summaryrefslogtreecommitdiff
path: root/drivers/gpu/drm/v3d/v3d_drv.h
AgeCommit message (Collapse)Author
2024-09-25drm/v3d: Add modparam for turning off Big/Super PagesMaíra Canal
Add a modparam for turning off Big/Super Pages to make sure that if an user doesn't want Big/Super Pages enabled, it can disabled it by setting the modparam to false. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240923141348.2422499-11-mcanal@igalia.com
2024-09-25drm/v3d: Support Big/Super Pages when writing out PTEsMaíra Canal
The V3D MMU also supports 64KB and 1MB pages, called big and super pages, respectively. In order to set a 64KB page or 1MB page in the MMU, we need to make sure that page table entries for all 4KB pages within a big/super page must be correctly configured. In order to create a big/super page, we need a contiguous memory region. That's why we use a separate mountpoint with THP enabled. In order to place the page table entries in the MMU, we iterate over the 16 4KB pages (for big pages) or 256 4KB pages (for super pages) and insert the PTE. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240923141348.2422499-9-mcanal@igalia.com
2024-09-25drm/v3d: Reduce the alignment of the node allocationMaíra Canal
Currently, we are using an alignment of 128 kB to insert a node, which ends up wasting memory as we perform plenty of small BOs allocations (<= 4 kB). We require that allocations are aligned to 128Kb so for any allocation smaller than that, we are wasting the difference. This implies that we cannot effectively use the whole 4 GB address space available for the GPU in the RPi 4. Currently, we can allocate up to 32000 BOs of 4 kB (~140 MB) and 3000 BOs of 400 kB (~1,3 GB). This can be quite limiting for applications that have a high memory requirement, such as vkoverhead [1]. By reducing the page alignment to 4 kB, we can allocate up to 1000000 BOs of 4 kB (~4 GB) and 10000 BOs of 400 kB (~4 GB). Moreover, by performing benchmarks, we were able to attest that reducing the page alignment to 4 kB can provide a general performance improvement in OpenGL applications (e.g. glmark2). Therefore, this patch reduces the alignment of the node allocation to 4 kB, which will allow RPi users to explore the whole 4GB virtual address space provided by the hardware. Also, this patch allow users to fully run vkoverhead in the RPi 4/5, solving the issue reported in [1]. [1] https://github.com/zmike/vkoverhead/issues/14 Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240923141348.2422499-8-mcanal@igalia.com
2024-09-25drm/v3d: Introduce gemfsMaíra Canal
Create a separate "tmpfs" kernel mount for V3D. This will allow us to move away from the shmemfs `shm_mnt` and gives the flexibility to do things like set our own mount options. Here, the interest is to use "huge=", which should allow us to enable the use of THP for our shmem-backed objects. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240923141348.2422499-6-mcanal@igalia.com
2024-09-25drm/v3d: Flush the MMU before we supply more memory to the binnerMaíra Canal
We must ensure that the MMU is flushed before we supply more memory to the binner, otherwise we might end up with invalid MMU accesses by the GPU. Fixes: 57692c94dcbe ("drm/v3d: Introduce a new DRM driver for Broadcom V3D V3.x+") Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240923141348.2422499-3-mcanal@igalia.com
2024-07-29Merge drm/drm-next into drm-misc-nextThomas Zimmermann
Backmerging to get a late RC of v6.10 before moving into v6.11. Signed-off-by: Thomas Zimmermann <tzimmermann@suse.de>
2024-07-15drm/v3d: Add V3D tech revision to the device informationMaíra Canal
The V3D tech revision can be a useful information when configuring jobs. Therefore, expose it in the `struct v3d_dev` with the V3D tech version. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240714145243.1223131-1-mcanal@igalia.com
2024-07-13drm/v3d: Move perfmon init completely into own unitTvrtko Ursulin
Now that the build time dependencies on various array sizes have been removed, we can move the perfmon init completely into its own compilation unit and remove the hardcoded defines. This improves on the temporary fix quickly delivered in commit 9c3951ec27b9 ("drm/v3d: Fix perfmon build error/warning"). Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> References: 9c3951ec27b9 ("drm/v3d: Fix perfmon build error/warning") Reviewed-by: Maíra Canal <mcanal@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240711135340.84617-10-tursulin@igalia.com
