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* Copyright © 2014 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include <linux/module.h>
#include <linux/platform_device.h>
#include <linux/pm_runtime.h>
#include <linux/device.h>
#include <linux/io.h>
#include <linux/sched/signal.h>
#include "uapi/drm/vc4_drm.h"
#include "vc4_drv.h"
#include "vc4_regs.h"
#include "vc4_trace.h"
static void
vc4_queue_hangcheck(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
mod_timer(&vc4->hangcheck.timer,
round_jiffies_up(jiffies + msecs_to_jiffies(100)));
}
struct vc4_hang_state {
struct drm_vc4_get_hang_state user_state;
u32 bo_count;
struct drm_gem_object **bo;
};
static void
vc4_free_hang_state(struct drm_device *dev, struct vc4_hang_state *state)
{
unsigned int i;
for (i = 0; i < state->user_state.bo_count; i++)
drm_gem_object_put_unlocked(state->bo[i]);
kfree(state);
}
int
vc4_get_hang_state_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct drm_vc4_get_hang_state *get_state = data;
struct drm_vc4_get_hang_state_bo *bo_state;
struct vc4_hang_state *kernel_state;
struct drm_vc4_get_hang_state *state;
struct vc4_dev *vc4 = to_vc4_dev(dev);
unsigned long irqflags;
u32 i;
int ret = 0;
spin_lock_irqsave(&vc4->job_lock, irqflags);
kernel_state = vc4->hang_state;
if (!kernel_state) {
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
return -ENOENT;
}
state = &kernel_state->user_state;
/* If the user's array isn't big enough, just return the
* required array size.
*/
if (get_state->bo_count < state->bo_count) {
get_state->bo_count = state->bo_count;
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
return 0;
}
vc4->hang_state = NULL;
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
/* Save the user's BO pointer, so we don't stomp it with the memcpy. */
state->bo = get_state->bo;
memcpy(get_state, state, sizeof(*state));
bo_state = kcalloc(state->bo_count, sizeof(*bo_state), GFP_KERNEL);
if (!bo_state) {
ret = -ENOMEM;
goto err_free;
}
for (i = 0; i < state->bo_count; i++) {
struct vc4_bo *vc4_bo = to_vc4_bo(kernel_state->bo[i]);
u32 handle;
ret = drm_gem_handle_create(file_priv, kernel_state->bo[i],
&handle);
if (ret) {
state->bo_count = i;
goto err_delete_handle;
}
bo_state[i].handle = handle;
bo_state[i].paddr = vc4_bo->base.paddr;
bo_state[i].size = vc4_bo->base.base.size;
}
if (copy_to_user(u64_to_user_ptr(get_state->bo),
bo_state,
state->bo_count * sizeof(*bo_state)))
ret = -EFAULT;
err_delete_handle:
if (ret) {
for (i = 0; i < state->bo_count; i++)
drm_gem_handle_delete(file_priv, bo_state[i].handle);
}
err_free:
vc4_free_hang_state(dev, kernel_state);
kfree(bo_state);
return ret;
}
static void
vc4_save_hang_state(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
struct drm_vc4_get_hang_state *state;
struct vc4_hang_state *kernel_state;
struct vc4_exec_info *exec[2];
struct vc4_bo *bo;
unsigned long irqflags;
unsigned int i, j, k, unref_list_count;
kernel_state = kcalloc(1, sizeof(*kernel_state), GFP_KERNEL);
if (!kernel_state)
return;
state = &kernel_state->user_state;
spin_lock_irqsave(&vc4->job_lock, irqflags);
exec[0] = vc4_first_bin_job(vc4);
exec[1] = vc4_first_render_job(vc4);
if (!exec[0] && !exec[1]) {
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
return;
}
/* Get the bos from both binner and renderer into hang state. */
