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path: root/drivers/gpu/drm/vc4/vc4_gem.c
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Diffstat (limited to 'drivers/gpu/drm/vc4/vc4_gem.c')
-rw-r--r--drivers/gpu/drm/vc4/vc4_gem.c866
1 files changed, 866 insertions, 0 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_gem.c b/drivers/gpu/drm/vc4/vc4_gem.c
new file mode 100644
index 000000000000..48ce30a6f4b5
--- /dev/null
+++ b/drivers/gpu/drm/vc4/vc4_gem.c
@@ -0,0 +1,866 @@
+/*
+ * Copyright © 2014 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include <linux/module.h>
+#include <linux/platform_device.h>
+#include <linux/device.h>
+#include <linux/io.h>
+
+#include "uapi/drm/vc4_drm.h"
+#include "vc4_drv.h"
+#include "vc4_regs.h"
+#include "vc4_trace.h"
+
+static void
+vc4_queue_hangcheck(struct drm_device *dev)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+
+ mod_timer(&vc4->hangcheck.timer,
+ round_jiffies_up(jiffies + msecs_to_jiffies(100)));
+}
+
+struct vc4_hang_state {
+ struct drm_vc4_get_hang_state user_state;
+
+ u32 bo_count;
+ struct drm_gem_object **bo;
+};
+
+static void
+vc4_free_hang_state(struct drm_device *dev, struct vc4_hang_state *state)
+{
+ unsigned int i;
+
+ mutex_lock(&dev->struct_mutex);
+ for (i = 0; i < state->user_state.bo_count; i++)
+ drm_gem_object_unreference(state->bo[i]);
+ mutex_unlock(&dev->struct_mutex);
+
+ kfree(state);
+}
+
+int
+vc4_get_hang_state_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct drm_vc4_get_hang_state *get_state = data;
+ struct drm_vc4_get_hang_state_bo *bo_state;
+ struct vc4_hang_state *kernel_state;
+ struct drm_vc4_get_hang_state *state;
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+ unsigned long irqflags;
+ u32 i;
+ int ret = 0;
+
+ spin_lock_irqsave(&vc4->job_lock, irqflags);
+ kernel_state = vc4->hang_state;
+ if (!kernel_state) {
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+ return -ENOENT;
+ }
+ state = &kernel_state->user_state;
+
+ /* If the user's array isn't big enough, just return the
+ * required array size.
+ */
+ if (get_state->bo_count < state->bo_count) {
+ get_state->bo_count = state->bo_count;
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+ return 0;
+ }
+
+ vc4->hang_state = NULL;
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+
+ /* Save the user's BO pointer, so we don't stomp it with the memcpy. */
+ state->bo = get_state->bo;
+ memcpy(get_state, state, sizeof(*state));
+
+ bo_state = kcalloc(state->bo_count, sizeof(*bo_state), GFP_KERNEL);
+ if (!bo_state) {
+ ret = -ENOMEM;
+ goto err_free;
+ }
+
+ for (i = 0; i < state->bo_count; i++) {
+ struct vc4_bo *vc4_bo = to_vc4_bo(kernel_state->bo[i]);
+ u32 handle;
+
+ ret = drm_gem_handle_create(file_priv, kernel_state->bo[i],
+ &handle);
+
+ if (ret) {
+ state->bo_count = i - 1;
+ goto err;
+ }
+ bo_state[i].handle = handle;
+ bo_state[i].paddr = vc4_bo->base.paddr;
+ bo_state[i].size = vc4_bo->base.base.size;
+ }
+
+ if (copy_to_user((void __user *)(uintptr_t)get_state->bo,
+ bo_state,
+ state->bo_count * sizeof(*bo_state)))
+ ret = -EFAULT;
+
+ kfree(bo_state);
+
+err_free:
+
+ vc4_free_hang_state(dev, kernel_state);
+
+err:
+ return ret;
+}
+
+static void
+vc4_save_hang_state(struct drm_device *dev)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+ struct drm_vc4_get_hang_state *state;