2024-07-13drm/v3d: Size the kperfmon_ids array at runtimeTvrtko Ursulin
Instead of statically reserving pessimistic space for the kperfmon_ids array, make the userspace extension code allocate the exactly required amount of space. Apart from saving some memory at runtime, this also removes the need for the V3D_MAX_PERFMONS macro whose removal will benefit further driver cleanup. Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> Reviewed-by: Maíra Canal <mcanal@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240711135340.84617-8-tursulin@igalia.com
2024-07-13drm/v3d: Fix potential memory leak in the performance extensionTvrtko Ursulin
If fetching of userspace memory fails during the main loop, all drm sync objs looked up until that point will be leaked because of the missing drm_syncobj_put. Fix it by exporting and using a common cleanup helper. Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> Fixes: bae7cb5d6800 ("drm/v3d: Create a CPU job extension for the reset performance query job") Cc: Maíra Canal <mcanal@igalia.com> Cc: Iago Toral Quiroga <itoral@igalia.com> Cc: stable@vger.kernel.org # v6.8+ Signed-off-by: Maíra Canal <mcanal@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240711135340.84617-4-tursulin@igalia.com
2024-07-13drm/v3d: Fix potential memory leak in the timestamp extensionTvrtko Ursulin
If fetching of userspace memory fails during the main loop, all drm sync objs looked up until that point will be leaked because of the missing drm_syncobj_put. Fix it by exporting and using a common cleanup helper. Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> Fixes: 9ba0ff3e083f ("drm/v3d: Create a CPU job extension for the timestamp query job") Cc: Maíra Canal <mcanal@igalia.com> Cc: Iago Toral Quiroga <itoral@igalia.com> Cc: stable@vger.kernel.org # v6.8+ Reviewed-by: Maíra Canal <mcanal@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240711135340.84617-3-tursulin@igalia.com
2024-06-05drm/v3d: Fix perfmon build error/warningTvrtko Ursulin
Move static const array into the source file to fix the "defined but not used" errors. The fix is perhaps not the prettiest due hand crafting the array sizes in v3d_performance_counters.h, but I did add some build time asserts to validate the counts look sensible, so hopefully it is good enough for a quick fix. Signed-off-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> Fixes: 3cbcbe016c31 ("drm/v3d: Add Performance Counters descriptions for V3D 4.2 and 7.1") Reported-by: kernel test robot <lkp@intel.com> Closes: https://lore.kernel.org/oe-kbuild-all/202405211137.hueFkLKG-lkp@intel.com/Cc: Maíra Canal <mcanal@igalia.com> Cc: Iago Toral Quiroga <itoral@igalia.com> Cc: Jani Nikula <jani.nikula@linux.intel.com> Cc: Ashutosh Dixit <ashutosh.dixit@intel.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Signed-off-by: Maxime Ripard <mripard@kernel.org> Link: https://patchwork.freedesktop.org/patch/msgid/20240604160210.24073-1-tursulin@igalia.com
2024-05-20drm/v3d: Use V3D_MAX_COUNTERS instead of V3D_PERFCNT_NUMMaíra Canal
V3D_PERFCNT_NUM represents the maximum number of performance counters for V3D 4.2, but not for V3D 7.1. This means that, if we use V3D_PERFCNT_NUM, we might go out-of-bounds on V3D 7.1. Therefore, use the number of performance counters on V3D 7.1 as the maximum number of counters. This will allow us to create arrays on the stack with reasonable size. Note that userspace must use the value provided by DRM_V3D_PARAM_MAX_PERF_COUNTERS. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240512222655.2792754-6-mcanal@igalia.com
2024-05-20drm/v3d: Create new IOCTL to expose performance counters informationMaíra Canal
Userspace usually needs some information about the performance counters available. Although we could replicate this information in the kernel and user-space, let's use the kernel as the "single source of truth" to avoid issues in the future (e.g. list of performance counters is updated in user-space, but not in the kernel, generating invalid requests). Therefore, create a new IOCTL to expose the performance counters information, that is name, category, and description. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240512222655.2792754-5-mcanal@igalia.com