state->bo_count = 0;
for (i = 0; i < 2; i++) {
if (!exec[i])
continue;
unref_list_count = 0;
list_for_each_entry(bo, &exec[i]->unref_list, unref_head)
unref_list_count++;
state->bo_count += exec[i]->bo_count + unref_list_count;
}
kernel_state->bo = kcalloc(state->bo_count,
sizeof(*kernel_state->bo), GFP_ATOMIC);
if (!kernel_state->bo) {
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
return;
}
k = 0;
for (i = 0; i < 2; i++) {
if (!exec[i])
continue;
for (j = 0; j < exec[i]->bo_count; j++) {
drm_gem_object_get(&exec[i]->bo[j]->base);
kernel_state->bo[k++] = &exec[i]->bo[j]->base;
}
list_for_each_entry(bo, &exec[i]->unref_list, unref_head) {
drm_gem_object_get(&bo->base.base);
kernel_state->bo[k++] = &bo->base.base;
}
}
WARN_ON_ONCE(k != state->bo_count);
if (exec[0])
state->start_bin = exec[0]->ct0ca;
if (exec[1])
state->start_render = exec[1]->ct1ca;
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
state->ct0ca = V3D_READ(V3D_CTNCA(0));
state->ct0ea = V3D_READ(V3D_CTNEA(0));
state->ct1ca = V3D_READ(V3D_CTNCA(1));
state->ct1ea = V3D_READ(V3D_CTNEA(1));
state->ct0cs = V3D_READ(V3D_CTNCS(0));
state->ct1cs = V3D_READ(V3D_CTNCS(1));
state->ct0ra0 = V3D_READ(V3D_CT00RA0);
state->ct1ra0 = V3D_READ(V3D_CT01RA0);
state->bpca = V3D_READ(V3D_BPCA);
state->bpcs = V3D_READ(V3D_BPCS);
state->bpoa = V3D_READ(V3D_BPOA);
state->bpos = V3D_READ(V3D_BPOS);
state->vpmbase = V3D_READ(V3D_VPMBASE);
state->dbge = V3D_READ(V3D_DBGE);
state->fdbgo = V3D_READ(V3D_FDBGO);
state->fdbgb = V3D_READ(V3D_FDBGB);
state->fdbgr = V3D_READ(V3D_FDBGR);
state->fdbgs = V3D_READ(V3D_FDBGS);
state->errstat = V3D_READ(V3D_ERRSTAT);
spin_lock_irqsave(&vc4->job_lock, irqflags);
if (vc4->hang_state) {
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
vc4_free_hang_state(dev, kernel_state);
} else {
vc4->hang_state = kernel_state;
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
}
}
static void
vc4_reset(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
DRM_INFO("Resetting GPU.\n");
mutex_lock(&vc4->power_lock);
if (vc4->power_refcount) {
/* Power the device off and back on the by dropping the
* reference on runtime PM.
*/
pm_runtime_put_sync_suspend(&vc4->v3d->pdev->dev);
pm_runtime_get_sync(&vc4->v3d->pdev->dev);
}
mutex_unlock(&vc4->power_lock);
vc4_irq_reset(dev);
/* Rearm the hangcheck -- another job might have been waiting
* for our hung one to get kicked off, and vc4_irq_reset()
* would have started it.
*/
vc4_queue_hangcheck(dev);
}
static void
vc4_reset_work(struct work_struct *work)
{
struct vc4_dev *vc4 =
container_of(work, struct vc4_dev, hangcheck.reset_work);
vc4_save_hang_state(vc4->dev);
vc4_reset(vc4->dev);
}
static void
vc4_hangcheck_elapsed(unsigned long data)
{
struct drm_device *dev = (struct drm_device *)data;
struct vc4_dev *vc4 = to_vc4_dev(dev);
uint32_t ct0ca, ct1ca;
unsigned long irqflags;
struct vc4_exec_info *bin_exec, *render_exec;
spin_lock_irqsave(&vc4->job_lock, irqflags);
bin_exec = vc4_first_bin_job(vc4);
render_exec = vc4_first_render_job(vc4);
/* If idle, we can stop watching for hangs. */
if (!bin_exec && !render_exec) {
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
return;
}
ct0ca = V3D_READ(V3D_CTNCA(0));
ct1ca = V3D_READ(V3D_CTNCA(1));
/* If we've made any progress in execution, rearm the timer
* and wait.