+ struct vc4_hang_state *kernel_state;
+ struct vc4_exec_info *exec;
+ struct vc4_bo *bo;
+ unsigned long irqflags;
+ unsigned int i, unref_list_count;
+
+ kernel_state = kcalloc(1, sizeof(*kernel_state), GFP_KERNEL);
+ if (!kernel_state)
+ return;
+
+ state = &kernel_state->user_state;
+
+ spin_lock_irqsave(&vc4->job_lock, irqflags);
+ exec = vc4_first_job(vc4);
+ if (!exec) {
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+ return;
+ }
+
+ unref_list_count = 0;
+ list_for_each_entry(bo, &exec->unref_list, unref_head)
+ unref_list_count++;
+
+ state->bo_count = exec->bo_count + unref_list_count;
+ kernel_state->bo = kcalloc(state->bo_count, sizeof(*kernel_state->bo),
+ GFP_ATOMIC);
+ if (!kernel_state->bo) {
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+ return;
+ }
+
+ for (i = 0; i < exec->bo_count; i++) {
+ drm_gem_object_reference(&exec->bo[i]->base);
+ kernel_state->bo[i] = &exec->bo[i]->base;
+ }
+
+ list_for_each_entry(bo, &exec->unref_list, unref_head) {
+ drm_gem_object_reference(&bo->base.base);
+ kernel_state->bo[i] = &bo->base.base;
+ i++;
+ }
+
+ state->start_bin = exec->ct0ca;
+ state->start_render = exec->ct1ca;
+
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+
+ state->ct0ca = V3D_READ(V3D_CTNCA(0));
+ state->ct0ea = V3D_READ(V3D_CTNEA(0));
+
+ state->ct1ca = V3D_READ(V3D_CTNCA(1));
+ state->ct1ea = V3D_READ(V3D_CTNEA(1));
+
+ state->ct0cs = V3D_READ(V3D_CTNCS(0));
+ state->ct1cs = V3D_READ(V3D_CTNCS(1));
+
+ state->ct0ra0 = V3D_READ(V3D_CT00RA0);
+ state->ct1ra0 = V3D_READ(V3D_CT01RA0);
+
+ state->bpca = V3D_READ(V3D_BPCA);
+ state->bpcs = V3D_READ(V3D_BPCS);
+ state->bpoa = V3D_READ(V3D_BPOA);
+ state->bpos = V3D_READ(V3D_BPOS);
+
+ state->vpmbase = V3D_READ(V3D_VPMBASE);
+
+ state->dbge = V3D_READ(V3D_DBGE);
+ state->fdbgo = V3D_READ(V3D_FDBGO);
+ state->fdbgb = V3D_READ(V3D_FDBGB);
+ state->fdbgr = V3D_READ(V3D_FDBGR);
+ state->fdbgs = V3D_READ(V3D_FDBGS);
+ state->errstat = V3D_READ(V3D_ERRSTAT);
+
+ spin_lock_irqsave(&vc4->job_lock, irqflags);
+ if (vc4->hang_state) {
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+ vc4_free_hang_state(dev, kernel_state);
+ } else {
+ vc4->hang_state = kernel_state;
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+ }
+}
+
+static void
+vc4_reset(struct drm_device *dev)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+
+ DRM_INFO("Resetting GPU.\n");
+ vc4_v3d_set_power(vc4, false);
+ vc4_v3d_set_power(vc4, true);
+
+ vc4_irq_reset(dev);
+
+ /* Rearm the hangcheck -- another job might have been waiting
+ * for our hung one to get kicked off, and vc4_irq_reset()
+ * would have started it.
+ */
+ vc4_queue_hangcheck(dev);
+}
+
+static void
+vc4_reset_work(struct work_struct *work)
+{
+ struct vc4_dev *vc4 =
+ container_of(work, struct vc4_dev, hangcheck.reset_work);
+
+ vc4_save_hang_state(vc4->dev);
+
+ vc4_reset(vc4->dev);
+}
+
+static void
+vc4_hangcheck_elapsed(unsigned long data)
+{
+ struct drm_device *dev = (struct drm_device *)data;
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+ uint32_t ct0ca, ct1ca;
+
+ /* If idle, we can stop watching for hangs. */
+ if (list_empty(&vc4->job_list))
+ return;
+
+ ct0ca = V3D_READ(V3D_CTNCA(0));
+ ct1ca = V3D_READ(V3D_CTNCA(1));
+
+ /* If we've made any progress in execution, rearm the timer
+ * and wait.