2024-05-20drm/v3d: Different V3D versions can have different number of perfcntMaíra Canal
Currently, even though V3D 7.1 has 93 performance counters, it is not possible to create counters bigger than 87, as `v3d_perfmon_create_ioctl()` understands that counters bigger than 87 are invalid. Therefore, create a device variable to expose the maximum number of counters for a given V3D version and make `v3d_perfmon_create_ioctl()` check this variable. This commit fixes CTS failures in the performance queries tests `dEQP-VK.query_pool.performance_query.*` [1] Link: https://gitlab.freedesktop.org/mesa/mesa/-/commit/ea1f09a5f21839f4f3b93610b58507c4bd9b9b81 [1] Fixes: 6fd9487147c4 ("drm/v3d: add brcm,2712-v3d as a compatible V3D device") Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240512222655.2792754-3-mcanal@igalia.com
2024-05-20drm/v3d: Add Performance Counters descriptions for V3D 4.2 and 7.1Maíra Canal
Add name, category and description for each one of the 93 performance counters available on V3D. Note that V3D 4.2 has 87 performance counters, while V3D 7.1 has 93. Therefore, there are two performance counters arrays. The index of the performance counter for each V3D version is represented by its position on the array. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240512222655.2792754-2-mcanal@igalia.com
2024-04-23drm/v3d: Fix race-condition between sysfs/fdinfo and interrupt handlerMaíra Canal
In V3D, the conclusion of a job is indicated by a IRQ. When a job finishes, then we update the local and the global GPU stats of that queue. But, while the GPU stats are being updated, a user might be reading the stats from sysfs or fdinfo. For example, on `gpu_stats_show()`, we could think about a scenario where `v3d->queue[queue].start_ns != 0`, then an interrupt happens, we update the value of `v3d->queue[queue].start_ns` to 0, we come back to `gpu_stats_show()` to calculate `active_runtime` and now, `active_runtime = timestamp`. In this simple example, the user would see a spike in the queue usage, that didn't match reality. In order to address this issue properly, use a seqcount to protect read and write sections of the code. Fixes: 09a93cc4f7d1 ("drm/v3d: Implement show_fdinfo() callback for GPU usage stats") Reported-by: Tvrtko Ursulin <tursulin@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240420213632.339941-7-mcanal@igalia.com
2024-04-23drm/v3d: Decouple stats calculation from printingMaíra Canal
Create a function to decouple the stats calculation from the printing. This will be useful in the next step when we add a seqcount to protect the stats. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240420213632.339941-6-mcanal@igalia.com
2024-04-23drm/v3d: Create a struct to store the GPU statsMaíra Canal
This will make it easier to instantiate the GPU stats variables and it will create a structure where we can store all the variables that refer to GPU stats. Note that, when we created the struct `v3d_stats`, we renamed `jobs_sent` to `jobs_completed`. This better express the semantics of the variable, as we are only accounting jobs that have been completed. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Tvrtko Ursulin <tvrtko.ursulin@igalia.com> Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240420213632.339941-4-mcanal@igalia.com
2024-04-23drm/v3d: Create two functions to update all GPU stats variablesMaíra Canal
Currently, we manually perform all operations to update the GPU stats variables. Apart from the code repetition, this is very prone to errors, as we can see on commit 35f4f8c9fc97 ("drm/v3d: Don't increment `enabled_ns` twice"). Therefore, create two functions to manage updating all GPU stats variables. Now, the jobs only need to call for `v3d_job_update_stats()` when the job is done and `v3d_job_start_stats()` when starting the job. Co-developed-by: Tvrtko Ursulin <tursulin@igalia.com> Signed-off-by: Tvrtko Ursulin <tursulin@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240420213632.339941-3-mcanal@igalia.com
2024-02-23drm/v3d: Enable V3D to use different PAGE_SIZEMaíra Canal
Currently, the V3D driver uses PAGE_SHIFT over the assumption that PAGE_SHIFT = 12, as the PAGE_SIZE = 4KB. But, the RPi 5 is using PAGE_SIZE = 16KB, so the MMU PAGE_SHIFT is different than the system's PAGE_SHIFT. Enable V3D to be used in system's with any PAGE_SIZE by making sure that everything MMU-related uses the MMU page shift. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20240214193503.164462-1-mcanal@igalia.com