*/
if ((bin_exec && ct0ca != bin_exec->last_ct0ca) ||
(render_exec && ct1ca != render_exec->last_ct1ca)) {
if (bin_exec)
bin_exec->last_ct0ca = ct0ca;
if (render_exec)
render_exec->last_ct1ca = ct1ca;
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
vc4_queue_hangcheck(dev);
return;
}
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
/* We've gone too long with no progress, reset. This has to
* be done from a work struct, since resetting can sleep and
* this timer hook isn't allowed to.
*/
schedule_work(&vc4->hangcheck.reset_work);
}
static void
submit_cl(struct drm_device *dev, uint32_t thread, uint32_t start, uint32_t end)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
/* Set the current and end address of the control list.
* Writing the end register is what starts the job.
*/
V3D_WRITE(V3D_CTNCA(thread), start);
V3D_WRITE(V3D_CTNEA(thread), end);
}
int
vc4_wait_for_seqno(struct drm_device *dev, uint64_t seqno, uint64_t timeout_ns,
bool interruptible)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
int ret = 0;
unsigned long timeout_expire;
DEFINE_WAIT(wait);
if (vc4->finished_seqno >= seqno)
return 0;
if (timeout_ns == 0)
return -ETIME;
timeout_expire = jiffies + nsecs_to_jiffies(timeout_ns);
trace_vc4_wait_for_seqno_begin(dev, seqno, timeout_ns);
for (;;) {
prepare_to_wait(&vc4->job_wait_queue, &wait,
interruptible ? TASK_INTERRUPTIBLE :
TASK_UNINTERRUPTIBLE);
if (interruptible && signal_pending(current)) {
ret = -ERESTARTSYS;
break;
}
if (vc4->finished_seqno >= seqno)
break;
if (timeout_ns != ~0ull) {
if (time_after_eq(jiffies, timeout_expire)) {
ret = -ETIME;
break;
}
schedule_timeout(timeout_expire - jiffies);
} else {
schedule();
}
}
finish_wait(&vc4->job_wait_queue, &wait);
trace_vc4_wait_for_seqno_end(dev, seqno);
return ret;
}
static void
vc4_flush_caches(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
/* Flush the GPU L2 caches. These caches sit on top of system
* L3 (the 128kb or so shared with the CPU), and are
* non-allocating in the L3.
*/
V3D_WRITE(V3D_L2CACTL,
V3D_L2CACTL_L2CCLR);
V3D_WRITE(V3D_SLCACTL,
VC4_SET_FIELD(0xf, V3D_SLCACTL_T1CC) |
VC4_SET_FIELD(0xf, V3D_SLCACTL_T0CC) |
VC4_SET_FIELD(0xf, V3D_SLCACTL_UCC) |
VC4_SET_FIELD(0xf, V3D_SLCACTL_ICC));
}
/* Sets the registers for the next job to be actually be executed in
* the hardware.
*
* The job_lock should be held during this.
*/
void
vc4_submit_next_bin_job(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
struct vc4_exec_info *exec;
again:
exec = vc4_first_bin_job(vc4);
if (!exec)
return;
vc4_flush_caches(dev);
/* Either put the job in the binner if it uses the binner, or
* immediately move it to the to-be-rendered queue.
