linux/drivers/gpu/drm/v3d/v3d_gem.c

889 lines
21 KiB
C
Raw Normal View History

// SPDX-License-Identifier: GPL-2.0+
/* Copyright (C) 2014-2018 Broadcom */
#include <linux/device.h>
#include <linux/dma-mapping.h>
#include <linux/io.h>
#include <linux/module.h>
#include <linux/platform_device.h>
#include <linux/pm_runtime.h>
#include <linux/reset.h>
#include <linux/sched/signal.h>
#include <linux/uaccess.h>
#include <drm/drm_syncobj.h>
#include <uapi/drm/v3d_drm.h>
#include "v3d_drv.h"
#include "v3d_regs.h"
#include "v3d_trace.h"
static void
v3d_init_core(struct v3d_dev *v3d, int core)
{
/* Set OVRTMUOUT, which means that the texture sampler uniform
* configuration's tmu output type field is used, instead of
* using the hardware default behavior based on the texture
* type. If you want the default behavior, you can still put
* "2" in the indirect texture state's output_type field.
*/
if (v3d->ver < 40)
V3D_CORE_WRITE(core, V3D_CTL_MISCCFG, V3D_MISCCFG_OVRTMUOUT);
/* Whenever we flush the L2T cache, we always want to flush
* the whole thing.
*/
V3D_CORE_WRITE(core, V3D_CTL_L2TFLSTA, 0);
V3D_CORE_WRITE(core, V3D_CTL_L2TFLEND, ~0);
}
/* Sets invariant state for the HW. */
static void
v3d_init_hw_state(struct v3d_dev *v3d)
{
v3d_init_core(v3d, 0);
}
static void
v3d_idle_axi(struct v3d_dev *v3d, int core)
{
V3D_CORE_WRITE(core, V3D_GMP_CFG, V3D_GMP_CFG_STOP_REQ);
if (wait_for((V3D_CORE_READ(core, V3D_GMP_STATUS) &
(V3D_GMP_STATUS_RD_COUNT_MASK |
V3D_GMP_STATUS_WR_COUNT_MASK |
V3D_GMP_STATUS_CFG_BUSY)) == 0, 100)) {
DRM_ERROR("Failed to wait for safe GMP shutdown\n");
}
}
static void
v3d_idle_gca(struct v3d_dev *v3d)
{
if (v3d->ver >= 41)
return;
V3D_GCA_WRITE(V3D_GCA_SAFE_SHUTDOWN, V3D_GCA_SAFE_SHUTDOWN_EN);
if (wait_for((V3D_GCA_READ(V3D_GCA_SAFE_SHUTDOWN_ACK) &
V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED) ==
V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED, 100)) {
DRM_ERROR("Failed to wait for safe GCA shutdown\n");
}
}
static void
v3d_reset_by_bridge(struct v3d_dev *v3d)
{
int version = V3D_BRIDGE_READ(V3D_TOP_GR_BRIDGE_REVISION);
if (V3D_GET_FIELD(version, V3D_TOP_GR_BRIDGE_MAJOR) == 2) {
V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0,
V3D_TOP_GR_BRIDGE_SW_INIT_0_V3D_CLK_108_SW_INIT);
V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0, 0);
/* GFXH-1383: The SW_INIT may cause a stray write to address 0
* of the unit, so reset it to its power-on value here.
*/
V3D_WRITE(V3D_HUB_AXICFG, V3D_HUB_AXICFG_MAX_LEN_MASK);
} else {
WARN_ON_ONCE(V3D_GET_FIELD(version,
V3D_TOP_GR_BRIDGE_MAJOR) != 7);
V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1,
V3D_TOP_GR_BRIDGE_SW_INIT_1_V3D_CLK_108_SW_INIT);
V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1, 0);
}
}
static void
v3d_reset_v3d(struct v3d_dev *v3d)
{
if (v3d->reset)
reset_control_reset(v3d->reset);
else
v3d_reset_by_bridge(v3d);
v3d_init_hw_state(v3d);
}
void
v3d_reset(struct v3d_dev *v3d)
{
struct drm_device *dev = &v3d->drm;
DRM_DEV_ERROR(dev->dev, "Resetting GPU for hang.\n");
DRM_DEV_ERROR(dev->dev, "V3D_ERR_STAT: 0x%08x\n",
V3D_CORE_READ(0, V3D_ERR_STAT));
trace_v3d_reset_begin(dev);
/* XXX: only needed for safe powerdown, not reset. */
if (false)
v3d_idle_axi(v3d, 0);
v3d_idle_gca(v3d);
v3d_reset_v3d(v3d);
v3d_mmu_set_page_table(v3d);
v3d_irq_reset(v3d);
trace_v3d_reset_end(dev);
}
static void
v3d_flush_l3(struct v3d_dev *v3d)
{
if (v3d->ver < 41) {
u32 gca_ctrl = V3D_GCA_READ(V3D_GCA_CACHE_CTRL);
V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH);
if (v3d->ver < 33) {
V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH);
}
}
}
/* Invalidates the (read-only) L2C cache. This was the L2 cache for
* uniforms and instructions on V3D 3.2.
