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Diffstat (limited to 'target/linux/bcm27xx/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch')
-rw-r--r--target/linux/bcm27xx/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch897
1 files changed, 0 insertions, 897 deletions
diff --git a/target/linux/bcm27xx/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch b/target/linux/bcm27xx/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch
deleted file mode 100644
index 6db0729839..0000000000
--- a/target/linux/bcm27xx/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch
+++ /dev/null
@@ -1,897 +0,0 @@
-From 22dbf1420a552d1952d22b92d8c30f8162b026b5 Mon Sep 17 00:00:00 2001
-From: Eric Anholt <eric@anholt.net>
-Date: Tue, 16 Apr 2019 15:58:54 -0700
-Subject: [PATCH] drm/v3d: Add support for compute shader dispatch.
-
-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>
----
- drivers/gpu/drm/v3d/v3d_debugfs.c | 22 +++++
- drivers/gpu/drm/v3d/v3d_drv.c | 10 +-
- drivers/gpu/drm/v3d/v3d_drv.h | 28 +++++-
- drivers/gpu/drm/v3d/v3d_fence.c | 2 +
- drivers/gpu/drm/v3d/v3d_gem.c | 156 +++++++++++++++++++++++++++++-
- drivers/gpu/drm/v3d/v3d_irq.c | 16 ++-
- drivers/gpu/drm/v3d/v3d_regs.h | 73 ++++++++++++++
- drivers/gpu/drm/v3d/v3d_sched.c | 121 +++++++++++++++++++++--
- drivers/gpu/drm/v3d/v3d_trace.h | 94 ++++++++++++++++++
- include/uapi/drm/v3d_drm.h | 28 ++++++
- 10 files changed, 531 insertions(+), 19 deletions(-)
-
---- a/drivers/gpu/drm/v3d/v3d_debugfs.c
-+++ b/drivers/gpu/drm/v3d/v3d_debugfs.c
-@@ -57,6 +57,17 @@ static const struct v3d_reg_def v3d_core
- REGDEF(V3D_GMP_VIO_ADDR),
- };
-
-+static const struct v3d_reg_def v3d_csd_reg_defs[] = {
-+ REGDEF(V3D_CSD_STATUS),
-+ REGDEF(V3D_CSD_CURRENT_CFG0),
-+ REGDEF(V3D_CSD_CURRENT_CFG1),
-+ REGDEF(V3D_CSD_CURRENT_CFG2),
-+ REGDEF(V3D_CSD_CURRENT_CFG3),
-+ REGDEF(V3D_CSD_CURRENT_CFG4),
-+ REGDEF(V3D_CSD_CURRENT_CFG5),
-+ REGDEF(V3D_CSD_CURRENT_CFG6),
-+};
-+
- static int v3d_v3d_debugfs_regs(struct seq_file *m, void *unused)
- {
- struct drm_info_node *node = (struct drm_info_node *)m->private;
-@@ -88,6 +99,17 @@ static int v3d_v3d_debugfs_regs(struct s
- V3D_CORE_READ(core,
- v3d_core_reg_defs[i].reg));
- }
-+
-+ if (v3d_has_csd(v3d)) {
-+ for (i = 0; i < ARRAY_SIZE(v3d_csd_reg_defs); i++) {
-+ seq_printf(m, "core %d %s (0x%04x): 0x%08x\n",
-+ core,
-+ v3d_csd_reg_defs[i].name,
-+ v3d_csd_reg_defs[i].reg,
-+ V3D_CORE_READ(core,
-+ v3d_csd_reg_defs[i].reg));
-+ }
-+ }
- }
-
- return 0;
---- a/drivers/gpu/drm/v3d/v3d_drv.c
-+++ b/drivers/gpu/drm/v3d/v3d_drv.c
-@@ -7,9 +7,9 @@
- * This driver supports the Broadcom V3D 3.3 and 4.1 OpenGL ES GPUs.
- * For V3D 2.x support, see the VC4 driver.
- *
-- * Currently only single-core rendering using the binner and renderer,
-- * along with TFU (texture formatting unit) rendering is supported.
-- * V3D 4.x's CSD (compute shader dispatch) is not yet supported.
-+ * The V3D GPU includes a tiled render (composed of a bin and render
-+ * pipelines), the TFU (texture formatting unit), and the CSD (compute
-+ * shader dispatch).