*/
if (exec->ct0ca != exec->ct0ea) {
submit_cl(dev, 0, exec->ct0ca, exec->ct0ea);
} else {
vc4_move_job_to_render(dev, exec);
goto again;
}
}
void
vc4_submit_next_render_job(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
struct vc4_exec_info *exec = vc4_first_render_job(vc4);
if (!exec)
return;
submit_cl(dev, 1, exec->ct1ca, exec->ct1ea);
}
void
vc4_move_job_to_render(struct drm_device *dev, struct vc4_exec_info *exec)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
bool was_empty = list_empty(&vc4->render_job_list);
list_move_tail(&exec->head, &vc4->render_job_list);
if (was_empty)
vc4_submit_next_render_job(dev);
}
static void
vc4_update_bo_seqnos(struct vc4_exec_info *exec, uint64_t seqno)
{
struct vc4_bo *bo;
unsigned i;
for (i = 0; i < exec->bo_count; i++) {
bo = to_vc4_bo(&exec->bo[i]->base);
bo->seqno = seqno;
reservation_object_add_shared_fence(bo->resv, exec->fence);
}
list_for_each_entry(bo, &exec->unref_list, unref_head) {
bo->seqno = seqno;
}
for (i = 0; i < exec->rcl_write_bo_count; i++) {
bo = to_vc4_bo(&exec->rcl_write_bo[i]->base);
bo->write_seqno = seqno;
reservation_object_add_excl_fence(bo->resv, exec->fence);
}
}
static void
vc4_unlock_bo_reservations(struct drm_device *dev,
struct vc4_exec_info *exec,
struct ww_acquire_ctx *acquire_ctx)
{
int i;
for (i = 0; i < exec->bo_count; i++) {
struct vc4_bo *bo = to_vc4_bo(&exec->bo[i]->base);
ww_mutex_unlock(&bo->resv->lock);
}
ww_acquire_fini(acquire_ctx);
}
/* Takes the reservation lock on all the BOs being referenced, so that
* at queue submit time we can update the reservations.
*
* We don't lock the RCL the tile alloc/state BOs, or overflow memory
* (all of which are on exec->unref_list). They're entirely private
* to vc4, so we don't attach dma-buf fences to them.
*/
static int
vc4_lock_bo_reservations(struct drm_device *dev,
struct vc4_exec_info *exec,
struct ww_acquire_ctx *acquire_ctx)
{
int contended_lock = -1;
int i, ret;
struct vc4_bo *bo;
ww_acquire_init(acquire_ctx, &reservation_ww_class);
retry:
if (contended_lock != -1) {
bo = to_vc4_bo(&exec->bo[contended_lock]->base);
ret = ww_mutex_lock_slow_interruptible(&bo->resv->lock,
acquire_ctx);
if (ret) {
ww_acquire_done(acquire_ctx);
return ret;
}
}
for (i = 0; i < exec->bo_count; i++) {
if (i == contended_lock)
continue;
bo = to_vc4_bo(&exec->bo[i]->base);
ret = ww_mutex_lock_interruptible(&bo->resv->lock, acquire_ctx);
if (ret) {
int j;
for (j = 0; j < i; j++) {
bo = to_vc4_bo(&exec->bo[j]->base);
ww_mutex_unlock(&bo->resv->lock);
}
if (contended_lock != -1 && contended_lock >= i) {
bo = to_vc4_bo(&exec->bo[contended_lock]->base);
ww_mutex_unlock(&bo->resv->lock);
}
if (ret == -EDEADLK) {
contended_lock = i;
goto retry;
}
ww_acquire_done(acquire_ctx);
return ret;
}
}
ww_acquire_done(acquire_ctx);
/* Reserve space for our shared (read-only) fence references,
* before we commit the CL to the hardware.
*/
for (i = 0; i < exec->bo_count; i++) {
bo = to_vc4_bo(&exec->bo[i]->base);
ret = reservation_object_reserve_shared(bo->resv);
if (ret) {
vc4_unlock_bo_reservations(dev, exec, acquire_ctx);
return ret;
}
}
return 0;
}
/* Queues a struct vc4_exec_info for execution. If no job is
* currently executing, then submits it.
*
* Unlike most GPUs, our hardware only handles one command list at a
* time. To queue multiple jobs at once, we'd need to edit the
* previous command list to have a jump to the new one at the end, and
* then bump the end address. That's a change for a later date,
* though.