+ */
+ if (ct0ca != vc4->hangcheck.last_ct0ca ||
+ ct1ca != vc4->hangcheck.last_ct1ca) {
+ vc4->hangcheck.last_ct0ca = ct0ca;
+ vc4->hangcheck.last_ct1ca = ct1ca;
+ vc4_queue_hangcheck(dev);
+ return;
+ }
+
+ /* We've gone too long with no progress, reset. This has to
+ * be done from a work struct, since resetting can sleep and
+ * this timer hook isn't allowed to.
+ */
+ schedule_work(&vc4->hangcheck.reset_work);
+}
+
+static void
+submit_cl(struct drm_device *dev, uint32_t thread, uint32_t start, uint32_t end)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+
+ /* Set the current and end address of the control list.
+ * Writing the end register is what starts the job.
+ */
+ V3D_WRITE(V3D_CTNCA(thread), start);
+ V3D_WRITE(V3D_CTNEA(thread), end);
+}
+
+int
+vc4_wait_for_seqno(struct drm_device *dev, uint64_t seqno, uint64_t timeout_ns,
+ bool interruptible)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+ int ret = 0;
+ unsigned long timeout_expire;
+ DEFINE_WAIT(wait);
+
+ if (vc4->finished_seqno >= seqno)
+ return 0;
+
+ if (timeout_ns == 0)
+ return -ETIME;
+
+ timeout_expire = jiffies + nsecs_to_jiffies(timeout_ns);
+
+ trace_vc4_wait_for_seqno_begin(dev, seqno, timeout_ns);
+ for (;;) {
+ prepare_to_wait(&vc4->job_wait_queue, &wait,
+ interruptible ? TASK_INTERRUPTIBLE :
+ TASK_UNINTERRUPTIBLE);
+
+ if (interruptible && signal_pending(current)) {
+ ret = -ERESTARTSYS;
+ break;
+ }
+
+ if (vc4->finished_seqno >= seqno)
+ break;
+
+ if (timeout_ns != ~0ull) {
+ if (time_after_eq(jiffies, timeout_expire)) {
+ ret = -ETIME;
+ break;
+ }
+ schedule_timeout(timeout_expire - jiffies);
+ } else {
+ schedule();
+ }
+ }
+
+ finish_wait(&vc4->job_wait_queue, &wait);
+ trace_vc4_wait_for_seqno_end(dev, seqno);
+
+ if (ret && ret != -ERESTARTSYS) {
+ DRM_ERROR("timeout waiting for render thread idle\n");
+ return ret;
+ }
+
+ return 0;
+}
+
+static void
+vc4_flush_caches(struct drm_device *dev)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+
+ /* Flush the GPU L2 caches. These caches sit on top of system
+ * L3 (the 128kb or so shared with the CPU), and are
+ * non-allocating in the L3.
+ */
+ V3D_WRITE(V3D_L2CACTL,
+ V3D_L2CACTL_L2CCLR);
+
+ V3D_WRITE(V3D_SLCACTL,
+ VC4_SET_FIELD(0xf, V3D_SLCACTL_T1CC) |
+ VC4_SET_FIELD(0xf, V3D_SLCACTL_T0CC) |
+ VC4_SET_FIELD(0xf, V3D_SLCACTL_UCC) |
+ VC4_SET_FIELD(0xf, V3D_SLCACTL_ICC));
+}
+
+/* Sets the registers for the next job to be actually be executed in
+ * the hardware.
+ *
+ * The job_lock should be held during this.