- */
-
- #include <linux/clk.h>
-@@ -114,6 +114,9 @@ static int v3d_get_param_ioctl(struct dr
- case DRM_V3D_PARAM_SUPPORTS_TFU:
- args->value = 1;
- return 0;
-+ case DRM_V3D_PARAM_SUPPORTS_CSD:
-+ args->value = v3d_has_csd(v3d);
-+ return 0;
- default:
- DRM_DEBUG("Unknown parameter %d\n", args->param);
- return -EINVAL;
-@@ -183,6 +186,7 @@ static const struct drm_ioctl_desc v3d_d
- DRM_IOCTL_DEF_DRV(V3D_GET_PARAM, v3d_get_param_ioctl, DRM_RENDER_ALLOW),
- DRM_IOCTL_DEF_DRV(V3D_GET_BO_OFFSET, v3d_get_bo_offset_ioctl, DRM_RENDER_ALLOW),
- DRM_IOCTL_DEF_DRV(V3D_SUBMIT_TFU, v3d_submit_tfu_ioctl, DRM_RENDER_ALLOW | DRM_AUTH),
-+ DRM_IOCTL_DEF_DRV(V3D_SUBMIT_CSD, v3d_submit_csd_ioctl, DRM_RENDER_ALLOW | DRM_AUTH),
- };
-
- static const struct vm_operations_struct v3d_vm_ops = {
---- a/drivers/gpu/drm/v3d/v3d_drv.h
-+++ b/drivers/gpu/drm/v3d/v3d_drv.h
-@@ -16,9 +16,11 @@ enum v3d_queue {
- V3D_BIN,
- V3D_RENDER,
- V3D_TFU,
-+ V3D_CSD,
-+ V3D_CACHE_CLEAN,
- };
-
--#define V3D_MAX_QUEUES (V3D_TFU + 1)
-+#define V3D_MAX_QUEUES (V3D_CACHE_CLEAN + 1)
-
- struct v3d_queue_state {
- struct drm_gpu_scheduler sched;
-@@ -70,6 +72,7 @@ struct v3d_dev {
- struct v3d_bin_job *bin_job;
- struct v3d_render_job *render_job;
- struct v3d_tfu_job *tfu_job;
-+ struct v3d_csd_job *csd_job;
-
- struct v3d_queue_state queue[V3D_MAX_QUEUES];
-
-@@ -92,6 +95,12 @@ struct v3d_dev {
- */
- struct mutex sched_lock;
-
-+ /* Lock taken during a cache clean and when initiating an L2
-+ * flush, to keep L2 flushes from interfering with the
-+ * synchronous L2 cleans.
-+ */
-+ struct mutex cache_clean_lock;
-+
- struct {
- u32 num_allocated;
- u32 pages_allocated;
-@@ -104,6 +113,12 @@ to_v3d_dev(struct drm_device *dev)
- return (struct v3d_dev *)dev->dev_private;
- }
-
-+static inline bool
-+v3d_has_csd(struct v3d_dev *v3d)
-+{
-+ return v3d->ver >= 41;
-+}
-+
- /* The per-fd struct, which tracks the MMU mappings. */
- struct v3d_file_priv {
- struct v3d_dev *v3d;
-@@ -237,6 +252,14 @@ struct v3d_tfu_job {
- struct drm_v3d_submit_tfu args;
- };
-
-+struct v3d_csd_job {
-+ struct v3d_job base;
-+
-+ u32 timedout_batches;
-+
-+ struct drm_v3d_submit_csd args;
-+};
-+
- /**
- * _wait_for - magic (register) wait macro
- *
-@@ -302,11 +325,14 @@ int v3d_submit_cl_ioctl(struct drm_devic
- struct drm_file *file_priv);
- int v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
- struct drm_file *file_priv);
-+int v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
-+ struct drm_file *file_priv);
- int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
- struct drm_file *file_priv);
- void v3d_job_put(struct v3d_job *job);
- void v3d_reset(struct v3d_dev *v3d);
- void v3d_invalidate_caches(struct v3d_dev *v3d);
-+void v3d_clean_caches(struct v3d_dev *v3d);
-
- /* v3d_irq.c */
- int v3d_irq_init(struct v3d_dev *v3d);
---- a/drivers/gpu/drm/v3d/v3d_fence.c
-+++ b/drivers/gpu/drm/v3d/v3d_fence.c
-@@ -36,6 +36,8 @@ static const char *v3d_fence_get_timelin
- return "v3d-render";
- case V3D_TFU:
- return "v3d-tfu";
-+ case V3D_CSD:
-+ return "v3d-csd";
- default:
- return NULL;
- }
---- a/drivers/gpu/drm/v3d/v3d_gem.c
-+++ b/drivers/gpu/drm/v3d/v3d_gem.c
-@@ -162,10 +162,52 @@ v3d_flush_l2t(struct v3d_dev *v3d, int c
- /* 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.