*/
static int
vc4_queue_submit(struct drm_device *dev, struct vc4_exec_info *exec,
struct ww_acquire_ctx *acquire_ctx)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
uint64_t seqno;
unsigned long irqflags;
struct vc4_fence *fence;
fence = kzalloc(sizeof(*fence), GFP_KERNEL);
if (!fence)
return -ENOMEM;
fence->dev = dev;
spin_lock_irqsave(&vc4->job_lock, irqflags);
seqno = ++vc4->emit_seqno;
exec->seqno = seqno;
dma_fence_init(&fence->base, &vc4_fence_ops, &vc4->job_lock,
vc4->dma_fence_context, exec->seqno);
fence->seqno = exec->seqno;
exec->fence = &fence->base;
vc4_update_bo_seqnos(exec, seqno);
vc4_unlock_bo_reservations(dev, exec, acquire_ctx);
list_add_tail(&exec->head, &vc4->bin_job_list);
/* If no job was executing, kick ours off. Otherwise, it'll
* get started when the previous job's flush done interrupt
* occurs.
*/
if (vc4_first_bin_job(vc4) == exec) {
vc4_submit_next_bin_job(dev);
vc4_queue_hangcheck(dev);
}
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
return 0;
}
/**
* vc4_cl_lookup_bos() - Sets up exec->bo[] with the GEM objects
* referenced by the job.
* @dev: DRM device
* @file_priv: DRM file for this fd
* @exec: V3D job being set up
*
* The command validator needs to reference BOs by their index within
* the submitted job's BO list. This does the validation of the job's
* BO list and reference counting for the lifetime of the job.
*
* Note that this function doesn't need to unreference the BOs on
* failure, because that will happen at vc4_complete_exec() time.
*/
static int
vc4_cl_lookup_bos(struct drm_device *dev,
struct drm_file *file_priv,
struct vc4_exec_info *exec)
{
struct drm_vc4_submit_cl *args = exec->args;
uint32_t *handles;
int ret = 0;
int i;
exec->bo_count = args->bo_handle_count;
if (!exec->bo_count) {
/* See comment on bo_index for why we have to check
* this.
*/
DRM_DEBUG("Rendering requires BOs to validate\n");
return -EINVAL;
}
exec->bo = kvmalloc_array(exec->bo_count,
sizeof(struct drm_gem_cma_object *),
GFP_KERNEL | __GFP_ZERO);
if (!exec->bo) {
DRM_ERROR("Failed to allocate validated BO pointers\n");
return -ENOMEM;
}
handles = kvmalloc_array(exec->bo_count, sizeof(uint32_t), GFP_KERNEL);
if (!handles) {
ret = -ENOMEM;
DRM_ERROR("Failed to allocate incoming GEM handles\n");
goto fail;
}
if (copy_from_user(handles, u64_to_user_ptr(args->bo_handles),
exec->bo_count * sizeof(uint32_t))) {
ret = -EFAULT;
DRM_ERROR("Failed to copy in GEM handles\n");
goto fail;
}
spin_lock(&file_priv->table_lock);
for (i = 0; i < exec->bo_count; i++) {
struct drm_gem_object *bo = idr_find(&file_priv->object_idr,
handles[i]);
if (!bo) {
DRM_DEBUG("Failed to look up GEM BO %d: %d\n",
i, handles[i]);
ret = -EINVAL;
spin_unlock(&file_priv->table_lock);
goto fail;
}
drm_gem_object_get(bo);
exec->bo[i] = (struct drm_gem_cma_object *)bo;
}
spin_unlock(&file_priv->table_lock);
fail:
kvfree(handles);
return ret;
}
static int
vc4_get_bcl(struct drm_device *dev, struct vc4_exec_info *exec)
{
struct drm_vc4_submit_cl *args = exec->args;
void *temp = NULL;
void *bin;
int ret = 0;
uint32_t bin_offset = 0;
uint32_t shader_rec_offset = roundup(bin_offset + args->bin_cl_size,
16);
uint32_t uniforms_offset = shader_rec_offset + args->shader_rec_size;
uint32_t exec_size = uniforms_offset + args->uniforms_size;
uint32_t temp_size = exec_size + (sizeof(struct vc4_shader_state) *
args->shader_rec_count);
struct vc4_bo *bo;
if (shader_rec_offset < args->bin_cl_size ||
uniforms_offset < shader_rec_offset ||
exec_size < uniforms_offset ||
args->shader_rec_count >= (UINT_MAX /
sizeof(struct vc4_shader_state)) ||
temp_size < exec_size) {
DRM_DEBUG("overflow in exec arguments\n");
ret = -EINVAL;
goto fail;
}
/* Allocate space where we'll store the copied in user command lists
* and shader records.
