forked from Minki/linux
d5b1a78a77
The user submission is basically a pointer to a command list and a pointer to uniforms. We copy those in to the kernel, validate and relocate them, and store the result in a GPU BO which we queue for execution. v2: Drop support for NV shader recs (not necessary for GL), simplify vc4_use_bo(), improve bin flush/semaphore checks, use __u32 style types. Signed-off-by: Eric Anholt <eric@anholt.net>
442 lines
13 KiB
C
442 lines
13 KiB
C
/*
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* Copyright (C) 2015 Broadcom
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation.
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*/
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#include "drmP.h"
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#include "drm_gem_cma_helper.h"
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struct vc4_dev {
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struct drm_device *dev;
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struct vc4_hdmi *hdmi;
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struct vc4_hvs *hvs;
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struct vc4_crtc *crtc[3];
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struct vc4_v3d *v3d;
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struct drm_fbdev_cma *fbdev;
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/* The kernel-space BO cache. Tracks buffers that have been
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* unreferenced by all other users (refcounts of 0!) but not
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* yet freed, so we can do cheap allocations.
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*/
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struct vc4_bo_cache {
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/* Array of list heads for entries in the BO cache,
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* based on number of pages, so we can do O(1) lookups
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* in the cache when allocating.
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*/
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struct list_head *size_list;
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uint32_t size_list_size;
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/* List of all BOs in the cache, ordered by age, so we
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* can do O(1) lookups when trying to free old
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* buffers.
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*/
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struct list_head time_list;
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struct work_struct time_work;
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struct timer_list time_timer;
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} bo_cache;
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struct vc4_bo_stats {
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u32 num_allocated;
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u32 size_allocated;
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u32 num_cached;
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u32 size_cached;
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} bo_stats;
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/* Protects bo_cache and the BO stats. */
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struct mutex bo_lock;
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/* Sequence number for the last job queued in job_list.
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* Starts at 0 (no jobs emitted).
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*/
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uint64_t emit_seqno;
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/* Sequence number for the last completed job on the GPU.
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* Starts at 0 (no jobs completed).
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*/
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uint64_t finished_seqno;
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/* List of all struct vc4_exec_info for jobs to be executed.
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* The first job in the list is the one currently programmed
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* into ct0ca/ct1ca for execution.
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*/
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struct list_head job_list;
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/* List of the finished vc4_exec_infos waiting to be freed by
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* job_done_work.
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*/
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struct list_head job_done_list;
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/* Spinlock used to synchronize the job_list and seqno
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* accesses between the IRQ handler and GEM ioctls.
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*/
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spinlock_t job_lock;
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wait_queue_head_t job_wait_queue;
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struct work_struct job_done_work;
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/* The binner overflow memory that's currently set up in
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* BPOA/BPOS registers. When overflow occurs and a new one is
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* allocated, the previous one will be moved to
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* vc4->current_exec's free list.
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*/
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struct vc4_bo *overflow_mem;
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struct work_struct overflow_mem_work;
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struct {
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uint32_t last_ct0ca, last_ct1ca;
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struct timer_list timer;
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struct work_struct reset_work;
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} hangcheck;
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struct semaphore async_modeset;
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};
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static inline struct vc4_dev *
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to_vc4_dev(struct drm_device *dev)
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{
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return (struct vc4_dev *)dev->dev_private;
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}
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struct vc4_bo {
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struct drm_gem_cma_object base;
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/* seqno of the last job to render to this BO. */
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uint64_t seqno;
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/* List entry for the BO's position in either
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* vc4_exec_info->unref_list or vc4_dev->bo_cache.time_list
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*/
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struct list_head unref_head;
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/* Time in jiffies when the BO was put in vc4->bo_cache. */
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unsigned long free_time;
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/* List entry for the BO's position in vc4_dev->bo_cache.size_list */
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struct list_head size_head;
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/* Struct for shader validation state, if created by
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* DRM_IOCTL_VC4_CREATE_SHADER_BO.
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*/
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struct vc4_validated_shader_info *validated_shader;
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};
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static inline struct vc4_bo *
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to_vc4_bo(struct drm_gem_object *bo)
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{
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return (struct vc4_bo *)bo;
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}
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struct vc4_v3d {
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struct platform_device *pdev;
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void __iomem *regs;
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};
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struct vc4_hvs {
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struct platform_device *pdev;
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void __iomem *regs;
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void __iomem *dlist;
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};
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struct vc4_plane {
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struct drm_plane base;
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};
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static inline struct vc4_plane *
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to_vc4_plane(struct drm_plane *plane)
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{
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return (struct vc4_plane *)plane;
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}
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enum vc4_encoder_type {
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VC4_ENCODER_TYPE_HDMI,
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VC4_ENCODER_TYPE_VEC,
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VC4_ENCODER_TYPE_DSI0,
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VC4_ENCODER_TYPE_DSI1,
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VC4_ENCODER_TYPE_SMI,
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VC4_ENCODER_TYPE_DPI,
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};
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struct vc4_encoder {
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struct drm_encoder base;
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enum vc4_encoder_type type;
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u32 clock_select;
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};
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static inline struct vc4_encoder *
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to_vc4_encoder(struct drm_encoder *encoder)
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{
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return container_of(encoder, struct vc4_encoder, base);
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}
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#define V3D_READ(offset) readl(vc4->v3d->regs + offset)
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#define V3D_WRITE(offset, val) writel(val, vc4->v3d->regs + offset)
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#define HVS_READ(offset) readl(vc4->hvs->regs + offset)
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#define HVS_WRITE(offset, val) writel(val, vc4->hvs->regs + offset)
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struct vc4_exec_info {
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/* Sequence number for this bin/render job. */
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uint64_t seqno;
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/* Kernel-space copy of the ioctl arguments */
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struct drm_vc4_submit_cl *args;
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/* This is the array of BOs that were looked up at the start of exec.