+ */
+void
+vc4_submit_next_job(struct drm_device *dev)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+ struct vc4_exec_info *exec = vc4_first_job(vc4);
+
+ if (!exec)
+ return;
+
+ vc4_flush_caches(dev);
+
+ /* Disable the binner's pre-loaded overflow memory address */
+ V3D_WRITE(V3D_BPOA, 0);
+ V3D_WRITE(V3D_BPOS, 0);
+
+ if (exec->ct0ca != exec->ct0ea)
+ submit_cl(dev, 0, exec->ct0ca, exec->ct0ea);
+ submit_cl(dev, 1, exec->ct1ca, exec->ct1ea);
+}
+
+static void
+vc4_update_bo_seqnos(struct vc4_exec_info *exec, uint64_t seqno)
+{
+ struct vc4_bo *bo;
+ unsigned i;
+
+ for (i = 0; i < exec->bo_count; i++) {
+ bo = to_vc4_bo(&exec->bo[i]->base);
+ bo->seqno = seqno;
+ }
+
+ list_for_each_entry(bo, &exec->unref_list, unref_head) {
+ bo->seqno = seqno;
+ }
+}
+
+/* Queues a struct vc4_exec_info for execution. If no job is
+ * currently executing, then submits it.
+ *
+ * Unlike most GPUs, our hardware only handles one command list at a
+ * time. To queue multiple jobs at once, we'd need to edit the
+ * previous command list to have a jump to the new one at the end, and
+ * then bump the end address. That's a change for a later date,
+ * though.
+ */
+static void
+vc4_queue_submit(struct drm_device *dev, struct vc4_exec_info *exec)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+ uint64_t seqno;
+ unsigned long irqflags;
+
+ spin_lock_irqsave(&vc4->job_lock, irqflags);
+
+ seqno = ++vc4->emit_seqno;
+ exec->seqno = seqno;
+ vc4_update_bo_seqnos(exec, seqno);
+
+ list_add_tail(&exec->head, &vc4->job_list);
+
+ /* If no job was executing, kick ours off. Otherwise, it'll
+ * get started when the previous job's frame done interrupt
+ * occurs.
+ */
+ if (vc4_first_job(vc4) == exec) {
+ vc4_submit_next_job(dev);
+ vc4_queue_hangcheck(dev);
+ }
+
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+}
+
+/**
+ * Looks up a bunch of GEM handles for BOs and stores the array for
+ * use in the command validator that actually writes relocated
+ * addresses pointing to them.
+ */
+static int
+vc4_cl_lookup_bos(struct drm_device *dev,
+ struct drm_file *file_priv,
+ struct vc4_exec_info *exec)
+{
+ struct drm_vc4_submit_cl *args = exec->args;
+ uint32_t *handles;
+ int ret = 0;
+ int i;
+
+ exec->bo_count = args->bo_handle_count;
+
+ if (!exec->bo_count) {
+ /* See comment on bo_index for why we have to check
+ * this.