*
* We don't just copy directly into the BOs because we need to
* read the contents back for validation, and I think the
* bo->vaddr is uncached access.
*/
temp = kvmalloc_array(temp_size, 1, GFP_KERNEL);
if (!temp) {
DRM_ERROR("Failed to allocate storage for copying "
"in bin/render CLs.\n");
ret = -ENOMEM;
goto fail;
}
bin = temp + bin_offset;
exec->shader_rec_u = temp + shader_rec_offset;
exec->uniforms_u = temp + uniforms_offset;
exec->shader_state = temp + exec_size;
exec->shader_state_size = args->shader_rec_count;
if (copy_from_user(bin,
u64_to_user_ptr(args->bin_cl),
args->bin_cl_size)) {
ret = -EFAULT;
goto fail;
}
if (copy_from_user(exec->shader_rec_u,
u64_to_user_ptr(args->shader_rec),
args->shader_rec_size)) {
ret = -EFAULT;
goto fail;
}
if (copy_from_user(exec->uniforms_u,
u64_to_user_ptr(args->uniforms),
args->uniforms_size)) {
ret = -EFAULT;
goto fail;
}
bo = vc4_bo_create(dev, exec_size, true, VC4_BO_TYPE_BCL);
if (IS_ERR(bo)) {
DRM_ERROR("Couldn't allocate BO for binning\n");
ret = PTR_ERR(bo);
goto fail;
}
exec->exec_bo = &bo->base;
list_add_tail(&to_vc4_bo(&exec->exec_bo->base)->unref_head,
&exec->unref_list);
exec->ct0ca = exec->exec_bo->paddr + bin_offset;
exec->bin_u = bin;
exec->shader_rec_v = exec->exec_bo->vaddr + shader_rec_offset;
exec->shader_rec_p = exec->exec_bo->paddr + shader_rec_offset;
exec->shader_rec_size = args->shader_rec_size;
exec->uniforms_v = exec->exec_bo->vaddr + uniforms_offset;
exec->uniforms_p = exec->exec_bo->paddr + uniforms_offset;
exec->uniforms_size = args->uniforms_size;
ret = vc4_validate_bin_cl(dev,
exec->exec_bo->vaddr + bin_offset,
bin,
exec);
if (ret)
goto fail;
ret = vc4_validate_shader_recs(dev, exec);
if (ret)
goto fail;
/* Block waiting on any previous rendering into the CS's VBO,
* IB, or textures, so that pixels are actually written by the
* time we try to read them.
*/
ret = vc4_wait_for_seqno(dev, exec->bin_dep_seqno, ~0ull, true);
fail:
kvfree(temp);
return ret;
}
static void
vc4_complete_exec(struct drm_device *dev, struct vc4_exec_info *exec)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
unsigned long irqflags;
unsigned i;
/* If we got force-completed because of GPU reset rather than
* through our IRQ handler, signal the fence now.