*/
static void
v3d_invalidate_l2c(struct v3d_dev *v3d, int core)
{
if (v3d->ver > 32)
return;
V3D_CORE_WRITE(core, V3D_CTL_L2CACTL,
V3D_L2CACTL_L2CCLR |
V3D_L2CACTL_L2CENA);
}
/* Invalidates texture L2 cachelines */
static void
v3d_flush_l2t(struct v3d_dev *v3d, int core)
{
/* While there is a busy bit (V3D_L2TCACTL_L2TFLS), we don't
* need to wait for completion before dispatching the job --
* L2T accesses will be stalled until the flush has completed.
* However, we do need to make sure we don't try to trigger a
* new flush while the L2_CLEAN queue is trying to
* synchronously clean after a job.
*/
mutex_lock(&v3d->cache_clean_lock);
V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
V3D_L2TCACTL_L2TFLS |
V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM));
mutex_unlock(&v3d->cache_clean_lock);
}
/* Cleans texture L1 and L2 cachelines (writing back dirty data).
*
* For cleaning, which happens from the CACHE_CLEAN queue after CSD has
* executed, we need to make sure that the clean is done before
* signaling job completion. So, we synchronously wait before
* returning, and we make sure that L2 invalidates don't happen in the
* meantime to confuse our are-we-done checks.
*/
void
v3d_clean_caches(struct v3d_dev *v3d)
{
struct drm_device *dev = &v3d->drm;
int core = 0;
trace_v3d_cache_clean_begin(dev);
V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, V3D_L2TCACTL_TMUWCF);
if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
V3D_L2TCACTL_L2TFLS), 100)) {
DRM_ERROR("Timeout waiting for L1T write combiner flush\n");
}
mutex_lock(&v3d->cache_clean_lock);
V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
V3D_L2TCACTL_L2TFLS |
V3D_SET_FIELD(V3D_L2TCACTL_FLM_CLEAN, V3D_L2TCACTL_FLM));
if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
V3D_L2TCACTL_L2TFLS), 100)) {
DRM_ERROR("Timeout waiting for L2T clean\n");
}
mutex_unlock(&v3d->cache_clean_lock);
trace_v3d_cache_clean_end(dev);
}
/* Invalidates the slice caches. These are read-only caches. */
static void
v3d_invalidate_slices(struct v3d_dev *v3d, int core)
{
V3D_CORE_WRITE(core, V3D_CTL_SLCACTL,
V3D_SET_FIELD(0xf, V3D_SLCACTL_TVCCS) |
V3D_SET_FIELD(0xf, V3D_SLCACTL_TDCCS) |
V3D_SET_FIELD(0xf, V3D_SLCACTL_UCC) |
V3D_SET_FIELD(0xf, V3D_SLCACTL_ICC));
}
void
v3d_invalidate_caches(struct v3d_dev *v3d)
{
/* Invalidate the caches from the outside in. That way if
* another CL's concurrent use of nearby memory were to pull
* an invalidated cacheline back in, we wouldn't leave stale
* data in the inner cache.
*/
v3d_flush_l3(v3d);
v3d_invalidate_l2c(v3d, 0);
v3d_flush_l2t(v3d, 0);
v3d_invalidate_slices(v3d, 0);
}
/* 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 v3d, so we don't attach dma-buf fences to them.
