyun v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
264*4882a593Smuzhiyun {
265*4882a593Smuzhiyun 	enum v3d_queue q;
266*4882a593Smuzhiyun 
267*4882a593Smuzhiyun 	mutex_lock(&v3d->reset_lock);
268*4882a593Smuzhiyun 
269*4882a593Smuzhiyun 	/* block scheduler */
270*4882a593Smuzhiyun 	for (q = 0; q < V3D_MAX_QUEUES; q++)
271*4882a593Smuzhiyun 		drm_sched_stop(&v3d->queue[q].sched, sched_job);
272*4882a593Smuzhiyun 
273*4882a593Smuzhiyun 	if (sched_job)
274*4882a593Smuzhiyun 		drm_sched_increase_karma(sched_job);
275*4882a593Smuzhiyun 
276*4882a593Smuzhiyun 	/* get the GPU back into the init state */
277*4882a593Smuzhiyun 	v3d_reset(v3d);
278*4882a593Smuzhiyun 
279*4882a593Smuzhiyun 	for (q = 0; q < V3D_MAX_QUEUES; q++)
280*4882a593Smuzhiyun 		drm_sched_resubmit_jobs(&v3d->queue[q].sched);
281*4882a593Smuzhiyun 
282*4882a593Smuzhiyun 	/* Unblock schedulers and restart their jobs. */
283*4882a593Smuzhiyun 	for (q = 0; q < V3D_MAX_QUEUES; q++) {
284*4882a593Smuzhiyun 		drm_sched_start(&v3d->queue[q].sched, true);
285*4882a593Smuzhiyun 	}
286*4882a593Smuzhiyun 
287*4882a593Smuzhiyun 	mutex_unlock(&v3d->reset_lock);
288*4882a593Smuzhiyun }
289*4882a593Smuzhiyun 
290*4882a593Smuzhiyun /* If the current address or return address have changed, then the GPU
291*4882a593Smuzhiyun  * has probably made progress and we should delay the reset.  This
292*4882a593Smuzhiyun  * could fail if the GPU got in an infinite loop in the CL, but that
293*4882a593Smuzhiyun  * is pretty unlikely outside of an i-g-t testcase.
294*4882a593Smuzhiyun  */
295*4882a593Smuzhiyun static void
v3d_cl_job_timedout(struct drm_sched_job * sched_job,enum v3d_queue q,u32 * timedout_ctca,u32 * timedout_ctra)296*4882a593Smuzhiyun v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
297*4882a593Smuzhiyun 		    u32 *timedout_ctca, u32 *timedout_ctra)
298*4882a593Smuzhiyun {
299*4882a593Smuzhiyun 	struct v3d_job *job = to_v3d_job(sched_job);
300*4882a593Smuzhiyun 	struct v3d_dev *v3d = job->v3d;
301*4882a593Smuzhiyun 	u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
302*4882a593Smuzhiyun 	u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
303*4882a593Smuzhiyun 
304*4882a593Smuzhiyun 	if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
305*4882a593Smuzhiyun 		*timedout_ctca = ctca;
306*4882a593Smuzhiyun 		*timedout_ctra = ctra;
307*4882a593Smuzhiyun 		return;
308*4882a593Smuzhiyun 	}
309*4882a593Smuzhiyun 
310*4882a593Smuzhiyun 	v3d_gpu_reset_for_timeout(v3d, sched_job);
311*4882a593Smuzhiyun }
312*4882a593Smuzhiyun 
313*4882a593Smuzhiyun static void
v3d_bin_job_timedout(struct drm_sched_job * sched_job)314*4882a593Smuzhiyun v3d_bin_job_timedout(struct drm_sched_job *sched_job)
315*4882a593Smuzhiyun {
316*4882a593Smuzhiyun 	struct v3d_bin_job *job = to_bin_job(sched_job);
317*4882a593Smuzhiyun 
318*4882a593Smuzhiyun 	v3d_cl_job_timedout(sched_job, V3D_BIN,
319*4882a593Smuzhiyun 			    &job->timedout_ctca, &job->timedout_ctra);
320*4882a593Smuzhiyun }
321*4882a593Smuzhiyun 
322*4882a593Smuzhiyun static void
v3d_render_job_timedout(struct drm_sched_job * sched_job)323*4882a593Smuzhiyun v3d_render_job_timedout(struct drm_sched_job *sched_job)
324*4882a593Smuzhiyun {
325*4882a593Smuzhiyun 	struct v3d_render_job *job = to_render_job(sched_job);
326*4882a593Smuzhiyun 
327*4882a593Smuzhiyun 	v3d_cl_job_timedout(sched_job, V3D_RENDER,
328*4882a593Smuzhiyun 			    &job->timedout_ctca, &job->timedout_ctra);
329*4882a593Smuzhiyun }
330*4882a593Smuzhiyun 
331*4882a593Smuzhiyun static void
v3d_generic_job_timedout(struct drm_sched_job * sched_job)332*4882a593Smuzhiyun v3d_generic_job_timedout(struct drm_sched_job *sched_job)
333*4882a593Smuzhiyun {
334*4882a593Smuzhiyun 	struct v3d_job *job = to_v3d_job(sched_job);
335*4882a593Smuzhiyun 
336*4882a593Smuzhiyun 	v3d_gpu_reset_for_timeout(job->v3d, sched_job);
337*4882a593Smuzhiyun }
338*4882a593Smuzhiyun 
339*4882a593Smuzhiyun static void
v3d_csd_job_timedout(struct drm_sched_job * sched_job)340*4882a593Smuzhiyun v3d_csd_job_timedout(struct drm_sched_job *sched_job)
341*4882a593Smuzhiyun {
342*4882a593Smuzhiyun 	struct v3d_csd_job *job = to_csd_job(sched_job);
343*4882a593Smuzhiyun 	struct v3d_dev *v3d = job->base.v3d;
344*4882a593Smuzhiyun 	u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
345*4882a593Smuzhiyun 
346*4882a593Smuzhiyun 	/* If we've made progress, skip reset and let the timer get
347*4882a593Smuzhiyun 	 * rearmed.
