linux/drivers/gpu/drm/vc4/vc4_gem.c
Eric Anholt 7edabee06a drm/vc4: Fix races when the CS reads from render targets.
With the introduction of bin/render pipelining, the previous job may
not be completed when we start binning the next one.  If the previous
job wrote our VBO, IB, or CS textures, then the binning stage might
get stale or uninitialized results.

Fixes the major rendering failure in glmark2 -b terrain.

Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: ca26d28bba ("drm/vc4: improve throughput by pipelining binning and rendering jobs")
Cc: stable@vger.kernel.org
2016-10-06 11:53:50 -07:00

959 lines
23 KiB
C

/*
* 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 "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_unreference_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 - 1;
goto err;
}
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((void __user *)(uintptr_t)get_state->bo,
bo_state,
state->bo_count * sizeof(*bo_state)))
ret = -EFAULT;
kfree(bo_state);
err_free:
vc4_free_hang_state(dev, kernel_state);
err:
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, unref_list_count, prev_idx;
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;
}
prev_idx = 0;
for (i = 0; i < 2; i++) {
if (!exec[i])
continue;
for (j = 0; j < exec[i]->bo_count; j++) {
drm_gem_object_reference(&exec[i]->bo[j]->base);
kernel_state->bo[j + prev_idx] = &exec[i]->bo[j]->base;
}
list_for_each_entry(bo, &exec[i]->unref_list, unref_head) {
drm_gem_object_reference(&bo->base.base);
kernel_state->bo[j + prev_idx] = &bo->base.base;
j++;
}
prev_idx = j + 1;
}
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;
}
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;
}
}
/* 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 void
vc4_queue_submit(struct drm_device *dev, struct vc4_exec_info *exec)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
uint64_t seqno;
unsigned long irqflags;
spin_lock_irqsave(&vc4->job_lock, irqflags);
seqno = ++vc4->emit_seqno;
exec->seqno = seqno;
vc4_update_bo_seqnos(exec, seqno);
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);
}
/**
* Looks up a bunch of GEM handles for BOs and stores the array for
* use in the command validator that actually writes relocated
* addresses pointing to them.
*/
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_ERROR("Rendering requires BOs to validate\n");
return -EINVAL;
}
exec->bo = drm_calloc_large(exec->bo_count,
sizeof(struct drm_gem_cma_object *));
if (!exec->bo) {
DRM_ERROR("Failed to allocate validated BO pointers\n");
return -ENOMEM;
}
handles = drm_malloc_ab(exec->bo_count, sizeof(uint32_t));
if (!handles) {
DRM_ERROR("Failed to allocate incoming GEM handles\n");
goto fail;
}
ret = copy_from_user(handles,
(void __user *)(uintptr_t)args->bo_handles,
exec->bo_count * sizeof(uint32_t));
if (ret) {
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_ERROR("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_reference(bo);
exec->bo[i] = (struct drm_gem_cma_object *)bo;
}
spin_unlock(&file_priv->table_lock);
fail:
drm_free_large(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 (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_ERROR("overflow in exec arguments\n");
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 = drm_malloc_ab(temp_size, 1);
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,
(void __user *)(uintptr_t)args->bin_cl,
args->bin_cl_size)) {
ret = -EFAULT;
goto fail;
}
if (copy_from_user(exec->shader_rec_u,
(void __user *)(uintptr_t)args->shader_rec,
args->shader_rec_size)) {
ret = -EFAULT;
goto fail;
}
if (copy_from_user(exec->uniforms_u,
(void __user *)(uintptr_t)args->uniforms,
args->uniforms_size)) {
ret = -EFAULT;
goto fail;
}
bo = vc4_bo_create(dev, exec_size, true);
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:
drm_free_large(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 i;
if (exec->bo) {
for (i = 0; i < exec->bo_count; i++)
drm_gem_object_unreference_unlocked(&exec->bo[i]->base);
drm_free_large(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_unreference_unlocked(&bo->base.base);
}
mutex_lock(&vc4->power_lock);
if (--vc4->power_refcount == 0)
pm_runtime_put(&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_ERROR("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_unreference_unlocked(gem_obj);
return ret;
}
/**
* Submits a command list to the VC4.
*
* This is what is called batchbuffer emitting on other hardware.
*/
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;
int ret = 0;
if ((args->flags & ~VC4_SUBMIT_CL_USE_CLEAR_COLOR) != 0) {
DRM_ERROR("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);
mutex_unlock(&vc4->power_lock);
if (ret < 0) {
kfree(exec);
return ret;
}
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;
/* Clear this out of the struct we'll be putting in the queue,
* since it's part of our stack.
*/
exec->args = NULL;
vc4_queue_submit(dev, exec);
/* 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);
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->overflow_mem) {
drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
vc4->overflow_mem = NULL;
}
if (vc4->hang_state)
vc4_free_hang_state(dev, vc4->hang_state);
vc4_bo_cache_destroy(dev);
}