*/
if (exec->fence) {
dma_fence_signal(exec->fence);
dma_fence_put(exec->fence);
}
if (exec->bo) {
for (i = 0; i < exec->bo_count; i++)
drm_gem_object_put_unlocked(&exec->bo[i]->base);
kvfree(exec->bo);
}
while (!list_empty(&exec->unref_list)) {
struct vc4_bo *bo = list_first_entry(&exec->unref_list,
struct vc4_bo, unref_head);
list_del(&bo->unref_head);
drm_gem_object_put_unlocked(&bo->base.base);
}
/* Free up the allocation of any bin slots we used. */
spin_lock_irqsave(&vc4->job_lock, irqflags);
vc4->bin_alloc_used &= ~exec->bin_slots;
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
mutex_lock(&vc4->power_lock);
if (--vc4->power_refcount == 0) {
pm_runtime_mark_last_busy(&vc4->v3d->pdev->dev);
pm_runtime_put_autosuspend(&vc4->v3d->pdev->dev);
}
mutex_unlock(&vc4->power_lock);
kfree(exec);
}
void
vc4_job_handle_completed(struct vc4_dev *vc4)
{
unsigned long irqflags;
struct vc4_seqno_cb *cb, *cb_temp;
spin_lock_irqsave(&vc4->job_lock, irqflags);
while (!list_empty(&vc4->job_done_list)) {
struct vc4_exec_info *exec =
list_first_entry(&vc4->job_done_list,
struct vc4_exec_info, head);
list_del(&exec->head);
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
vc4_complete_exec(vc4->dev, exec);
spin_lock_irqsave(&vc4->job_lock, irqflags);
}
list_for_each_entry_safe(cb, cb_temp, &vc4->seqno_cb_list, work.entry) {
if (cb->seqno <= vc4->finished_seqno) {
list_del_init(&cb->work.entry);
schedule_work(&cb->work);
}
}
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
}
static void vc4_seqno_cb_work(struct work_struct *work)
{
struct vc4_seqno_cb *cb = container_of(work, struct vc4_seqno_cb, work);
cb->func(cb);
}
int vc4_queue_seqno_cb(struct drm_device *dev,
struct vc4_seqno_cb *cb, uint64_t seqno,
void (*func)(struct vc4_seqno_cb *cb))
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
int ret = 0;
unsigned long irqflags;
cb->func = func;
INIT_WORK(&cb->work, vc4_seqno_cb_work);
spin_lock_irqsave(&vc4->job_lock, irqflags);
if (seqno > vc4->finished_seqno) {
cb->seqno = seqno;
list_add_tail(&cb->work.entry, &vc4->seqno_cb_list);
} else {
schedule_work(&cb->work);
}
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
return ret;
}
/* Scheduled when any job has been completed, this walks the list of
* jobs that had completed and unrefs their BOs and frees their exec
* structs.
*/
static void
vc4_job_done_work(struct work_struct *work)
{
struct vc4_dev *vc4 =
container_of(work, struct vc4_dev, job_done_work);
vc4_job_handle_completed(vc4);
}
static int
vc4_wait_for_seqno_ioctl_helper(struct drm_device *dev,
uint64_t seqno,
uint64_t *timeout_ns)
{
unsigned long start = jiffies;
int ret = vc4_wait_for_seqno(dev, seqno, *timeout_ns, true);
if ((ret == -EINTR || ret == -ERESTARTSYS) && *timeout_ns != ~0ull) {
uint64_t delta = jiffies_to_nsecs(jiffies - start);
if (*timeout_ns >= delta)
*timeout_ns -= delta;
}
return ret;
}
int
vc4_wait_seqno_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct drm_vc4_wait_seqno *args = data;
return vc4_wait_for_seqno_ioctl_helper(dev, args->seqno,
&args->timeout_ns);
}
int
vc4_wait_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
int ret;
struct drm_vc4_wait_bo *args = data;
struct drm_gem_object *gem_obj;
struct vc4_bo *bo;
if (args->pad != 0)
return -EINVAL;
gem_obj = drm_gem_object_lookup(file_priv, args->handle);
if (!gem_obj) {
DRM_DEBUG("Failed to look up GEM BO %d\n", args->handle);
return -EINVAL;
}
bo = to_vc4_bo(gem_obj);
ret = vc4_wait_for_seqno_ioctl_helper(dev, bo->seqno,
&args->timeout_ns);
drm_gem_object_put_unlocked(gem_obj);
return ret;
}
/**
* vc4_submit_cl_ioctl() - Submits a job (frame) to the VC4.
