Thomas needs 5a498d4d06 ("drm/fbdev-dma: Only install deferred I/O
if necessary") in drm-misc, so start the backmerge cascade.
Signed-off-by: Simona Vetter <simona.vetter@ffwll.ch>
amdgpu pr conconflicts due to patches cherry-picked to -fixes, I might
as well catch up with a backmerge and handle them all. Plus both misc
and intel maintainers asked for a backmerge anyway.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
When enabling UBSAN on Raspberry Pi 5, we get the following warning:
[ 387.894977] UBSAN: array-index-out-of-bounds in drivers/gpu/drm/v3d/v3d_sched.c:320:3
[ 387.903868] index 7 is out of range for type '__u32 [7]'
[ 387.909692] CPU: 0 PID: 1207 Comm: kworker/u16:2 Tainted: G WC 6.10.3-v8-16k-numa #151
[ 387.919166] Hardware name: Raspberry Pi 5 Model B Rev 1.0 (DT)
[ 387.925961] Workqueue: v3d_csd drm_sched_run_job_work [gpu_sched]
[ 387.932525] Call trace:
[ 387.935296] dump_backtrace+0x170/0x1b8
[ 387.939403] show_stack+0x20/0x38
[ 387.942907] dump_stack_lvl+0x90/0xd0
[ 387.946785] dump_stack+0x18/0x28
[ 387.950301] __ubsan_handle_out_of_bounds+0x98/0xd0
[ 387.955383] v3d_csd_job_run+0x3a8/0x438 [v3d]
[ 387.960707] drm_sched_run_job_work+0x520/0x6d0 [gpu_sched]
[ 387.966862] process_one_work+0x62c/0xb48
[ 387.971296] worker_thread+0x468/0x5b0
[ 387.975317] kthread+0x1c4/0x1e0
[ 387.978818] ret_from_fork+0x10/0x20
[ 387.983014] ---[ end trace ]---
This happens because the UAPI provides only seven configuration
registers and we are reading the eighth position of this u32 array.
Therefore, fix the out-of-bounds read in `v3d_csd_job_run()` by
accessing only seven positions on the '__u32 [7]' array. The eighth
register exists indeed on V3D 7.1, but it isn't currently used. That
being so, let's guarantee that it remains unused and add a note that it
could be set in a future patch.
Fixes: 0ad5bc1ce4 ("drm/v3d: fix up register addresses for V3D 7.x")
Reported-by: Tvrtko Ursulin <tvrtko.ursulin@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/20240809152001.668314-1-mcanal@igalia.com
`args->cfg[4]` is configured in Indirect Dispatch using the number of
batches. Currently, for all V3D tech versions, `args->cfg[4]` equals the
number of batches subtracted by 1. But, for V3D 7.1.6 and later, we must not
subtract 1 from the number of batches.
Implement the fix by checking the V3D tech version and revision.
Fixes several `dEQP-VK.synchronization*` CTS tests related to Indirect Dispatch.
Fixes: 18b8413b25 ("drm/v3d: Create a CPU job extension for a indirect CSD job")
Signed-off-by: Maíra Canal <mcanal@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Link: https://patchwork.freedesktop.org/patch/msgid/20240714145243.1223131-2-mcanal@igalia.com
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
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: 09a93cc4f7 ("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
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
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 35f4f8c9fc ("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
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
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
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
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
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
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
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
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
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
In Xe, the new Intel GPU driver, a choice has made to have a 1 to 1
mapping between a drm_gpu_scheduler and drm_sched_entity. At first this
seems a bit odd but let us explain the reasoning below.
1. In Xe the submission order from multiple drm_sched_entity is not
guaranteed to be the same completion even if targeting the same hardware
engine. This is because in Xe we have a firmware scheduler, the GuC,
which allowed to reorder, timeslice, and preempt submissions. If a using
shared drm_gpu_scheduler across multiple drm_sched_entity, the TDR falls
apart as the TDR expects submission order == completion order. Using a
dedicated drm_gpu_scheduler per drm_sched_entity solve this problem.
2. In Xe submissions are done via programming a ring buffer (circular
buffer), a drm_gpu_scheduler provides a limit on number of jobs, if the
limit of number jobs is set to RING_SIZE / MAX_SIZE_PER_JOB we get flow
control on the ring for free.
A problem with this design is currently a drm_gpu_scheduler uses a
kthread for submission / job cleanup. This doesn't scale if a large
number of drm_gpu_scheduler are used. To work around the scaling issue,
use a worker rather than kthread for submission / job cleanup.
v2:
- (Rob Clark) Fix msm build
- Pass in run work queue
v3:
- (Boris) don't have loop in worker
v4:
- (Tvrtko) break out submit ready, stop, start helpers into own patch
v5:
- (Boris) default to ordered work queue
v6:
- (Luben / checkpatch) fix alignment in msm_ringbuffer.c
- (Luben) s/drm_sched_submit_queue/drm_sched_wqueue_enqueue
- (Luben) Update comment for drm_sched_wqueue_enqueue
- (Luben) Positive check for submit_wq in drm_sched_init
- (Luben) s/alloc_submit_wq/own_submit_wq
v7:
- (Luben) s/drm_sched_wqueue_enqueue/drm_sched_run_job_queue
v8:
- (Luben) Adjust var names / comments
Signed-off-by: Matthew Brost <matthew.brost@intel.com>
Reviewed-by: Luben Tuikov <luben.tuikov@amd.com>
Link: https://lore.kernel.org/r/20231031032439.1558703-3-matthew.brost@intel.com
Signed-off-by: Luben Tuikov <ltuikov89@gmail.com>
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
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>
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>
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>