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* Command validation will use indices into this array.
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*/
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struct drm_gem_cma_object **bo;
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uint32_t bo_count;
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/* Pointers for our position in vc4->job_list */
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struct list_head head;
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/* List of other BOs used in the job that need to be released
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* once the job is complete.
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*/
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struct list_head unref_list;
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/* Current unvalidated indices into @bo loaded by the non-hardware
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* VC4_PACKET_GEM_HANDLES.
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*/
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uint32_t bo_index[2];
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/* This is the BO where we store the validated command lists, shader
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* records, and uniforms.
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*/
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struct drm_gem_cma_object *exec_bo;
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/**
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* This tracks the per-shader-record state (packet 64) that
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* determines the length of the shader record and the offset
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* it's expected to be found at. It gets read in from the
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* command lists.
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*/
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struct vc4_shader_state {
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uint32_t addr;
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/* Maximum vertex index referenced by any primitive using this
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* shader state.
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*/
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uint32_t max_index;
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} *shader_state;
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/** How many shader states the user declared they were using. */
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uint32_t shader_state_size;
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/** How many shader state records the validator has seen. */
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uint32_t shader_state_count;
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bool found_tile_binning_mode_config_packet;
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bool found_start_tile_binning_packet;
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bool found_increment_semaphore_packet;
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bool found_flush;
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uint8_t bin_tiles_x, bin_tiles_y;
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struct drm_gem_cma_object *tile_bo;
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uint32_t tile_alloc_offset;
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/**
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* Computed addresses pointing into exec_bo where we start the
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* bin thread (ct0) and render thread (ct1).
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*/
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uint32_t ct0ca, ct0ea;
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uint32_t ct1ca, ct1ea;
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/* Pointer to the unvalidated bin CL (if present). */
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void *bin_u;
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/* Pointers to the shader recs. These paddr gets incremented as CL
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* packets are relocated in validate_gl_shader_state, and the vaddrs
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* (u and v) get incremented and size decremented as the shader recs
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* themselves are validated.
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*/
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void *shader_rec_u;
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void *shader_rec_v;
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uint32_t shader_rec_p;
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uint32_t shader_rec_size;
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/* Pointers to the uniform data. These pointers are incremented, and
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* size decremented, as each batch of uniforms is uploaded.
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*/
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void *uniforms_u;
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void *uniforms_v;
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uint32_t uniforms_p;
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uint32_t uniforms_size;
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};
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static inline struct vc4_exec_info *
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vc4_first_job(struct vc4_dev *vc4)
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{
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if (list_empty(&vc4->job_list))
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return NULL;
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return list_first_entry(&vc4->job_list, struct vc4_exec_info, head);
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}
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/**
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* struct vc4_texture_sample_info - saves the offsets into the UBO for texture
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* setup parameters.
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*
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* This will be used at draw time to relocate the reference to the texture
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* contents in p0, and validate that the offset combined with
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* width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
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* Note that the hardware treats unprovided config parameters as 0, so not all
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* of them need to be set up for every texure sample, and we'll store ~0 as
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* the offset to mark the unused ones.
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*
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* See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
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* Setup") for definitions of the texture parameters.
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*/
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struct vc4_texture_sample_info {
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bool is_direct;
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uint32_t p_offset[4];
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};
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/**
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* struct vc4_validated_shader_info - information about validated shaders that
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* needs to be used from command list validation.
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*
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* For a given shader, each time a shader state record references it, we need
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* to verify that the shader doesn't read more uniforms than the shader state
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* record's uniform BO pointer can provide, and we need to apply relocations
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* and validate the shader state record's uniforms that define the texture
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* samples.
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*/
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struct vc4_validated_shader_info {
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uint32_t uniforms_size;
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uint32_t uniforms_src_size;
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uint32_t num_texture_samples;
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struct vc4_texture_sample_info *texture_samples;
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};
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/**
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* _wait_for - magic (register) wait macro
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*
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* Does the right thing for modeset paths when run under kdgb or similar atomic
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* contexts. Note that it's important that we check the condition again after
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* having timed out, since the timeout could be due to preemption or similar and
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* we've never had a chance to check the condition before the timeout.