-+ * However, we do need to make sure we don't try to trigger a
-+ * new flush while the L2_CLEAN queue is trying to
-+ * synchronously clean after a job.
- */
-+ mutex_lock(&v3d->cache_clean_lock);
- V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
- V3D_L2TCACTL_L2TFLS |
- V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM));
-+ mutex_unlock(&v3d->cache_clean_lock);
-+}
-+
-+/* Cleans texture L1 and L2 cachelines (writing back dirty data).
-+ *
-+ * For cleaning, which happens from the CACHE_CLEAN queue after CSD has
-+ * executed, we need to make sure that the clean is done before
-+ * signaling job completion. So, we synchronously wait before
-+ * returning, and we make sure that L2 invalidates don't happen in the
-+ * meantime to confuse our are-we-done checks.
-+ */
-+void
-+v3d_clean_caches(struct v3d_dev *v3d)
-+{
-+ struct drm_device *dev = &v3d->drm;
-+ int core = 0;
-+
-+ trace_v3d_cache_clean_begin(dev);
-+
-+ 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");
-+ }
-+
-+ mutex_lock(&v3d->cache_clean_lock);
-+ V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
-+ V3D_L2TCACTL_L2TFLS |
-+ V3D_SET_FIELD(V3D_L2TCACTL_FLM_CLEAN, V3D_L2TCACTL_FLM));
-+
-+ if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
-+ V3D_L2TCACTL_L2TFLS), 100)) {
-+ DRM_ERROR("Timeout waiting for L2T clean\n");
-+ }
-+
-+ mutex_unlock(&v3d->cache_clean_lock);
-+
-+ trace_v3d_cache_clean_end(dev);
- }
-
- /* Invalidates the slice caches. These are read-only caches. */
-@@ -584,7 +626,8 @@ static void
- v3d_attach_fences_and_unlock_reservation(struct drm_file *file_priv,
- struct v3d_job *job,
- struct ww_acquire_ctx *acquire_ctx,
-- u32 out_sync)
-+ u32 out_sync,
-+ struct dma_fence *done_fence)
- {
- struct drm_syncobj *sync_out;
-
-@@ -594,7 +637,7 @@ v3d_attach_fences_and_unlock_reservation
- /* Update the return sync object for the job */
- sync_out = drm_syncobj_find(file_priv, out_sync);
- if (sync_out) {
-- drm_syncobj_replace_fence(sync_out, job->done_fence);
-+ drm_syncobj_replace_fence(sync_out, done_fence);
- drm_syncobj_put(sync_out);
- }
- }
-@@ -691,8 +734,10 @@ v3d_submit_cl_ioctl(struct drm_device *d
- mutex_unlock(&v3d->sched_lock);
-
- v3d_attach_fences_and_unlock_reservation(file_priv,
-- &render->base, &acquire_ctx,
-- args->out_sync);
-+ &render->base,
-+ &acquire_ctx,
-+ args->out_sync,
-+ render->base.done_fence);
-
- if (bin)
- v3d_job_put(&bin->base);
-@@ -785,7 +830,8 @@ v3d_submit_tfu_ioctl(struct drm_device *
-
- v3d_attach_fences_and_unlock_reservation(file_priv,
- &job->base, &acquire_ctx,
-- args->out_sync);
-+ args->out_sync,
-+ job->base.done_fence);
-
- v3d_job_put(&job->base);
-
-@@ -801,6 +847,105 @@ fail:
- return ret;
- }
-
-+/**
-+ * v3d_submit_csd_ioctl() - Submits a CSD (texture formatting) job to the V3D.
-+ * @dev: DRM device
-+ * @data: ioctl argument
-+ * @file_priv: DRM file for this fd
-+ *
-+ * Userspace provides the register setup for the CSD, which we don't
-+ * need to validate since the CSD is behind the MMU.
