File Index
Files and directories
Sign in
FILE

v3d_gem.c

File preview with syntax highlighting.

linux-6.19.14/drivers/gpu/drm/v3d/v3d_gem.c C
  1// SPDX-License-Identifier: GPL-2.0+
  2/* Copyright (C) 2014-2018 Broadcom */
  3
  4#include <linux/device.h>
  5#include <linux/dma-mapping.h>
  6#include <linux/io.h>
  7#include <linux/module.h>
  8#include <linux/platform_device.h>
  9#include <linux/reset.h>
 10#include <linux/sched/signal.h>
 11#include <linux/uaccess.h>
 12
 13#include <drm/drm_managed.h>
 14#include <drm/drm_print.h>
 15
 16#include "v3d_drv.h"
 17#include "v3d_regs.h"
 18#include "v3d_trace.h"
 19
 20static void
 21v3d_init_core(struct v3d_dev *v3d, int core)
 22{
 23	/* Set OVRTMUOUT, which means that the texture sampler uniform
 24	 * configuration's tmu output type field is used, instead of
 25	 * using the hardware default behavior based on the texture
 26	 * type.  If you want the default behavior, you can still put
 27	 * "2" in the indirect texture state's output_type field.
 28	 */
 29	if (v3d->ver < V3D_GEN_41)
 30		V3D_CORE_WRITE(core, V3D_CTL_MISCCFG, V3D_MISCCFG_OVRTMUOUT);
 31
 32	/* Whenever we flush the L2T cache, we always want to flush
 33	 * the whole thing.
 34	 */
 35	V3D_CORE_WRITE(core, V3D_CTL_L2TFLSTA, 0);
 36	V3D_CORE_WRITE(core, V3D_CTL_L2TFLEND, ~0);
 37}
 38
 39/* Sets invariant state for the HW. */
 40static void
 41v3d_init_hw_state(struct v3d_dev *v3d)
 42{
 43	v3d_init_core(v3d, 0);
 44}
 45
 46static void
 47v3d_idle_axi(struct v3d_dev *v3d, int core)
 48{
 49	V3D_CORE_WRITE(core, V3D_GMP_CFG(v3d->ver), V3D_GMP_CFG_STOP_REQ);
 50
 51	if (wait_for((V3D_CORE_READ(core, V3D_GMP_STATUS(v3d->ver)) &
 52		      (V3D_GMP_STATUS_RD_COUNT_MASK |
 53		       V3D_GMP_STATUS_WR_COUNT_MASK |
 54		       V3D_GMP_STATUS_CFG_BUSY)) == 0, 100)) {
 55		DRM_ERROR("Failed to wait for safe GMP shutdown\n");
 56	}
 57}
 58
 59static void
 60v3d_idle_gca(struct v3d_dev *v3d)
 61{
 62	if (v3d->ver >= V3D_GEN_41)
 63		return;
 64
 65	V3D_GCA_WRITE(V3D_GCA_SAFE_SHUTDOWN, V3D_GCA_SAFE_SHUTDOWN_EN);
 66
 67	if (wait_for((V3D_GCA_READ(V3D_GCA_SAFE_SHUTDOWN_ACK) &
 68		      V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED) ==
 69		     V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED, 100)) {
 70		DRM_ERROR("Failed to wait for safe GCA shutdown\n");
 71	}
 72}
 73
 74static void
 75v3d_reset_by_bridge(struct v3d_dev *v3d)
 76{
 77	int version = V3D_BRIDGE_READ(V3D_TOP_GR_BRIDGE_REVISION);
 78
 79	if (V3D_GET_FIELD(version, V3D_TOP_GR_BRIDGE_MAJOR) == 2) {
 80		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0,
 81				 V3D_TOP_GR_BRIDGE_SW_INIT_0_V3D_CLK_108_SW_INIT);
 82		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0, 0);
 83
 84		/* GFXH-1383: The SW_INIT may cause a stray write to address 0
 85		 * of the unit, so reset it to its power-on value here.