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*/
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#define _wait_for(COND, MS, W) ({ \
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unsigned long timeout__ = jiffies + msecs_to_jiffies(MS) + 1; \
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int ret__ = 0; \
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while (!(COND)) { \
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if (time_after(jiffies, timeout__)) { \
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if (!(COND)) \
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ret__ = -ETIMEDOUT; \
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break; \
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} \
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if (W && drm_can_sleep()) { \
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msleep(W); \
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} else { \
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cpu_relax(); \
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} \
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} \
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ret__; \
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})
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#define wait_for(COND, MS) _wait_for(COND, MS, 1)
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/* vc4_bo.c */
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struct drm_gem_object *vc4_create_object(struct drm_device *dev, size_t size);
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void vc4_free_object(struct drm_gem_object *gem_obj);
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struct vc4_bo *vc4_bo_create(struct drm_device *dev, size_t size,
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bool from_cache);
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int vc4_dumb_create(struct drm_file *file_priv,
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struct drm_device *dev,
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struct drm_mode_create_dumb *args);
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struct dma_buf *vc4_prime_export(struct drm_device *dev,
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struct drm_gem_object *obj, int flags);
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int vc4_create_bo_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv);
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int vc4_create_shader_bo_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv);
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int vc4_mmap_bo_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv);
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int vc4_mmap(struct file *filp, struct vm_area_struct *vma);
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int vc4_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma);
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void *vc4_prime_vmap(struct drm_gem_object *obj);
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void vc4_bo_cache_init(struct drm_device *dev);
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void vc4_bo_cache_destroy(struct drm_device *dev);
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int vc4_bo_stats_debugfs(struct seq_file *m, void *arg);
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/* vc4_crtc.c */
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extern struct platform_driver vc4_crtc_driver;
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int vc4_enable_vblank(struct drm_device *dev, unsigned int crtc_id);
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void vc4_disable_vblank(struct drm_device *dev, unsigned int crtc_id);
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void vc4_cancel_page_flip(struct drm_crtc *crtc, struct drm_file *file);
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int vc4_crtc_debugfs_regs(struct seq_file *m, void *arg);
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/* vc4_debugfs.c */
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int vc4_debugfs_init(struct drm_minor *minor);
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void vc4_debugfs_cleanup(struct drm_minor *minor);
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/* vc4_drv.c */
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void __iomem *vc4_ioremap_regs(struct platform_device *dev, int index);
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/* vc4_gem.c */
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void vc4_gem_init(struct drm_device *dev);
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void vc4_gem_destroy(struct drm_device *dev);
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int vc4_submit_cl_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv);
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int vc4_wait_seqno_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv);
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int vc4_wait_bo_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv);
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void vc4_submit_next_job(struct drm_device *dev);
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int vc4_wait_for_seqno(struct drm_device *dev, uint64_t seqno,
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uint64_t timeout_ns, bool interruptible);
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void vc4_job_handle_completed(struct vc4_dev *vc4);
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/* vc4_hdmi.c */
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extern struct platform_driver vc4_hdmi_driver;
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int vc4_hdmi_debugfs_regs(struct seq_file *m, void *unused);
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/* vc4_irq.c */
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irqreturn_t vc4_irq(int irq, void *arg);
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void vc4_irq_preinstall(struct drm_device *dev);
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int vc4_irq_postinstall(struct drm_device *dev);
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void vc4_irq_uninstall(struct drm_device *dev);
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void vc4_irq_reset(struct drm_device *dev);
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/* vc4_hvs.c */
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extern struct platform_driver vc4_hvs_driver;
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void vc4_hvs_dump_state(struct drm_device *dev);
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int vc4_hvs_debugfs_regs(struct seq_file *m, void *unused);
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/* vc4_kms.c */
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int vc4_kms_load(struct drm_device *dev);
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/* vc4_plane.c */
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struct drm_plane *vc4_plane_init(struct drm_device *dev,
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enum drm_plane_type type);
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u32 vc4_plane_write_dlist(struct drm_plane *plane, u32 __iomem *dlist);
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u32 vc4_plane_dlist_size(struct drm_plane_state *state);
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/* vc4_v3d.c */
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extern struct platform_driver vc4_v3d_driver;
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int vc4_v3d_debugfs_ident(struct seq_file *m, void *unused);
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int vc4_v3d_debugfs_regs(struct seq_file *m, void *unused);
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int vc4_v3d_set_power(struct vc4_dev *vc4, bool on);
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/* vc4_validate.c */
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int
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vc4_validate_bin_cl(struct drm_device *dev,
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void *validated,
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void *unvalidated,
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struct vc4_exec_info *exec);
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int
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vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec);
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struct drm_gem_cma_object *vc4_use_bo(struct vc4_exec_info *exec,
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uint32_t hindex);
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int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec);
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bool vc4_check_tex_size(struct vc4_exec_info *exec,
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struct drm_gem_cma_object *fbo,
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uint32_t offset, uint8_t tiling_format,
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uint32_t width, uint32_t height, uint8_t cpp);
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/* vc4_validate_shader.c */
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struct vc4_validated_shader_info *
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vc4_validate_shader(struct drm_gem_cma_object *shader_obj);
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