-+ */
-+int
-+v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
-+ struct drm_file *file_priv)
-+{
-+ struct v3d_dev *v3d = to_v3d_dev(dev);
-+ struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
-+ struct drm_v3d_submit_csd *args = data;
-+ struct v3d_csd_job *job;
-+ struct v3d_job *clean_job;
-+ struct ww_acquire_ctx acquire_ctx;
-+ int ret;
-+
-+ trace_v3d_submit_csd_ioctl(&v3d->drm, args->cfg[5], args->cfg[6]);
-+
-+ if (!v3d_has_csd(v3d)) {
-+ DRM_DEBUG("Attempting CSD submit on non-CSD hardware\n");
-+ return -EINVAL;
-+ }
-+
-+ job = kcalloc(1, sizeof(*job), GFP_KERNEL);
-+ if (!job)
-+ return -ENOMEM;
-+
-+ ret = v3d_job_init(v3d, file_priv, &job->base,
-+ v3d_job_free, args->in_sync);
-+ if (ret) {
-+ kfree(job);
-+ return ret;
-+ }
-+
-+ clean_job = kcalloc(1, sizeof(*clean_job), GFP_KERNEL);
-+ if (!clean_job) {
-+ v3d_job_put(&job->base);
-+ kfree(job);
-+ return -ENOMEM;
-+ }
-+
-+ ret = v3d_job_init(v3d, file_priv, clean_job, v3d_job_free, 0);
-+ if (ret) {
-+ v3d_job_put(&job->base);
-+ kfree(clean_job);
-+ return ret;
-+ }
-+
-+ job->args = *args;
-+
-+ ret = v3d_lookup_bos(dev, file_priv, clean_job,
-+ args->bo_handles, args->bo_handle_count);
-+ if (ret)
-+ goto fail;
-+
-+ ret = v3d_lock_bo_reservations(clean_job, &acquire_ctx);
-+ if (ret)
-+ goto fail;
-+
-+ mutex_lock(&v3d->sched_lock);
-+ ret = v3d_push_job(v3d_priv, &job->base, V3D_CSD);
-+ if (ret)
-+ goto fail_unreserve;
-+
-+ ret = v3d_add_dep(clean_job, dma_fence_get(job->base.done_fence));
-+ if (ret)
-+ goto fail_unreserve;
-+ ret = v3d_push_job(v3d_priv, clean_job, V3D_CACHE_CLEAN);
-+ if (ret)
-+ goto fail_unreserve;
-+ mutex_unlock(&v3d->sched_lock);
-+
-+ v3d_attach_fences_and_unlock_reservation(file_priv,
-+ clean_job,
-+ &acquire_ctx,
-+ args->out_sync,
-+ clean_job->done_fence);
-+
-+ v3d_job_put(&job->base);
-+ v3d_job_put(clean_job);
-+
-+ return 0;
-+
-+fail_unreserve:
-+ mutex_unlock(&v3d->sched_lock);
-+ v3d_unlock_bo_reservations(clean_job->bo, clean_job->bo_count,
-+ &acquire_ctx);
-+fail:
-+ v3d_job_put(&job->base);
-+ v3d_job_put(clean_job);
-+
-+ return ret;
-+}
-+
- int
- v3d_gem_init(struct drm_device *dev)
- {
-@@ -816,6 +961,7 @@ v3d_gem_init(struct drm_device *dev)
- mutex_init(&v3d->bo_lock);
- mutex_init(&v3d->reset_lock);
- mutex_init(&v3d->sched_lock);
-+ mutex_init(&v3d->cache_clean_lock);
-
- /* Note: We don't allocate address 0. Various bits of HW
- * treat 0 as special, such as the occlusion query counters
---- a/drivers/gpu/drm/v3d/v3d_irq.c
-+++ b/drivers/gpu/drm/v3d/v3d_irq.c
-@@ -4,9 +4,9 @@
- /**
- * DOC: Interrupt management for the V3D engine
- *
-- * When we take a bin, render, or TFU done interrupt, we need to
-- * signal the fence for that job so that the scheduler can queue up
-- * the next one and unblock any waiters.
-+ * When we take a bin, render, TFU done, or CSD done interrupt, we
-+ * need to signal the fence for that job so that the scheduler can
-+ * queue up the next one and unblock any waiters.