 86		 */
 87		V3D_WRITE(V3D_HUB_AXICFG, V3D_HUB_AXICFG_MAX_LEN_MASK);
 88	} else {
 89		WARN_ON_ONCE(V3D_GET_FIELD(version,
 90					   V3D_TOP_GR_BRIDGE_MAJOR) != 7);
 91		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1,
 92				 V3D_TOP_GR_BRIDGE_SW_INIT_1_V3D_CLK_108_SW_INIT);
 93		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1, 0);
 94	}
 95}
 96
 97static void
 98v3d_reset_v3d(struct v3d_dev *v3d)
 99{
100	if (v3d->reset)
101		reset_control_reset(v3d->reset);
102	else
103		v3d_reset_by_bridge(v3d);
104
105	v3d_init_hw_state(v3d);
106}
107
108void
109v3d_reset_sms(struct v3d_dev *v3d)
110{
111	if (v3d->ver < V3D_GEN_71)
112		return;
113
114	V3D_SMS_WRITE(V3D_SMS_REE_CS, V3D_SET_FIELD(0x4, V3D_SMS_STATE));
115
116	if (wait_for(!(V3D_GET_FIELD(V3D_SMS_READ(V3D_SMS_REE_CS),
117				     V3D_SMS_STATE) == V3D_SMS_ISOLATING_FOR_RESET) &&
118		     !(V3D_GET_FIELD(V3D_SMS_READ(V3D_SMS_REE_CS),
119				     V3D_SMS_STATE) == V3D_SMS_RESETTING), 100)) {
120		DRM_ERROR("Failed to wait for SMS reset\n");
121	}
122}
123
124void
125v3d_reset(struct v3d_dev *v3d)
126{
127	struct drm_device *dev = &v3d->drm;
128
129	DRM_DEV_ERROR(dev->dev, "Resetting GPU for hang.\n");
130	DRM_DEV_ERROR(dev->dev, "V3D_ERR_STAT: 0x%08x\n",
131		      V3D_CORE_READ(0, V3D_ERR_STAT));
132	trace_v3d_reset_begin(dev);
133
134	/* XXX: only needed for safe powerdown, not reset. */
135	if (false)
136		v3d_idle_axi(v3d, 0);
137
138	v3d_irq_disable(v3d);
139
140	v3d_idle_gca(v3d);
141	v3d_reset_sms(v3d);
142	v3d_reset_v3d(v3d);
143
144	v3d_mmu_set_page_table(v3d);
145	v3d_irq_reset(v3d);
146
147	v3d_perfmon_stop(v3d, v3d->active_perfmon, false);
148
149	trace_v3d_reset_end(dev);
150}
151
152static void
153v3d_flush_l3(struct v3d_dev *v3d)
154{
155	if (v3d->ver < V3D_GEN_41) {
156		u32 gca_ctrl = V3D_GCA_READ(V3D_GCA_CACHE_CTRL);
157
158		V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
159			      gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH);
160
161		if (v3d->ver < V3D_GEN_33) {
162			V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
163				      gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH);
164		}
165	}
166}
167
168/* Invalidates the (read-only) L2C cache.  This was the L2 cache for
169 * uniforms and instructions on V3D 3.2.
170 */
171static void
172v3d_invalidate_l2c(struct v3d_dev *v3d, int core)
173{
174	if (v3d->ver >= V3D_GEN_33)
175		return;
176
177	V3D_CORE_WRITE(core, V3D_CTL_L2CACTL,
178		       V3D_L2CACTL_L2CCLR |
179		       V3D_L2CACTL_L2CENA);
180}
181
182/* Invalidates texture L2 cachelines */
183static void
184v3d_flush_l2t(struct v3d_dev *v3d, int core)
185{
186	/* While there is a busy bit (V3D_L2TCACTL_L2TFLS), we don't
187	 * need to wait for completion before dispatching the job --
188	 * L2T accesses will be stalled until the flush has completed.
189	 * However, we do need to make sure we don't try to trigger a
190	 * new flush while the L2_CLEAN queue is trying to
191	 * synchronously clean after a job.
192	 */
193	mutex_lock(&v3d->cache_clean_lock);
194	V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
195		       V3D_L2TCACTL_L2TFLS |
196		       V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM));
197	mutex_unlock(&v3d->cache_clean_lock);
198}
199
200/* Cleans texture L1 and L2 cachelines (writing back dirty data).
201 *
202 * For cleaning, which happens from the CACHE_CLEAN queue after CSD has
203 * executed, we need to make sure that the clean is done before
204 * signaling job completion.  So, we synchronously wait before
205 * returning, and we make sure that L2 invalidates don't happen in the
206 * meantime to confuse our are-we-done checks.