2023-12-01drm/v3d: Create a CPU job extension for the copy performance query jobMaíra Canal
A CPU job is a type of job that performs operations that requires CPU intervention. A copy performance query job is a job that copy the complete or partial result of a query to a buffer. In order to copy the result of a performance query to a buffer, we need to get the values from the performance monitors. So, create a user extension for the CPU job that enables the creation of a copy performance query job. This user extension will allow the creation of a CPU job that copy the results of a performance query to a BO with the possibility to indicate the availability with a availability bit. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-19-mcanal@igalia.com
2023-12-01drm/v3d: Create a CPU job extension for the reset performance query jobMaíra Canal
A CPU job is a type of job that performs operations that requires CPU intervention. A reset performance query job is a job that resets the performance queries by resetting the values of the perfmons. Moreover, we also reset the syncobjs related to the availability of the query. So, create a user extension for the CPU job that enables the creation of a reset performance job. This user extension will allow the creation of a CPU job that resets the perfmons values and resets the availability syncobj. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-18-mcanal@igalia.com
2023-12-01drm/v3d: Create a CPU job extension to copy timestamp query to a bufferMaíra Canal
A CPU job is a type of job that performs operations that requires CPU intervention. A copy timestamp query job is a job that copy the complete or partial result of a query to a buffer. As V3D doesn't provide any mechanism to obtain a timestamp from the GPU, it is a job that needs CPU intervention. So, create a user extension for the CPU job that enables the creation of a copy timestamp query job. This user extension will allow the creation of a CPU job that copy the results of a timestamp query to a BO with the possibility to indicate the timestamp availability with a availability bit. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-17-mcanal@igalia.com
2023-12-01drm/v3d: Create a CPU job extension for the reset timestamp jobMaíra Canal
A CPU job is a type of job that performs operations that requires CPU intervention. A reset timestamp job is a job that resets the timestamp queries based on the value offset of the first query. As V3D doesn't provide any mechanism to obtain a timestamp from the GPU, it is a job that needs CPU intervention. So, create a user extension for the CPU job that enables the creation of a reset timestamp job. This user extension will allow the creation of a CPU job that resets the timestamp value in the timestamp BO and resets the availability syncobj. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-16-mcanal@igalia.com
2023-12-01drm/v3d: Create a CPU job extension for the timestamp query jobMaíra Canal
A CPU job is a type of job that performs operations that requires CPU intervention. A timestamp query job is a job that calculates the query timestamp and updates the query availability by signaling a syncobj. As V3D doesn't provide any mechanism to obtain a timestamp from the GPU, it is a job that needs CPU intervention. So, create a user extension for the CPU job that enables the creation of a timestamp query job. This user extension will allow the creation of a CPU job that performs the timestamp query calculation and updates the timestamp BO with the proper value. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-15-mcanal@igalia.com
2023-12-01drm/v3d: Create a CPU job extension for a indirect CSD jobMaíra Canal
A CPU job is a type of job that performs operations that requires CPU intervention. An indirect CSD job is a job that, when executed in the queue, will map the indirect buffer, read the dispatch parameters, and submit a regular dispatch. Therefore, it is a job that needs CPU intervention. So, create a user extension for the CPU job that enables the creation of an indirect CSD. This user extension will allow the creation of a CSD job linked to a CPU job. The CPU job will wait for the indirect CSD job dependencies and, once they are signaled, it will update the CSD job parameters. Co-developed-by: Melissa Wen <mwen@igalia.com> Signed-off-by: Melissa Wen <mwen@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-14-mcanal@igalia.com