+ */
+ DRM_ERROR("Rendering requires BOs to validate\n");
+ return -EINVAL;
+ }
+
+ exec->bo = kcalloc(exec->bo_count, sizeof(struct drm_gem_cma_object *),
+ GFP_KERNEL);
+ if (!exec->bo) {
+ DRM_ERROR("Failed to allocate validated BO pointers\n");
+ return -ENOMEM;
+ }
+
+ handles = drm_malloc_ab(exec->bo_count, sizeof(uint32_t));
+ if (!handles) {
+ DRM_ERROR("Failed to allocate incoming GEM handles\n");
+ goto fail;
+ }
+
+ ret = copy_from_user(handles,
+ (void __user *)(uintptr_t)args->bo_handles,
+ exec->bo_count * sizeof(uint32_t));
+ if (ret) {
+ DRM_ERROR("Failed to copy in GEM handles\n");
+ goto fail;
+ }
+
+ spin_lock(&file_priv->table_lock);
+ for (i = 0; i < exec->bo_count; i++) {
+ struct drm_gem_object *bo = idr_find(&file_priv->object_idr,
+ handles[i]);
+ if (!bo) {
+ DRM_ERROR("Failed to look up GEM BO %d: %d\n",
+ i, handles[i]);
+ ret = -EINVAL;
+ spin_unlock(&file_priv->table_lock);
+ goto fail;
+ }
+ drm_gem_object_reference(bo);
+ exec->bo[i] = (struct drm_gem_cma_object *)bo;
+ }
+ spin_unlock(&file_priv->table_lock);
+
+fail:
+ kfree(handles);
+ return 0;
+}
+
+static int
+vc4_get_bcl(struct drm_device *dev, struct vc4_exec_info *exec)
+{
+ struct drm_vc4_submit_cl *args = exec->args;
+ void *temp = NULL;
+ void *bin;
+ int ret = 0;
+ uint32_t bin_offset = 0;
+ uint32_t shader_rec_offset = roundup(bin_offset + args->bin_cl_size,
+ 16);
+ uint32_t uniforms_offset = shader_rec_offset + args->shader_rec_size;
+ uint32_t exec_size = uniforms_offset + args->uniforms_size;
+ uint32_t temp_size = exec_size + (sizeof(struct vc4_shader_state) *
+ args->shader_rec_count);
+ struct vc4_bo *bo;
+
+ if (uniforms_offset < shader_rec_offset ||
+ exec_size < uniforms_offset ||
+ args->shader_rec_count >= (UINT_MAX /
+ sizeof(struct vc4_shader_state)) ||
+ temp_size < exec_size) {
+ DRM_ERROR("overflow in exec arguments\n");
+ goto fail;
+ }
+
+ /* Allocate space where we'll store the copied in user command lists
+ * and shader records.
+ *
+ * We don't just copy directly into the BOs because we need to
+ * read the contents back for validation, and I think the
+ * bo->vaddr is uncached access.
+ */
+ temp = kmalloc(temp_size, GFP_KERNEL);
+ if (!temp) {
+ DRM_ERROR("Failed to allocate storage for copying "
+ "in bin/render CLs.\n");
+ ret = -ENOMEM;
+ goto fail;
+ }
+ bin = temp + bin_offset;
+ exec->shader_rec_u = temp + shader_rec_offset;
+ exec->uniforms_u = temp + uniforms_offset;
+ exec->shader_state = temp + exec_size;
+ exec->shader_state_size = args->shader_rec_count;
+
+ if (copy_from_user(bin,
+ (void __user *)(uintptr_t)args->bin_cl,
+ args->bin_cl_size)) {
+ ret = -EFAULT;
+ goto fail;
+ }
+
+ if (copy_from_user(exec->shader_rec_u,
+ (void __user *)(uintptr_t)args->shader_rec,
+ args->shader_rec_size)) {
+ ret = -EFAULT;
+ goto fail;
+ }
+
+ if (copy_from_user(exec->uniforms_u,
+ (void __user *)(uintptr_t)args->uniforms,
+ args->uniforms_size)) {
+ ret = -EFAULT;
+ goto fail;
+ }
+
+ bo = vc4_bo_create(dev, exec_size, true);
+ if (!bo) {