207 */
208void
209v3d_clean_caches(struct v3d_dev *v3d)
210{
211	struct drm_device *dev = &v3d->drm;
212	int core = 0;
213
214	trace_v3d_cache_clean_begin(dev);
215
216	V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, V3D_L2TCACTL_TMUWCF);
217	if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
218		       V3D_L2TCACTL_TMUWCF), 100)) {
219		DRM_ERROR("Timeout waiting for TMU write combiner flush\n");
220	}
221
222	mutex_lock(&v3d->cache_clean_lock);
223	V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
224		       V3D_L2TCACTL_L2TFLS |
225		       V3D_SET_FIELD(V3D_L2TCACTL_FLM_CLEAN, V3D_L2TCACTL_FLM));
226
227	if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
228		       V3D_L2TCACTL_L2TFLS), 100)) {
229		DRM_ERROR("Timeout waiting for L2T clean\n");
230	}
231
232	mutex_unlock(&v3d->cache_clean_lock);
233
234	trace_v3d_cache_clean_end(dev);
235}
236
237/* Invalidates the slice caches.  These are read-only caches. */
238static void
239v3d_invalidate_slices(struct v3d_dev *v3d, int core)
240{
241	V3D_CORE_WRITE(core, V3D_CTL_SLCACTL,
242		       V3D_SET_FIELD(0xf, V3D_SLCACTL_TVCCS) |
243		       V3D_SET_FIELD(0xf, V3D_SLCACTL_TDCCS) |
244		       V3D_SET_FIELD(0xf, V3D_SLCACTL_UCC) |
245		       V3D_SET_FIELD(0xf, V3D_SLCACTL_ICC));
246}
247
248void
249v3d_invalidate_caches(struct v3d_dev *v3d)
250{
251	/* Invalidate the caches from the outside in.  That way if
252	 * another CL's concurrent use of nearby memory were to pull
253	 * an invalidated cacheline back in, we wouldn't leave stale
254	 * data in the inner cache.
255	 */
256	v3d_flush_l3(v3d);
257	v3d_invalidate_l2c(v3d, 0);
258	v3d_flush_l2t(v3d, 0);
259	v3d_invalidate_slices(v3d, 0);
260}
261
262int
263v3d_gem_init(struct drm_device *dev)
264{
265	struct v3d_dev *v3d = to_v3d_dev(dev);
266	u32 pt_size = 4096 * 1024;
267	int ret, i;
268
269	for (i = 0; i < V3D_MAX_QUEUES; i++) {
270		struct v3d_queue_state *queue = &v3d->queue[i];
271
272		queue->fence_context = dma_fence_context_alloc(1);
273		memset(&queue->stats, 0, sizeof(queue->stats));
274		seqcount_init(&queue->stats.lock);
275
276		spin_lock_init(&queue->queue_lock);
277		spin_lock_init(&queue->fence_lock);
278	}
279
280	spin_lock_init(&v3d->mm_lock);
281	ret = drmm_mutex_init(dev, &v3d->bo_lock);
282	if (ret)
283		return ret;
284	ret = drmm_mutex_init(dev, &v3d->reset_lock);
285	if (ret)
286		return ret;
287	ret = drmm_mutex_init(dev, &v3d->sched_lock);
288	if (ret)
289		return ret;
290	ret = drmm_mutex_init(dev, &v3d->cache_clean_lock);
291	if (ret)
292		return ret;
293
294	/* Note: We don't allocate address 0.  Various bits of HW
295	 * treat 0 as special, such as the occlusion query counters
296	 * where 0 means "disabled".
297	 */
298	drm_mm_init(&v3d->mm, 1, pt_size / sizeof(u32) - 1);
299
300	v3d->pt = dma_alloc_wc(v3d->drm.dev, pt_size,
301			       &v3d->pt_paddr,
302			       GFP_KERNEL | __GFP_NOWARN | __GFP_ZERO);
303	if (!v3d->pt) {
304		drm_mm_takedown(&v3d->mm);
305		dev_err(v3d->drm.dev,
306			"Failed to allocate page tables. Please ensure you have DMA enabled.\n");
307		return -ENOMEM;
308	}
309
310	v3d_init_hw_state(v3d);
311	v3d_mmu_set_page_table(v3d);
312
313	v3d_gemfs_init(v3d);
314
315	ret = v3d_sched_init(v3d);
316	if (ret) {
317		drm_mm_takedown(&v3d->mm);
318		dma_free_coherent(v3d->drm.dev, pt_size, (void *)v3d->pt,
319				  v3d->pt_paddr);
320		return ret;
321	}
322
323	return 0;
324}
325
326void
327v3d_gem_destroy(struct drm_device *dev)
328{
329	struct v3d_dev *v3d = to_v3d_dev(dev);
330	enum v3d_queue q;
331
332	v3d_sched_fini(v3d);
333	v3d_gemfs_fini(v3d);
334
335	/* Waiting for jobs to finish would need to be done before
336	 * unregistering V3D.
337	 */
338	for (q = 0; q < V3D_MAX_QUEUES; q++)
339		WARN_ON(v3d->queue[q].active_job);
340
341	drm_mm_takedown(&v3d->mm);
342
343	dma_free_coherent(v3d->drm.dev, 4096 * 1024, (void *)v3d->pt,
344			  v3d->pt_paddr);
345}
~/ Read-only file preview.