- *
- * When we take the binner out of memory interrupt, we need to
- * allocate some new memory and pass it to the binner so that the
-@@ -20,6 +20,7 @@
- #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
- V3D_INT_FLDONE | \
- V3D_INT_FRDONE | \
-+ V3D_INT_CSDDONE | \
- V3D_INT_GMPV))
-
- #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
-@@ -108,6 +109,15 @@ v3d_irq(int irq, void *arg)
- dma_fence_signal(&fence->base);
- status = IRQ_HANDLED;
- }
-+
-+ if (intsts & V3D_INT_CSDDONE) {
-+ struct v3d_fence *fence =
-+ to_v3d_fence(v3d->csd_job->base.irq_fence);
-+
-+ trace_v3d_csd_irq(&v3d->drm, fence->seqno);
-+ dma_fence_signal(&fence->base);
-+ status = IRQ_HANDLED;
-+ }
-
- /* We shouldn't be triggering these if we have GMP in
- * always-allowed mode.
---- a/drivers/gpu/drm/v3d/v3d_regs.h
-+++ b/drivers/gpu/drm/v3d/v3d_regs.h
-@@ -238,8 +238,11 @@
- #define V3D_CTL_L2TCACTL 0x00030
- # define V3D_L2TCACTL_TMUWCF BIT(8)
- # define V3D_L2TCACTL_L2T_NO_WM BIT(4)
-+/* Invalidates cache lines. */
- # define V3D_L2TCACTL_FLM_FLUSH 0
-+/* Removes cachelines without writing dirty lines back. */
- # define V3D_L2TCACTL_FLM_CLEAR 1
-+/* Writes out dirty cachelines and marks them clean, but doesn't invalidate. */
- # define V3D_L2TCACTL_FLM_CLEAN 2
- # define V3D_L2TCACTL_FLM_MASK V3D_MASK(2, 1)
- # define V3D_L2TCACTL_FLM_SHIFT 1
-@@ -255,6 +258,8 @@
- #define V3D_CTL_INT_MSK_CLR 0x00064
- # define V3D_INT_QPU_MASK V3D_MASK(27, 16)
- # define V3D_INT_QPU_SHIFT 16
-+# define V3D_INT_CSDDONE BIT(7)
-+# define V3D_INT_PCTR BIT(6)
- # define V3D_INT_GMPV BIT(5)
- # define V3D_INT_TRFB BIT(4)
- # define V3D_INT_SPILLUSE BIT(3)
-@@ -374,4 +379,72 @@
- #define V3D_GMP_PRESERVE_LOAD 0x00818
- #define V3D_GMP_VALID_LINES 0x00820
-
-+#define V3D_CSD_STATUS 0x00900
-+# define V3D_CSD_STATUS_NUM_COMPLETED_MASK V3D_MASK(11, 4)
-+# define V3D_CSD_STATUS_NUM_COMPLETED_SHIFT 4
-+# define V3D_CSD_STATUS_NUM_ACTIVE_MASK V3D_MASK(3, 2)
-+# define V3D_CSD_STATUS_NUM_ACTIVE_SHIFT 2
-+# define V3D_CSD_STATUS_HAVE_CURRENT_DISPATCH BIT(1)
-+# define V3D_CSD_STATUS_HAVE_QUEUED_DISPATCH BIT(0)
-+
-+#define V3D_CSD_QUEUED_CFG0 0x00904
-+# define V3D_CSD_QUEUED_CFG0_NUM_WGS_X_MASK V3D_MASK(31, 16)
-+# define V3D_CSD_QUEUED_CFG0_NUM_WGS_X_SHIFT 16
-+# define V3D_CSD_QUEUED_CFG0_WG_X_OFFSET_MASK V3D_MASK(15, 0)
-+# define V3D_CSD_QUEUED_CFG0_WG_X_OFFSET_SHIFT 0
-+
-+#define V3D_CSD_QUEUED_CFG1 0x00908
-+# define V3D_CSD_QUEUED_CFG1_NUM_WGS_Y_MASK V3D_MASK(31, 16)
-+# define V3D_CSD_QUEUED_CFG1_NUM_WGS_Y_SHIFT 16
-+# define V3D_CSD_QUEUED_CFG1_WG_Y_OFFSET_MASK V3D_MASK(15, 0)
-+# define V3D_CSD_QUEUED_CFG1_WG_Y_OFFSET_SHIFT 0
-+
-+#define V3D_CSD_QUEUED_CFG2 0x0090c
-+# define V3D_CSD_QUEUED_CFG2_NUM_WGS_Z_MASK V3D_MASK(31, 16)
-+# define V3D_CSD_QUEUED_CFG2_NUM_WGS_Z_SHIFT 16
-+# define V3D_CSD_QUEUED_CFG2_WG_Z_OFFSET_MASK V3D_MASK(15, 0)