2023-12-01drm/v3d: Enable BO mappingMaíra Canal
For the indirect CSD CPU job, we will need to access the internal contents of the BO with the dispatch parameters. Therefore, create methods to allow the mapping and unmapping of the BO. Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-13-mcanal@igalia.com
2023-12-01drm/v3d: Add a CPU job submissionMelissa Wen
Create a new type of job, a CPU job. A CPU job is a type of job that performs operations that requires CPU intervention. The overall idea is to use user extensions to enable different types of CPU job, allowing the CPU job to perform different operations according to the type of user extension. The user extension ID identify the type of CPU job that must be dealt. Having a CPU job is interesting for synchronization purposes as a CPU job has a queue like any other V3D job and can be synchoronized by the multisync extension. Signed-off-by: Melissa Wen <mwen@igalia.com> Co-developed-by: Maíra Canal <mcanal@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-9-mcanal@igalia.com
2023-12-01drm/v3d: Detach job submissions IOCTLs to a new specific fileMelissa Wen
We will include a new job submission type, the CPU job submission. For readability and maintability, separate the job submission IOCTLs and related operations from v3d_gem.c. Minor fix in the CSD submission kernel doc: CSD (texture formatting) -> CSD (compute shader). Signed-off-by: Melissa Wen <mwen@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-5-mcanal@igalia.com
2023-12-01drm/v3d: Move wait BO ioctl to the v3d_bo fileMelissa Wen
IOCTLs related to BO operations reside on the file v3d_bo.c. The wait BO ioctl is the only IOCTL regarding BOs that is placed in a different file. So, move it to the v3d_bo.c file. Signed-off-by: Melissa Wen <mwen@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-4-mcanal@igalia.com
2023-12-01drm/v3d: Remove unused function headerMelissa Wen
v3d_mmu_get_offset header was added but the function was never defined. Just remove it. Signed-off-by: Melissa Wen <mwen@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231130164420.932823-3-mcanal@igalia.com
2023-11-06drm/v3d: Expose the total GPU usage stats on sysfsMaíra Canal
The previous patch exposed the accumulated amount of active time per client for each V3D queue. But this doesn't provide a global notion of the GPU usage. Therefore, provide the accumulated amount of active time for each V3D queue (BIN, RENDER, CSD, TFU and CACHE_CLEAN), considering all the jobs submitted to the queue, independent of the client. This data is exposed through the sysfs interface, so that if the interface is queried at two different points of time the usage percentage of each of the queues can be calculated. Co-developed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Signed-off-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Acked-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Reviewed-by: Melissa Wen <mwen@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20230905213416.1290219-3-mcanal@igalia.com
2023-11-06drm/v3d: Implement show_fdinfo() callback for GPU usage statsMaíra Canal
This patch exposes the accumulated amount of active time per client through the fdinfo infrastructure. The amount of active time is exposed for each V3D queue: BIN, RENDER, CSD, TFU and CACHE_CLEAN. In order to calculate the amount of active time per client, a CPU clock is used through the function local_clock(). The point where the jobs has started is marked and is finally compared with the time that the job had finished. Moreover, the number of jobs submitted to each queue is also exposed on fdinfo through the identifier "v3d-jobs-<queue>". Co-developed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Signed-off-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Signed-off-by: Maíra Canal <mcanal@igalia.com> Acked-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Reviewed-by: Melissa Wen <mwen@igalia.com> Link: https://patchwork.freedesktop.org/patch/msgid/20230905213416.1290219-3-mcanal@igalia.com
2023-10-05drm/v3d: Annotate struct v3d_perfmon with __counted_byKees Cook