+ DRM_ERROR("Couldn't allocate BO for binning\n");
+ ret = -ENOMEM;
+ goto fail;
+ }
+ exec->exec_bo = &bo->base;
+
+ list_add_tail(&to_vc4_bo(&exec->exec_bo->base)->unref_head,
+ &exec->unref_list);
+
+ exec->ct0ca = exec->exec_bo->paddr + bin_offset;
+
+ exec->bin_u = bin;
+
+ exec->shader_rec_v = exec->exec_bo->vaddr + shader_rec_offset;
+ exec->shader_rec_p = exec->exec_bo->paddr + shader_rec_offset;
+ exec->shader_rec_size = args->shader_rec_size;
+
+ exec->uniforms_v = exec->exec_bo->vaddr + uniforms_offset;
+ exec->uniforms_p = exec->exec_bo->paddr + uniforms_offset;
+ exec->uniforms_size = args->uniforms_size;
+
+ ret = vc4_validate_bin_cl(dev,
+ exec->exec_bo->vaddr + bin_offset,
+ bin,
+ exec);
+ if (ret)
+ goto fail;
+
+ ret = vc4_validate_shader_recs(dev, exec);
+
+fail:
+ kfree(temp);
+ return ret;
+}
+
+static void
+vc4_complete_exec(struct drm_device *dev, struct vc4_exec_info *exec)
+{
+ unsigned i;
+
+ /* Need the struct lock for drm_gem_object_unreference(). */
+ mutex_lock(&dev->struct_mutex);
+ if (exec->bo) {
+ for (i = 0; i < exec->bo_count; i++)
+ drm_gem_object_unreference(&exec->bo[i]->base);
+ kfree(exec->bo);
+ }
+
+ while (!list_empty(&exec->unref_list)) {
+ struct vc4_bo *bo = list_first_entry(&exec->unref_list,
+ struct vc4_bo, unref_head);
+ list_del(&bo->unref_head);
+ drm_gem_object_unreference(&bo->base.base);
+ }
+ mutex_unlock(&dev->struct_mutex);
+
+ kfree(exec);
+}
+
+void
+vc4_job_handle_completed(struct vc4_dev *vc4)
+{
+ unsigned long irqflags;
+ struct vc4_seqno_cb *cb, *cb_temp;
+
+ spin_lock_irqsave(&vc4->job_lock, irqflags);
+ while (!list_empty(&vc4->job_done_list)) {
+ struct vc4_exec_info *exec =
+ list_first_entry(&vc4->job_done_list,
+ struct vc4_exec_info, head);
+ list_del(&exec->head);
+
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+ vc4_complete_exec(vc4->dev, exec);
+ spin_lock_irqsave(&vc4->job_lock, irqflags);
+ }
+
+ list_for_each_entry_safe(cb, cb_temp, &vc4->seqno_cb_list, work.entry) {
+ if (cb->seqno <= vc4->finished_seqno) {
+ list_del_init(&cb->work.entry);
+ schedule_work(&cb->work);
+ }
+ }
+
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+}
+
+static void vc4_seqno_cb_work(struct work_struct *work)
+{
+ struct vc4_seqno_cb *cb = container_of(work, struct vc4_seqno_cb, work);
+
+ cb->func(cb);
+}
+
+int vc4_queue_seqno_cb(struct drm_device *dev,
+ struct vc4_seqno_cb *cb, uint64_t seqno,
+ void (*func)(struct vc4_seqno_cb *cb))
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+ int ret = 0;
+ unsigned long irqflags;
+
+ cb->func = func;
+ INIT_WORK(&cb->work, vc4_seqno_cb_work);
+
+ spin_lock_irqsave(&vc4->job_lock, irqflags);
+ if (seqno > vc4->finished_seqno) {
+ cb->seqno = seqno;
+ list_add_tail(&cb->work.entry, &vc4->seqno_cb_list);
+ } else {
+ schedule_work(&cb->work);
+ }
+ spin_unlock_irqrestore(&vc4->job_lock, irqflags);
+
+ return ret;
+}
+
+/* Scheduled when any job has been completed, this walks the list of
+ * jobs that had completed and unrefs their BOs and frees their exec
+ * structs.