-+# define V3D_CSD_QUEUED_CFG2_WG_Z_OFFSET_SHIFT 0
-+
-+#define V3D_CSD_QUEUED_CFG3 0x00910
-+# define V3D_CSD_QUEUED_CFG3_OVERLAP_WITH_PREV BIT(26)
-+# define V3D_CSD_QUEUED_CFG3_MAX_SG_ID_MASK V3D_MASK(25, 20)
-+# define V3D_CSD_QUEUED_CFG3_MAX_SG_ID_SHIFT 20
-+# define V3D_CSD_QUEUED_CFG3_BATCHES_PER_SG_M1_MASK V3D_MASK(19, 12)
-+# define V3D_CSD_QUEUED_CFG3_BATCHES_PER_SG_M1_SHIFT 12
-+# define V3D_CSD_QUEUED_CFG3_WGS_PER_SG_MASK V3D_MASK(11, 8)
-+# define V3D_CSD_QUEUED_CFG3_WGS_PER_SG_SHIFT 8
-+# define V3D_CSD_QUEUED_CFG3_WG_SIZE_MASK V3D_MASK(7, 0)
-+# define V3D_CSD_QUEUED_CFG3_WG_SIZE_SHIFT 0
-+
-+/* Number of batches, minus 1 */
-+#define V3D_CSD_QUEUED_CFG4 0x00914
-+
-+/* Shader address, pnan, singleseg, threading, like a shader record. */
-+#define V3D_CSD_QUEUED_CFG5 0x00918
-+
-+/* Uniforms address (4 byte aligned) */
-+#define V3D_CSD_QUEUED_CFG6 0x0091c
-+
-+#define V3D_CSD_CURRENT_CFG0 0x00920
-+#define V3D_CSD_CURRENT_CFG1 0x00924
-+#define V3D_CSD_CURRENT_CFG2 0x00928
-+#define V3D_CSD_CURRENT_CFG3 0x0092c
-+#define V3D_CSD_CURRENT_CFG4 0x00930
-+#define V3D_CSD_CURRENT_CFG5 0x00934
-+#define V3D_CSD_CURRENT_CFG6 0x00938
-+
-+#define V3D_CSD_CURRENT_ID0 0x0093c
-+# define V3D_CSD_CURRENT_ID0_WG_X_MASK V3D_MASK(31, 16)
-+# define V3D_CSD_CURRENT_ID0_WG_X_SHIFT 16
-+# define V3D_CSD_CURRENT_ID0_WG_IN_SG_MASK V3D_MASK(11, 8)
-+# define V3D_CSD_CURRENT_ID0_WG_IN_SG_SHIFT 8
-+# define V3D_CSD_CURRENT_ID0_L_IDX_MASK V3D_MASK(7, 0)
-+# define V3D_CSD_CURRENT_ID0_L_IDX_SHIFT 0
-+
-+#define V3D_CSD_CURRENT_ID1 0x00940
-+# define V3D_CSD_CURRENT_ID0_WG_Z_MASK V3D_MASK(31, 16)
-+# define V3D_CSD_CURRENT_ID0_WG_Z_SHIFT 16
-+# define V3D_CSD_CURRENT_ID0_WG_Y_MASK V3D_MASK(15, 0)
-+# define V3D_CSD_CURRENT_ID0_WG_Y_SHIFT 0
-+
- #endif /* V3D_REGS_H */
---- a/drivers/gpu/drm/v3d/v3d_sched.c
-+++ b/drivers/gpu/drm/v3d/v3d_sched.c
-@@ -48,6 +48,12 @@ to_tfu_job(struct drm_sched_job *sched_j
- return container_of(sched_job, struct v3d_tfu_job, base.base);
- }
-
-+static struct v3d_csd_job *
-+to_csd_job(struct drm_sched_job *sched_job)
-+{
-+ return container_of(sched_job, struct v3d_csd_job, base.base);
-+}
-+
- static void
- v3d_job_free(struct drm_sched_job *sched_job)
- {
-@@ -205,6 +211,48 @@ v3d_tfu_job_run(struct drm_sched_job *sc
- return fence;
- }
-
-+static struct dma_fence *
-+v3d_csd_job_run(struct drm_sched_job *sched_job)
-+{
-+ struct v3d_csd_job *job = to_csd_job(sched_job);
-+ struct v3d_dev *v3d = job->base.v3d;
-+ struct drm_device *dev = &v3d->drm;
-+ struct dma_fence *fence;
-+ int i;
-+
-+ v3d->csd_job = job;
-+
-+ v3d_invalidate_caches(v3d);
-+
-+ fence = v3d_fence_create(v3d, V3D_CSD);
-+ if (IS_ERR(fence))
-+ return NULL;
-+
-+ if (job->base.irq_fence)
-+ dma_fence_put(job->base.irq_fence);
-+ job->base.irq_fence = dma_fence_get(fence);
-+
-+ trace_v3d_submit_csd(dev, to_v3d_fence(fence)->seqno);