*/
static int
v3d_lock_bo_reservations(struct v3d_job *job,
struct ww_acquire_ctx *acquire_ctx)
{
int i, ret;
ret = drm_gem_lock_reservations(job->bo, job->bo_count, acquire_ctx);
if (ret)
return ret;
for (i = 0; i < job->bo_count; i++) {
ret = drm_gem_fence_array_add_implicit(&job->deps,
job->bo[i], true);
if (ret) {
drm_gem_unlock_reservations(job->bo, job->bo_count,
acquire_ctx);
return ret;
}
}
return 0;
}
/**
* v3d_lookup_bos() - Sets up job->bo[] with the GEM objects
* referenced by the job.
* @dev: DRM device
* @file_priv: DRM file for this fd
* @job: 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 v3d_exec_cleanup() time.
*/
static int
v3d_lookup_bos(struct drm_device *dev,
struct drm_file *file_priv,
struct v3d_job *job,
u64 bo_handles,
u32 bo_count)
{
u32 *handles;
int ret = 0;
int i;
job->bo_count = bo_count;
if (!job->bo_count) {
/* See comment on bo_index for why we have to check
* this.
*/
DRM_DEBUG("Rendering requires BOs\n");
return -EINVAL;
}
job->bo = kvmalloc_array(job->bo_count,
sizeof(struct drm_gem_cma_object *),
GFP_KERNEL | __GFP_ZERO);
if (!job->bo) {
DRM_DEBUG("Failed to allocate validated BO pointers\n");
return -ENOMEM;
}
handles = kvmalloc_array(job->bo_count, sizeof(u32), GFP_KERNEL);
if (!handles) {
ret = -ENOMEM;
DRM_DEBUG("Failed to allocate incoming GEM handles\n");
goto fail;
}
if (copy_from_user(handles,
(void __user *)(uintptr_t)bo_handles,
job->bo_count * sizeof(u32))) {
ret = -EFAULT;
DRM_DEBUG("Failed to copy in GEM handles\n");
goto fail;
}
spin_lock(&file_priv->table_lock);
for (i = 0; i < job->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 = -ENOENT;
spin_unlock(&file_priv->table_lock);
goto fail;
}
drm_gem_object_get(bo);
job->bo[i] = bo;
}
spin_unlock(&file_priv->table_lock);
fail:
kvfree(handles);
return ret;
}
static void
v3d_job_free(struct kref *ref)
{
struct v3d_job *job = container_of(ref, struct v3d_job, refcount);
unsigned long index;
struct dma_fence *fence;
int i;
for (i = 0; i < job->bo_count; i++) {
if (job->bo[i])
drm_gem_object_put_unlocked(job->bo[i]);
}
kvfree(job->bo);
xa_for_each(&job->deps, index, fence) {
dma_fence_put(fence);
}
xa_destroy(&job->deps);
dma_fence_put(job->irq_fence);
dma_fence_put(job->done_fence);
pm_runtime_mark_last_busy(job->v3d->dev);
pm_runtime_put_autosuspend(job->v3d->dev);
kfree(job);
}
static void
v3d_render_job_free(struct kref *ref)
{
struct v3d_render_job *job = container_of(ref, struct v3d_render_job,
base.refcount);
struct v3d_bo *bo, *save;
list_for_each_entry_safe(bo, save, &job->unref_list, unref_head) {
drm_gem_object_put_unlocked(&bo->base.base);
}
v3d_job_free(ref);
}
void v3d_job_put(struct v3d_job *job)
{
kref_put(&job->refcount, job->free);
}
int
v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
int ret;
struct drm_v3d_wait_bo *args = data;
ktime_t start = ktime_get();
u64 delta_ns;
unsigned long timeout_jiffies =
nsecs_to_jiffies_timeout(args->timeout_ns);
if (args->pad != 0)
return -EINVAL;
ret = drm_gem_dma_resv_wait(file_priv, args->handle,
true, timeout_jiffies);
/* Decrement the user's timeout, in case we got interrupted
* such that the ioctl will be restarted.