+ */
+static void
+vc4_job_done_work(struct work_struct *work)
+{
+ struct vc4_dev *vc4 =
+ container_of(work, struct vc4_dev, job_done_work);
+
+ vc4_job_handle_completed(vc4);
+}
+
+static int
+vc4_wait_for_seqno_ioctl_helper(struct drm_device *dev,
+ uint64_t seqno,
+ uint64_t *timeout_ns)
+{
+ unsigned long start = jiffies;
+ int ret = vc4_wait_for_seqno(dev, seqno, *timeout_ns, true);
+
+ if ((ret == -EINTR || ret == -ERESTARTSYS) && *timeout_ns != ~0ull) {
+ uint64_t delta = jiffies_to_nsecs(jiffies - start);
+
+ if (*timeout_ns >= delta)
+ *timeout_ns -= delta;
+ }
+
+ return ret;
+}
+
+int
+vc4_wait_seqno_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct drm_vc4_wait_seqno *args = data;
+
+ return vc4_wait_for_seqno_ioctl_helper(dev, args->seqno,
+ &args->timeout_ns);
+}
+
+int
+vc4_wait_bo_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ int ret;
+ struct drm_vc4_wait_bo *args = data;
+ struct drm_gem_object *gem_obj;
+ struct vc4_bo *bo;
+
+ gem_obj = drm_gem_object_lookup(dev, file_priv, args->handle);
+ if (!gem_obj) {
+ DRM_ERROR("Failed to look up GEM BO %d\n", args->handle);
+ return -EINVAL;
+ }
+ bo = to_vc4_bo(gem_obj);
+
+ ret = vc4_wait_for_seqno_ioctl_helper(dev, bo->seqno,
+ &args->timeout_ns);
+
+ drm_gem_object_unreference_unlocked(gem_obj);
+ return ret;
+}
+
+/**
+ * Submits a command list to the VC4.
+ *
+ * This is what is called batchbuffer emitting on other hardware.
+ */
+int
+vc4_submit_cl_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+ struct drm_vc4_submit_cl *args = data;
+ struct vc4_exec_info *exec;
+ int ret;
+
+ if ((args->flags & ~VC4_SUBMIT_CL_USE_CLEAR_COLOR) != 0) {
+ DRM_ERROR("Unknown flags: 0x%02x\n", args->flags);
+ return -EINVAL;
+ }
+
+ exec = kcalloc(1, sizeof(*exec), GFP_KERNEL);
+ if (!exec) {
+ DRM_ERROR("malloc failure on exec struct\n");
+ return -ENOMEM;
+ }
+
+ exec->args = args;
+ INIT_LIST_HEAD(&exec->unref_list);
+
+ ret = vc4_cl_lookup_bos(dev, file_priv, exec);
+ if (ret)
+ goto fail;
+
+ if (exec->args->bin_cl_size != 0) {
+ ret = vc4_get_bcl(dev, exec);
+ if (ret)
+ goto fail;
+ } else {
+ exec->ct0ca = 0;
+ exec->ct0ea = 0;
+ }
+
+ ret = vc4_get_rcl(dev, exec);
+ if (ret)
+ goto fail;
+
+ /* Clear this out of the struct we'll be putting in the queue,
+ * since it's part of our stack.
+ */
+ exec->args = NULL;
+
+ vc4_queue_submit(dev, exec);
+
+ /* Return the seqno for our job. */
+ args->seqno = vc4->emit_seqno;
+
+ return 0;
+
+fail:
+ vc4_complete_exec(vc4->dev, exec);
+
+ return ret;
+}
+
+void
+vc4_gem_init(struct drm_device *dev)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+
+ INIT_LIST_HEAD(&vc4->job_list);
+ INIT_LIST_HEAD(&vc4->job_done_list);
+ INIT_LIST_HEAD(&vc4->seqno_cb_list);
+ spin_lock_init(&vc4->job_lock);
+
+ INIT_WORK(&vc4->hangcheck.reset_work, vc4_reset_work);
+ setup_timer(&vc4->hangcheck.timer,
+ vc4_hangcheck_elapsed,
+ (unsigned long)dev);
+
+ INIT_WORK(&vc4->job_done_work, vc4_job_done_work);
+}
+
+void
+vc4_gem_destroy(struct drm_device *dev)
+{
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+
+ /* Waiting for exec to finish would need to be done before
+ * unregistering V3D.
+ */
+ WARN_ON(vc4->emit_seqno != vc4->finished_seqno);
+
+ /* V3D should already have disabled its interrupt and cleared
+ * the overflow allocation registers. Now free the object.
+ */
+ if (vc4->overflow_mem) {
+ drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
+ vc4->overflow_mem = NULL;
+ }
+
+ vc4_bo_cache_destroy(dev);
+
+ if (vc4->hang_state)
+ vc4_free_hang_state(dev, vc4->hang_state);
+}