* @dev: DRM device
* @data: ioctl argument
* @file_priv: DRM file for this fd
*
* This is the main entrypoint for userspace to submit a 3D frame to
* the GPU. Userspace provides the binner command list (if
* applicable), and the kernel sets up the render command list to draw
* to the framebuffer described in the ioctl, using the command lists
* that the 3D engine's binner will produce.
*/
int
vc4_submit_cl_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
struct drm_vc4_submit_cl *args = data;
struct vc4_exec_info *exec;
struct ww_acquire_ctx acquire_ctx;
int ret = 0;
if ((args->flags & ~(VC4_SUBMIT_CL_USE_CLEAR_COLOR |
VC4_SUBMIT_CL_FIXED_RCL_ORDER |
VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X |
VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y)) != 0) {
DRM_DEBUG("Unknown flags: 0x%02x\n", args->flags);
return -EINVAL;
}
exec = kcalloc(1, sizeof(*exec), GFP_KERNEL);
if (!exec) {
DRM_ERROR("malloc failure on exec struct\n");
return -ENOMEM;
}
mutex_lock(&vc4->power_lock);
if (vc4->power_refcount++ == 0) {
ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
if (ret < 0) {
mutex_unlock(&vc4->power_lock);
vc4->power_refcount--;
kfree(exec);
return ret;
}
}
mutex_unlock(&vc4->power_lock);
exec->args = args;
INIT_LIST_HEAD(&exec->unref_list);
ret = vc4_cl_lookup_bos(dev, file_priv, exec);
if (ret)
goto fail;
if (exec->args->bin_cl_size != 0) {
ret = vc4_get_bcl(dev, exec);
if (ret)
goto fail;
} else {
exec->ct0ca = 0;
exec->ct0ea = 0;
}
ret = vc4_get_rcl(dev, exec);
if (ret)
goto fail;
ret = vc4_lock_bo_reservations(dev, exec, &acquire_ctx);
if (ret)
goto fail;
/* Clear this out of the struct we'll be putting in the queue,
* since it's part of our stack.
*/
exec->args = NULL;
ret = vc4_queue_submit(dev, exec, &acquire_ctx);
if (ret)
goto fail;
/* Return the seqno for our job. */
args->seqno = vc4->emit_seqno;
return 0;
fail:
vc4_complete_exec(vc4->dev, exec);
return ret;
}
void
vc4_gem_init(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
vc4->dma_fence_context = dma_fence_context_alloc(1);
INIT_LIST_HEAD(&vc4->bin_job_list);
INIT_LIST_HEAD(&vc4->render_job_list);
INIT_LIST_HEAD(&vc4->job_done_list);
INIT_LIST_HEAD(&vc4->seqno_cb_list);
spin_lock_init(&vc4->job_lock);
INIT_WORK(&vc4->hangcheck.reset_work, vc4_reset_work);
setup_timer(&vc4->hangcheck.timer,
vc4_hangcheck_elapsed,
(unsigned long)dev);
INIT_WORK(&vc4->job_done_work, vc4_job_done_work);
mutex_init(&vc4->power_lock);
}
void
vc4_gem_destroy(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
/* Waiting for exec to finish would need to be done before
* unregistering V3D.
*/
WARN_ON(vc4->emit_seqno != vc4->finished_seqno);
/* V3D should already have disabled its interrupt and cleared
* the overflow allocation registers. Now free the object.
*/
if (vc4->bin_bo) {
drm_gem_object_put_unlocked(&vc4->bin_bo->base.base);
vc4->bin_bo = NULL;
}
if (vc4->hang_state)
vc4_free_hang_state(dev, vc4->hang_state);
}
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