Prepare for the coming implementation by GCC and Clang of the __counted_by attribute. Flexible array members annotated with __counted_by can have their accesses bounds-checked at run-time checking via CONFIG_UBSAN_BOUNDS (for array indexing) and CONFIG_FORTIFY_SOURCE (for strcpy/memcpy-family functions). As found with Coccinelle[1], add __counted_by for struct v3d_perfmon. [1] https://github.com/kees/kernel-tools/blob/trunk/coccinelle/examples/counted_by.cocci Cc: Emma Anholt <emma@anholt.net> Cc: Melissa Wen <mwen@igalia.com> Cc: David Airlie <airlied@gmail.com> Cc: Daniel Vetter <daniel@ffwll.ch> Cc: dri-devel@lists.freedesktop.org Signed-off-by: Kees Cook <keescook@chromium.org> Reviewed-by: Maíra Canal <mcanal@igalia.com> Signed-off-by: Christian König <christian.koenig@amd.com> Link: https://patchwork.freedesktop.org/patch/msgid/20230922173216.3823169-9-keescook@chromium.org
2023-07-27drm/v3d: Avoid -Wconstant-logical-operand in nsecs_to_jiffies_timeout()Nathan Chancellor
A proposed update to clang's -Wconstant-logical-operand to warn when the left hand side is a constant shows the following instance in nsecs_to_jiffies_timeout() when NSEC_PER_SEC is not a multiple of HZ, such as CONFIG_HZ=300: In file included from drivers/gpu/drm/v3d/v3d_debugfs.c:12: drivers/gpu/drm/v3d/v3d_drv.h:343:24: warning: use of logical '&&' with constant operand [-Wconstant-logical-operand] 343 | if (NSEC_PER_SEC % HZ && | ~~~~~~~~~~~~~~~~~ ^ drivers/gpu/drm/v3d/v3d_drv.h:343:24: note: use '&' for a bitwise operation 343 | if (NSEC_PER_SEC % HZ && | ^~ | & drivers/gpu/drm/v3d/v3d_drv.h:343:24: note: remove constant to silence this warning 1 warning generated. Turn this into an explicit comparison against zero to make the expression a boolean to make it clear this should be a logical check, not a bitwise one. Link: https://reviews.llvm.org/D142609 Signed-off-by: Nathan Chancellor <nathan@kernel.org> Reviewed-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Nick Desaulniers <ndesaulniers@google.com> Signed-off-by: Maíra Canal <mairacanal@riseup.net> Link: https://patchwork.freedesktop.org/patch/msgid/20230718-nsecs_to_jiffies_timeout-constant-logical-operand-v1-1-36ed8fc8faea@kernel.org
2021-10-04drm/v3d: add multiple syncobjs supportMelissa Wen
Using the generic extension from the previous patch, a specific multisync extension enables more than one in/out binary syncobj per job submission. Arrays of syncobjs are set in struct drm_v3d_multisync, that also cares of determining the stage for sync (wait deps) according to the job queue. v2: - subclass the generic extension struct (Daniel) - simplify adding dependency conditions to make understandable (Iago) v3: - fix conditions to consider single or multiples in/out_syncs (Iago) - remove irrelevant comment (Iago) Signed-off-by: Melissa Wen <mwen@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Signed-off-by: Melissa Wen <melissa.srw@gmail.com> Link: https://patchwork.freedesktop.org/patch/msgid/ffd8b2e3dd2e0c686db441a0c0a4a0181ff85328.1633016479.git.mwen@igalia.com
2021-08-30drm/v3d: Use scheduler dependency handlingDaniel Vetter
With the prep work out of the way this isn't tricky anymore. Aside: The chaining of the various jobs is a bit awkward, with the possibility of failure in bad places. I think with the drm_sched_job_init/arm split and maybe preloading the job->dependencies xarray this should be fixable. v2: Rebase over renamed function names for adding dependencies. Reviewed-by: Melissa Wen <mwen@igalia.com> (v1) Acked-by: Emma Anholt <emma@anholt.net> Cc: Melissa Wen <melissa.srw@gmail.com> Signed-off-by: Daniel Vetter <daniel.vetter@intel.com> Cc: Emma Anholt <emma@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20210805104705.862416-11-daniel.vetter@ffwll.ch
2021-08-30drm/v3d: Move drm_sched_job_init to v3d_job_initDaniel Vetter
Prep work for using the scheduler dependency handling. We need to call drm_sched_job_init earlier so we can use the new drm_sched_job_await* functions for dependency handling here. v2: Slightly better commit message and rebase to include the drm_sched_job_arm() call (Emma). v3: Cleanup jobs under construction correctly (Emma) v4: Rebase over perfmon patch Reviewed-by: Melissa Wen <mwen@igalia.com> (v3) Acked-by: Emma Anholt <emma@anholt.net> Cc: Melissa Wen <melissa.srw@gmail.com> Signed-off-by: Daniel Vetter <daniel.vetter@intel.com> Cc: Emma Anholt <emma@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20210805104705.862416-10-daniel.vetter@ffwll.ch