348*4882a593Smuzhiyun 	 */
349*4882a593Smuzhiyun 	if (job->timedout_batches != batches) {
350*4882a593Smuzhiyun 		job->timedout_batches = batches;
351*4882a593Smuzhiyun 		return;
352*4882a593Smuzhiyun 	}
353*4882a593Smuzhiyun 
354*4882a593Smuzhiyun 	v3d_gpu_reset_for_timeout(v3d, sched_job);
355*4882a593Smuzhiyun }
356*4882a593Smuzhiyun 
357*4882a593Smuzhiyun static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
358*4882a593Smuzhiyun 	.dependency = v3d_job_dependency,
359*4882a593Smuzhiyun 	.run_job = v3d_bin_job_run,
360*4882a593Smuzhiyun 	.timedout_job = v3d_bin_job_timedout,
361*4882a593Smuzhiyun 	.free_job = v3d_job_free,
362*4882a593Smuzhiyun };
363*4882a593Smuzhiyun 
364*4882a593Smuzhiyun static const struct drm_sched_backend_ops v3d_render_sched_ops = {
365*4882a593Smuzhiyun 	.dependency = v3d_job_dependency,
366*4882a593Smuzhiyun 	.run_job = v3d_render_job_run,
367*4882a593Smuzhiyun 	.timedout_job = v3d_render_job_timedout,
368*4882a593Smuzhiyun 	.free_job = v3d_job_free,
369*4882a593Smuzhiyun };
370*4882a593Smuzhiyun 
371*4882a593Smuzhiyun static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
372*4882a593Smuzhiyun 	.dependency = v3d_job_dependency,
373*4882a593Smuzhiyun 	.run_job = v3d_tfu_job_run,
374*4882a593Smuzhiyun 	.timedout_job = v3d_generic_job_timedout,
375*4882a593Smuzhiyun 	.free_job = v3d_job_free,
376*4882a593Smuzhiyun };
377*4882a593Smuzhiyun 
378*4882a593Smuzhiyun static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
379*4882a593Smuzhiyun 	.dependency = v3d_job_dependency,
380*4882a593Smuzhiyun 	.run_job = v3d_csd_job_run,
381*4882a593Smuzhiyun 	.timedout_job = v3d_csd_job_timedout,
382*4882a593Smuzhiyun 	.free_job = v3d_job_free
383*4882a593Smuzhiyun };
384*4882a593Smuzhiyun 
385*4882a593Smuzhiyun static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
386*4882a593Smuzhiyun 	.dependency = v3d_job_dependency,
387*4882a593Smuzhiyun 	.run_job = v3d_cache_clean_job_run,
388*4882a593Smuzhiyun 	.timedout_job = v3d_generic_job_timedout,
389*4882a593Smuzhiyun 	.free_job = v3d_job_free
390*4882a593Smuzhiyun };
391*4882a593Smuzhiyun 
392*4882a593Smuzhiyun int
v3d_sched_init(struct v3d_dev * v3d)393*4882a593Smuzhiyun v3d_sched_init(struct v3d_dev *v3d)
394*4882a593Smuzhiyun {
395*4882a593Smuzhiyun 	int hw_jobs_limit = 1;
396*4882a593Smuzhiyun 	int job_hang_limit = 0;
397*4882a593Smuzhiyun 	int hang_limit_ms = 500;
398*4882a593Smuzhiyun 	int ret;
399*4882a593Smuzhiyun 
400*4882a593Smuzhiyun 	ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
401*4882a593Smuzhiyun 			     &v3d_bin_sched_ops,
402*4882a593Smuzhiyun 			     hw_jobs_limit, job_hang_limit,
403*4882a593Smuzhiyun 			     msecs_to_jiffies(hang_limit_ms),
404*4882a593Smuzhiyun 			     "v3d_bin");
405*4882a593Smuzhiyun 	if (ret) {
406*4882a593Smuzhiyun 		dev_err(v3d->drm.dev, "Failed to create bin scheduler: %d.", ret);
407*4882a593Smuzhiyun 		return ret;
408*4882a593Smuzhiyun 	}
409*4882a593Smuzhiyun 