*/
delta_ns = ktime_to_ns(ktime_sub(ktime_get(), start));
if (delta_ns < args->timeout_ns)
args->timeout_ns -= delta_ns;
else
args->timeout_ns = 0;
/* Asked to wait beyond the jiffie/scheduler precision? */
if (ret == -ETIME && args->timeout_ns)
ret = -EAGAIN;
return ret;
}
static int
v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
struct v3d_job *job, void (*free)(struct kref *ref),
u32 in_sync)
{
struct dma_fence *in_fence = NULL;
int ret;
job->v3d = v3d;
job->free = free;
ret = pm_runtime_get_sync(v3d->dev);
if (ret < 0)
return ret;
xa_init_flags(&job->deps, XA_FLAGS_ALLOC);
ret = drm_syncobj_find_fence(file_priv, in_sync, 0, 0, &in_fence);
if (ret == -EINVAL)
goto fail;
ret = drm_gem_fence_array_add(&job->deps, in_fence);
if (ret)
goto fail;
kref_init(&job->refcount);
return 0;
fail:
xa_destroy(&job->deps);
pm_runtime_put_autosuspend(v3d->dev);
return ret;
}
static int
v3d_push_job(struct v3d_file_priv *v3d_priv,
struct v3d_job *job, enum v3d_queue queue)
{
int ret;
ret = drm_sched_job_init(&job->base, &v3d_priv->sched_entity[queue],
v3d_priv);
if (ret)
return ret;
job->done_fence = dma_fence_get(&job->base.s_fence->finished);
/* put by scheduler job completion */
kref_get(&job->refcount);
drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[queue]);
return 0;
}
static void
v3d_attach_fences_and_unlock_reservation(struct drm_file *file_priv,
struct v3d_job *job,
struct ww_acquire_ctx *acquire_ctx,
u32 out_sync,
struct dma_fence *done_fence)
{
struct drm_syncobj *sync_out;
int i;
for (i = 0; i < job->bo_count; i++) {
/* XXX: Use shared fences for read-only objects. */
dma_resv_add_excl_fence(job->bo[i]->resv,
job->done_fence);
}
drm_gem_unlock_reservations(job->bo, job->bo_count, acquire_ctx);
/* Update the return sync object for the job */
sync_out = drm_syncobj_find(file_priv, out_sync);
if (sync_out) {
drm_syncobj_replace_fence(sync_out, done_fence);
drm_syncobj_put(sync_out);
}
}
/**
* v3d_submit_cl_ioctl() - Submits a job (frame) to the V3D.
* @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
v3d_submit_cl_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct v3d_dev *v3d = to_v3d_dev(dev);
struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
struct drm_v3d_submit_cl *args = data;
struct v3d_bin_job *bin = NULL;
struct v3d_render_job *render;
struct ww_acquire_ctx acquire_ctx;
int ret = 0;
trace_v3d_submit_cl_ioctl(&v3d->drm, args->rcl_start, args->rcl_end);
if (args->pad != 0) {
DRM_INFO("pad must be zero: %d\n", args->pad);
return -EINVAL;
}
render = kcalloc(1, sizeof(*render), GFP_KERNEL);
if (!render)
return -ENOMEM;
render->start = args->rcl_start;
render->end = args->rcl_end;
INIT_LIST_HEAD(&render->unref_list);
ret = v3d_job_init(v3d, file_priv, &render->base,
v3d_render_job_free, args->in_sync_rcl);
if (ret) {
kfree(render);
return ret;
}
if (args->bcl_start != args->bcl_end) {
bin = kcalloc(1, sizeof(*bin), GFP_KERNEL);
if (!bin)
return -ENOMEM;
ret = v3d_job_init(v3d, file_priv, &bin->base,
v3d_job_free, args->in_sync_bcl);
if (ret) {
kfree(bin);
v3d_job_put(&render->base);
return ret;
}
bin->start = args->bcl_start;
bin->end = args->bcl_end;
bin->qma = args->qma;
bin->qms = args->qms;
bin->qts = args->qts;
bin->render = render;
}
ret = v3d_lookup_bos(dev, file_priv, &render->base,
args->bo_handles, args->bo_handle_count);
if (ret)
goto fail;
ret = v3d_lock_bo_reservations(&render->base, &acquire_ctx);
if (ret)
goto fail;
mutex_lock(&v3d->sched_lock);
if (bin) {
ret = v3d_push_job(v3d_priv, &bin->base, V3D_BIN);
if (ret)
goto fail_unreserve;
ret = drm_gem_fence_array_add(&render->base.deps,
dma_fence_get(bin->base.done_fence));
if (ret)
goto fail_unreserve;
}
ret = v3d_push_job(v3d_priv, &render->base, V3D_RENDER);
if (ret)
goto fail_unreserve;
mutex_unlock(&v3d->sched_lock);
v3d_attach_fences_and_unlock_reservation(file_priv,
&render->base,
&acquire_ctx,
args->out_sync,
render->base.done_fence);
if (bin)
v3d_job_put(&bin->base);
v3d_job_put(&render->base);
return 0;
fail_unreserve:
mutex_unlock(&v3d->sched_lock);
drm_gem_unlock_reservations(render->base.bo,
render->base.bo_count, &acquire_ctx);
fail:
if (bin)
v3d_job_put(&bin->base);
v3d_job_put(&render->base);
return ret;
}
/**
* v3d_submit_tfu_ioctl() - Submits a TFU (texture formatting) job to the V3D.