2021-07-21drm/v3d: Expose performance counters to userspaceJuan A. Suarez Romero
The V3D engine has several hardware performance counters that can of interest for userspace performance analysis tools. This exposes new ioctls to create and destroy performance monitor objects, as well as to query the counter values. Each created performance monitor object has an ID that can be attached to CL/CSD submissions, so the driver enables the requested counters when the job is submitted, and updates the performance monitor values when the job is done. It is up to the user to ensure all the jobs have been finished before getting the performance monitor values. It is also up to the user to properly synchronize BCL jobs when submitting jobs with different performance monitors attached. Cc: Daniel Vetter <daniel@ffwll.ch> Cc: David Airlie <airlied@linux.ie> Cc: Emma Anholt <emma@anholt.net> To: dri-devel@lists.freedesktop.org Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com> Acked-by: Melissa Wen <mwen@igalia.com> Signed-off-by: Melissa Wen <melissa.srw@gmail.com> Link: https://patchwork.freedesktop.org/patch/msgid/20210608111541.461991-1-jasuarez@igalia.com
2020-04-28drm/v3d: Delete v3d_dev->pdevDaniel Vetter
We already have it in v3d_dev->drm.dev with zero additional pointer chasing. Personally I don't like duplicated pointers like this because: - reviewers need to check whether the pointer is for the same or different objects if there's multiple - compilers have an easier time too To avoid having to pull in some big headers I implemented the casting function as a macro instead of a static inline. Typechecking thanks to container_of still assured. But also a bit a bikeshed, so feel free to ignore. v2: More parens for v3d_to_pdev macro (checkpatch) Acked-by: Eric Anholt <eric@anholt.net> Signed-off-by: Daniel Vetter <daniel.vetter@intel.com> Cc: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20200415074034.175360-11-daniel.vetter@ffwll.ch
2020-04-28drm/v3d: Delete v3d_dev->devDaniel Vetter
We already have it in v3d_dev->drm.dev with zero additional pointer chasing. Personally I don't like duplicated pointers like this because: - reviewers need to check whether the pointer is for the same or different objects if there's multiple - compilers have an easier time too But also a bit a bikeshed, so feel free to ignore. Acked-by: Eric Anholt <eric@anholt.net> Signed-off-by: Daniel Vetter <daniel.vetter@intel.com> Cc: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20200415074034.175360-10-daniel.vetter@ffwll.ch
2020-04-28drm/v3d: Don't set drm_device->dev_privateDaniel Vetter
And switch the helper over to container_of, which is a bunch faster than chasing a pointer. Plus allows gcc to see through this maze. Acked-by: Eric Anholt <eric@anholt.net> Signed-off-by: Daniel Vetter <daniel.vetter@intel.com> Cc: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20200415074034.175360-8-daniel.vetter@ffwll.ch
2020-03-18drm: convert .debugfs_init() hook to return void.Wambui Karuga
As a result of commit 987d65d01356 (drm: debugfs: make drm_debugfs_create_files() never fail) and changes to various debugfs functions in drm/core and across various drivers, there is no need for the drm_driver.debugfs_init() hook to have a return value. Therefore, declare it as void. This also includes refactoring all users of the .debugfs_init() hook to return void across the subsystem. v2: include changes to the hook and drivers that use it in one patch to prevent driver breakage and enable individual successful compilation of this change. References: https://lists.freedesktop.org/archives/dri-devel/2020-February/257183.html Signed-off-by: Wambui Karuga <wambui.karugax@gmail.com> Reviewed-by: Greg Kroah-Hartman <gregkh@linuxfoundation.org> Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch> Link: https://patchwork.freedesktop.org/patch/msgid/20200310133121.27913-18-wambui.karugax@gmail.com
2020-03-04drm/v3d: Replace wait_for macros to remove use of msleepJames Hughes