410*4882a593Smuzhiyun 	ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
411*4882a593Smuzhiyun 			     &v3d_render_sched_ops,
412*4882a593Smuzhiyun 			     hw_jobs_limit, job_hang_limit,
413*4882a593Smuzhiyun 			     msecs_to_jiffies(hang_limit_ms),
414*4882a593Smuzhiyun 			     "v3d_render");
415*4882a593Smuzhiyun 	if (ret) {
416*4882a593Smuzhiyun 		dev_err(v3d->drm.dev, "Failed to create render scheduler: %d.",
417*4882a593Smuzhiyun 			ret);
418*4882a593Smuzhiyun 		v3d_sched_fini(v3d);
419*4882a593Smuzhiyun 		return ret;
420*4882a593Smuzhiyun 	}
421*4882a593Smuzhiyun 
422*4882a593Smuzhiyun 	ret = drm_sched_init(&v3d->queue[V3D_TFU].sched,
423*4882a593Smuzhiyun 			     &v3d_tfu_sched_ops,
424*4882a593Smuzhiyun 			     hw_jobs_limit, job_hang_limit,
425*4882a593Smuzhiyun 			     msecs_to_jiffies(hang_limit_ms),
426*4882a593Smuzhiyun 			     "v3d_tfu");
427*4882a593Smuzhiyun 	if (ret) {
428*4882a593Smuzhiyun 		dev_err(v3d->drm.dev, "Failed to create TFU scheduler: %d.",
429*4882a593Smuzhiyun 			ret);
430*4882a593Smuzhiyun 		v3d_sched_fini(v3d);
431*4882a593Smuzhiyun 		return ret;
432*4882a593Smuzhiyun 	}
433*4882a593Smuzhiyun 
434*4882a593Smuzhiyun 	if (v3d_has_csd(v3d)) {
435*4882a593Smuzhiyun 		ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
436*4882a593Smuzhiyun 				     &v3d_csd_sched_ops,
437*4882a593Smuzhiyun 				     hw_jobs_limit, job_hang_limit,
438*4882a593Smuzhiyun 				     msecs_to_jiffies(hang_limit_ms),
439*4882a593Smuzhiyun 				     "v3d_csd");
440*4882a593Smuzhiyun 		if (ret) {
441*4882a593Smuzhiyun 			dev_err(v3d->drm.dev, "Failed to create CSD scheduler: %d.",
442*4882a593Smuzhiyun 				ret);
443*4882a593Smuzhiyun 			v3d_sched_fini(v3d);
444*4882a593Smuzhiyun 			return ret;
445*4882a593Smuzhiyun 		}
446*4882a593Smuzhiyun 
447*4882a593Smuzhiyun 		ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
448*4882a593Smuzhiyun 				     &v3d_cache_clean_sched_ops,
449*4882a593Smuzhiyun 				     hw_jobs_limit, job_hang_limit,
450*4882a593Smuzhiyun 				     msecs_to_jiffies(hang_limit_ms),
451*4882a593Smuzhiyun 				     "v3d_cache_clean");
452*4882a593Smuzhiyun 		if (ret) {
453*4882a593Smuzhiyun 			dev_err(v3d->drm.dev, "Failed to create CACHE_CLEAN scheduler: %d.",
454*4882a593Smuzhiyun 				ret);
455*4882a593Smuzhiyun 			v3d_sched_fini(v3d);
456*4882a593Smuzhiyun 			return ret;
457*4882a593Smuzhiyun 		}
458*4882a593Smuzhiyun 	}
459*4882a593Smuzhiyun 
460*4882a593Smuzhiyun 	return 0;
461*4882a593Smuzhiyun }
462*4882a593Smuzhiyun 
463*4882a593Smuzhiyun void
v3d_sched_fini(struct v3d_dev * v3d)464*4882a593Smuzhiyun v3d_sched_fini(struct v3d_dev *v3d)
465*4882a593Smuzhiyun {
466*4882a593Smuzhiyun 	enum v3d_queue q;
467*4882a593Smuzhiyun 
468*4882a593Smuzhiyun 	for (q = 0; q < V3D_MAX_QUEUES; q++) {
469*4882a593Smuzhiyun 		if (v3d->queue[q].sched.ready)
470*4882a593Smuzhiyun 			drm_sched_fini(&v3d->queue[q].sched);
471*4882a593Smuzhiyun 	}
472*4882a593Smuzhiyun }
473