* @dev: DRM device
* @data: ioctl argument
* @file_priv: DRM file for this fd
*
* Userspace provides the register setup for the TFU, which we don't
* need to validate since the TFU is behind the MMU.
*/
int
v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct v3d_dev *v3d = to_v3d_dev(dev);
struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
struct drm_v3d_submit_tfu *args = data;
struct v3d_tfu_job *job;
struct ww_acquire_ctx acquire_ctx;
int ret = 0;
trace_v3d_submit_tfu_ioctl(&v3d->drm, args->iia);
job = kcalloc(1, sizeof(*job), GFP_KERNEL);
if (!job)
return -ENOMEM;
ret = v3d_job_init(v3d, file_priv, &job->base,
v3d_job_free, args->in_sync);
if (ret) {
kfree(job);
return ret;
}
job->base.bo = kcalloc(ARRAY_SIZE(args->bo_handles),
sizeof(*job->base.bo), GFP_KERNEL);
if (!job->base.bo) {
v3d_job_put(&job->base);
return -ENOMEM;
}
job->args = *args;
spin_lock(&file_priv->table_lock);
for (job->base.bo_count = 0;
job->base.bo_count < ARRAY_SIZE(args->bo_handles);
job->base.bo_count++) {
struct drm_gem_object *bo;
if (!args->bo_handles[job->base.bo_count])
break;
bo = idr_find(&file_priv->object_idr,
args->bo_handles[job->base.bo_count]);
if (!bo) {
DRM_DEBUG("Failed to look up GEM BO %d: %d\n",
job->base.bo_count,
args->bo_handles[job->base.bo_count]);
ret = -ENOENT;
spin_unlock(&file_priv->table_lock);
goto fail;
}
drm_gem_object_get(bo);
job->base.bo[job->base.bo_count] = bo;
}
spin_unlock(&file_priv->table_lock);
ret = v3d_lock_bo_reservations(&job->base, &acquire_ctx);
if (ret)
goto fail;
mutex_lock(&v3d->sched_lock);
ret = v3d_push_job(v3d_priv, &job->base, V3D_TFU);
if (ret)
goto fail_unreserve;
mutex_unlock(&v3d->sched_lock);
v3d_attach_fences_and_unlock_reservation(file_priv,
&job->base, &acquire_ctx,
args->out_sync,
job->base.done_fence);
v3d_job_put(&job->base);
return 0;
fail_unreserve:
mutex_unlock(&v3d->sched_lock);
drm_gem_unlock_reservations(job->base.bo, job->base.bo_count,
&acquire_ctx);
fail:
v3d_job_put(&job->base);
return ret;
}
/**
* v3d_submit_csd_ioctl() - Submits a CSD (texture formatting) job to the V3D.
* @dev: DRM device
* @data: ioctl argument
* @file_priv: DRM file for this fd
*
* Userspace provides the register setup for the CSD, which we don't
* need to validate since the CSD is behind the MMU.