The wait_for macro's for Broadcom V3D driver used msleep, which is inappropriate due to its inaccuracy at low values (minimum wait time is about 30ms on the Raspberry Pi). This sleep was triggering in v3d_clean_caches(), causing us to only be able to dispatch ~33 compute jobs per second. This patch replaces the macro with the one from the Intel i915 version which uses usleep_range to provide more accurate waits. v2: Split from the vc4 patch so that we can confidently apply to stable (by anholt) Signed-off-by: James Hughes <james.hughes@raspberrypi.com> Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20200217153145.13780-1-james.hughes@raspberrypi.com Link: https://github.com/raspberrypi/linux/issues/3460 Fixes: 57692c94dcbe ("drm/v3d: Introduce a new DRM driver for Broadcom V3D V3.x+")
2019-07-17drm/v3d: drop use of drmP.hSam Ravnborg
Drop use of the deprecated drmP.h header file. Made v3d_drv.h self-contained with only sufficient include files. Fixed fallout in remaining files. Signed-off-by: Sam Ravnborg <sam@ravnborg.org> Acked-by: Emil Velikov <emil.velikov@collabora.com> Reviewed-by: Alex Deucher <alexander.deucher@amd.com> Reviewed-by: Eric Anholt <eric@anholt.net> Cc: David Airlie <airlied@linux.ie> Cc: Daniel Vetter <daniel@ffwll.ch> Link: https://patchwork.freedesktop.org/patch/msgid/20190716064220.18157-3-sam@ravnborg.org
2019-05-16drm/v3d: Fix and extend MMU error handling.Eric Anholt
We were setting the wrong flags to enable PTI errors, so we were seeing reads to invalid PTEs show up as write errors. Also, we weren't turning on the interrupts. The AXI IDs we were dumping included the outstanding write number and so they looked basically random. And the VIO_ADDR decoding was based on the MMU VA_WIDTH for the first platform I worked on and was wrong on others. In short, this was a thorough mess from early HW enabling. Tested on V3D 4.1 and 4.2 with intentional L2T, CLE, PTB, and TLB faults. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190419001014.23579-4-eric@anholt.net Reviewed-by: Paul Kocialkowski <paul.kocialkowski@bootlin.com>
2019-04-18drm/v3d: Add missing implicit synchronization.Eric Anholt
It is the expectation of existing userspace (X11 + Mesa, in particular) that jobs submitted to the kernel against a shared BO will get implicitly synchronized by their submission order. If we want to allow clever userspace to disable implicit synchronization, we should do that under its own submit flag (as amdgpu and lima do). Note that we currently only implicitly sync for the rendering pass, not binning -- if you texture-from-pixmap in the binning vertex shader (vertex coordinate generation), you'll miss out on synchronization. Fixes flickering when multiple clients are running in parallel, particularly GL apps and compositors. v2: Fix a missing refcount on the CSD done fence for L2 cleaning. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190416225856.20264-6-eric@anholt.net Acked-by: Rob Clark <robdclark@gmail.com>
2019-04-18drm/v3d: Add support for compute shader dispatch.Eric Anholt
The compute shader dispatch interface is pretty simple -- just pass in the regs that userspace has passed us, with no CLs to run. However, with no CL to run it means that we need to do manual cache flushing of the L2 after the HW execution completes (for SSBO, atomic, and image_load_store writes that are the output of compute shaders). This doesn't yet expose the L2 cache's ability to have a region of the address space not write back to memory (which could be used for shared_var storage). So far, the Mesa side has been tested on V3D v4.2 simpenrose (passing the ES31 tests), and on the kernel side on 7278 (failing atomic compswap tests in a way that doesn't reproduce on simpenrose). v2: Fix excessive allocation for the clean_job (reported by Dan Carpenter). Keep refs on jobs until clean_job is finished, to avoid spurious MMU errors if the output BOs are freed by userspace before L2 cleaning is finished. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190416225856.20264-4-eric@anholt.net Acked-by: Rob Clark <robdclark@gmail.com>
2019-04-18drm/v3d: Refactor job management.Eric Anholt
The CL submission had two jobs embedded in an exec struct. When I added TFU support, I had to replicate some of the exec stuff and some of the job stuff. As I went to add CSD, it became clear that actually what was in exec should just be in the two CL jobs, and it would let us share a lot more code between the 4 queues. v2: Fix missing error path in TFU ioctl's bo[] allocation. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20190416225856.20264-3-eric@anholt.net Acked-by: Rob Clark <robdclark@gmail.com>