diff options
Diffstat (limited to 'drivers/gpu/drm/v3d')
-rw-r--r-- | drivers/gpu/drm/v3d/v3d_drv.h | 1 | ||||
-rw-r--r-- | drivers/gpu/drm/v3d/v3d_gem.c | 60 | ||||
-rw-r--r-- | drivers/gpu/drm/v3d/v3d_sched.c | 13 |
3 files changed, 26 insertions, 48 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_drv.h b/drivers/gpu/drm/v3d/v3d_drv.h index dcb772a19191..fdda3037f7af 100644 --- a/drivers/gpu/drm/v3d/v3d_drv.h +++ b/drivers/gpu/drm/v3d/v3d_drv.h @@ -308,7 +308,6 @@ void v3d_exec_put(struct v3d_exec_info *exec); void v3d_tfu_job_put(struct v3d_tfu_job *exec); void v3d_reset(struct v3d_dev *v3d); void v3d_invalidate_caches(struct v3d_dev *v3d); -void v3d_flush_caches(struct v3d_dev *v3d); /* v3d_irq.c */ void v3d_irq_init(struct v3d_dev *v3d); diff --git a/drivers/gpu/drm/v3d/v3d_gem.c b/drivers/gpu/drm/v3d/v3d_gem.c index 05ca6319065e..803f31467ec1 100644 --- a/drivers/gpu/drm/v3d/v3d_gem.c +++ b/drivers/gpu/drm/v3d/v3d_gem.c @@ -130,38 +130,31 @@ v3d_flush_l3(struct v3d_dev *v3d) } } -/* Invalidates the (read-only) L2 cache. */ +/* Invalidates the (read-only) L2C cache. This was the L2 cache for + * uniforms and instructions on V3D 3.2. + */ static void -v3d_invalidate_l2(struct v3d_dev *v3d, int core) +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); } -static void -v3d_invalidate_l1td(struct v3d_dev *v3d, int core) -{ - 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"); - } -} - /* Invalidates texture L2 cachelines */ static void v3d_flush_l2t(struct v3d_dev *v3d, int core) { - v3d_invalidate_l1td(v3d, 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. + */ V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, V3D_L2TCACTL_L2TFLS | V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM)); - if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) & - V3D_L2TCACTL_L2TFLS), 100)) { - DRM_ERROR("Timeout waiting for L2T flush\n"); - } } /* Invalidates the slice caches. These are read-only caches. */ @@ -175,35 +168,18 @@ v3d_invalidate_slices(struct v3d_dev *v3d, int core) V3D_SET_FIELD(0xf, V3D_SLCACTL_ICC)); } -/* Invalidates texture L2 cachelines */ -static void -v3d_invalidate_l2t(struct v3d_dev *v3d, int core) -{ - V3D_CORE_WRITE(core, - V3D_CTL_L2TCACTL, - V3D_L2TCACTL_L2TFLS | - V3D_SET_FIELD(V3D_L2TCACTL_FLM_CLEAR, V3D_L2TCACTL_FLM)); - if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) & - V3D_L2TCACTL_L2TFLS), 100)) { - DRM_ERROR("Timeout waiting for L2T invalidate\n"); - } -} - 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_l2(v3d, 0); - v3d_invalidate_slices(v3d, 0); + v3d_invalidate_l2c(v3d, 0); v3d_flush_l2t(v3d, 0); -} - -void -v3d_flush_caches(struct v3d_dev *v3d) -{ - v3d_invalidate_l1td(v3d, 0); - v3d_invalidate_l2t(v3d, 0); + v3d_invalidate_slices(v3d, 0); } static void diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c index f7508e907536..4704b2df3688 100644 --- a/drivers/gpu/drm/v3d/v3d_sched.c +++ b/drivers/gpu/drm/v3d/v3d_sched.c @@ -234,18 +234,21 @@ v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job) for (q = 0; q < V3D_MAX_QUEUES; q++) { struct drm_gpu_scheduler *sched = &v3d->queue[q].sched; - kthread_park(sched->thread); - drm_sched_hw_job_reset(sched, (sched_job->sched == sched ? - sched_job : NULL)); + drm_sched_stop(sched); + + if(sched_job) + drm_sched_increase_karma(sched_job); } /* get the GPU back into the init state */ v3d_reset(v3d); + for (q = 0; q < V3D_MAX_QUEUES; q++) + drm_sched_resubmit_jobs(sched_job->sched); + /* Unblock schedulers and restart their jobs. */ for (q = 0; q < V3D_MAX_QUEUES; q++) { - drm_sched_job_recovery(&v3d->queue[q].sched); - kthread_unpark(v3d->queue[q].sched.thread); + drm_sched_start(&v3d->queue[q].sched, true); } mutex_unlock(&v3d->reset_lock); |