*/
int
v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct v3d_dev *v3d = to_v3d_dev(dev);
struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
struct drm_v3d_submit_csd *args = data;
struct v3d_csd_job *job;
struct v3d_job *clean_job;
struct ww_acquire_ctx acquire_ctx;
int ret;
trace_v3d_submit_csd_ioctl(&v3d->drm, args->cfg[5], args->cfg[6]);
if (!v3d_has_csd(v3d)) {
DRM_DEBUG("Attempting CSD submit on non-CSD hardware\n");
return -EINVAL;
}
job = kcalloc(1, sizeof(*job), GFP_KERNEL);
if (!job)
return -ENOMEM;
ret = v3d_job_init(v3d, file_priv, &job->base,
v3d_job_free, args->in_sync);
if (ret) {
kfree(job);
return ret;
}
clean_job = kcalloc(1, sizeof(*clean_job), GFP_KERNEL);
if (!clean_job) {
v3d_job_put(&job->base);
kfree(job);
return -ENOMEM;
}
ret = v3d_job_init(v3d, file_priv, clean_job, v3d_job_free, 0);
if (ret) {
v3d_job_put(&job->base);
kfree(clean_job);
return ret;
}
job->args = *args;
ret = v3d_lookup_bos(dev, file_priv, clean_job,
args->bo_handles, args->bo_handle_count);
if (ret)
goto fail;
ret = v3d_lock_bo_reservations(clean_job, &acquire_ctx);
if (ret)
goto fail;
mutex_lock(&v3d->sched_lock);
ret = v3d_push_job(v3d_priv, &job->base, V3D_CSD);
if (ret)
goto fail_unreserve;
ret = drm_gem_fence_array_add(&clean_job->deps,
dma_fence_get(job->base.done_fence));
if (ret)
goto fail_unreserve;
ret = v3d_push_job(v3d_priv, clean_job, V3D_CACHE_CLEAN);
if (ret)
goto fail_unreserve;
mutex_unlock(&v3d->sched_lock);
v3d_attach_fences_and_unlock_reservation(file_priv,
clean_job,
&acquire_ctx,
args->out_sync,
clean_job->done_fence);
v3d_job_put(&job->base);
v3d_job_put(clean_job);
return 0;
fail_unreserve:
mutex_unlock(&v3d->sched_lock);
drm_gem_unlock_reservations(clean_job->bo, clean_job->bo_count,
&acquire_ctx);
fail:
v3d_job_put(&job->base);
v3d_job_put(clean_job);
return ret;
}
int
v3d_gem_init(struct drm_device *dev)
{
struct v3d_dev *v3d = to_v3d_dev(dev);
u32 pt_size = 4096 * 1024;
int ret, i;
for (i = 0; i < V3D_MAX_QUEUES; i++)
v3d->queue[i].fence_context = dma_fence_context_alloc(1);
spin_lock_init(&v3d->mm_lock);
spin_lock_init(&v3d->job_lock);
mutex_init(&v3d->bo_lock);
mutex_init(&v3d->reset_lock);
mutex_init(&v3d->sched_lock);
mutex_init(&v3d->cache_clean_lock);
/* Note: We don't allocate address 0. Various bits of HW
* treat 0 as special, such as the occlusion query counters
* where 0 means "disabled".
*/
drm_mm_init(&v3d->mm, 1, pt_size / sizeof(u32) - 1);
v3d->pt = dma_alloc_wc(v3d->dev, pt_size,
&v3d->pt_paddr,
GFP_KERNEL | __GFP_NOWARN | __GFP_ZERO);
if (!v3d->pt) {
drm_mm_takedown(&v3d->mm);
dev_err(v3d->dev,
"Failed to allocate page tables. "
"Please ensure you have CMA enabled.\n");
return -ENOMEM;
}
v3d_init_hw_state(v3d);
v3d_mmu_set_page_table(v3d);
ret = v3d_sched_init(v3d);
if (ret) {
drm_mm_takedown(&v3d->mm);
dma_free_coherent(v3d->dev, 4096 * 1024, (void *)v3d->pt,
v3d->pt_paddr);
}
return 0;
}
void
v3d_gem_destroy(struct drm_device *dev)
{
struct v3d_dev *v3d = to_v3d_dev(dev);
v3d_sched_fini(v3d);
/* Waiting for jobs to finish would need to be done before
* unregistering V3D.
*/
WARN_ON(v3d->bin_job);
WARN_ON(v3d->render_job);
drm_mm_takedown(&v3d->mm);
dma_free_coherent(v3d->dev, 4096 * 1024, (void *)v3d->pt, v3d->pt_paddr);
}