-+
-+ for (i = 1; i <= 6; i++)
-+ V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
-+ /* CFG0 write kicks off the job. */
-+ V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
-+
-+ return fence;
-+}
-+
-+static struct dma_fence *
-+v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
-+{
-+ struct v3d_job *job = to_v3d_job(sched_job);
-+ struct v3d_dev *v3d = job->v3d;
-+
-+ v3d_clean_caches(v3d);
-+
-+ return NULL;
-+}
-+
- static void
- v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
- {
-@@ -277,13 +325,31 @@ v3d_render_job_timedout(struct drm_sched
- }
-
- static void
--v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
-+v3d_generic_job_timedout(struct drm_sched_job *sched_job)
- {
- struct v3d_job *job = to_v3d_job(sched_job);
-
- v3d_gpu_reset_for_timeout(job->v3d, sched_job);
- }
-
-+static void
-+v3d_csd_job_timedout(struct drm_sched_job *sched_job)
-+{
-+ struct v3d_csd_job *job = to_csd_job(sched_job);
-+ struct v3d_dev *v3d = job->base.v3d;
-+ u32 batches = V3D_CORE_READ(0, V3D_CSD_CURRENT_CFG4);
-+
-+ /* If we've made progress, skip reset and let the timer get
-+ * rearmed.
-+ */
-+ if (job->timedout_batches != batches) {
-+ job->timedout_batches = batches;
-+ return;
-+ }
-+
-+ v3d_gpu_reset_for_timeout(v3d, sched_job);
-+}
-+
- static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
- .dependency = v3d_job_dependency,
- .run_job = v3d_bin_job_run,
-@@ -301,10 +367,24 @@ static const struct drm_sched_backend_op
- static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
- .dependency = v3d_job_dependency,
- .run_job = v3d_tfu_job_run,
-- .timedout_job = v3d_tfu_job_timedout,
-+ .timedout_job = v3d_generic_job_timedout,
- .free_job = v3d_job_free,
- };
-
-+static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
-+ .dependency = v3d_job_dependency,
-+ .run_job = v3d_csd_job_run,
-+ .timedout_job = v3d_csd_job_timedout,
-+ .free_job = v3d_job_free
-+};
-+
-+static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
-+ .dependency = v3d_job_dependency,
-+ .run_job = v3d_cache_clean_job_run,
-+ .timedout_job = v3d_generic_job_timedout,
-+ .free_job = v3d_job_free
-+};
-+
- int
- v3d_sched_init(struct v3d_dev *v3d)
- {
-@@ -331,7 +411,7 @@ v3d_sched_init(struct v3d_dev *v3d)
- if (ret) {
- dev_err(v3d->dev, "Failed to create render scheduler: %d.",
- ret);
-- drm_sched_fini(&v3d->queue[V3D_BIN].sched);
-+ v3d_sched_fini(v3d);
- return ret;
- }
-
-@@ -343,11 +423,36 @@ v3d_sched_init(struct v3d_dev *v3d)
- if (ret) {
- dev_err(v3d->dev, "Failed to create TFU scheduler: %d.",
- ret);
-- drm_sched_fini(&v3d->queue[V3D_RENDER].sched);
-- drm_sched_fini(&v3d->queue[V3D_BIN].sched);
-+ v3d_sched_fini(v3d);
- return ret;
- }
-
-+ if (v3d_has_csd(v3d)) {
-+ ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
-+ &v3d_csd_sched_ops,
-+ hw_jobs_limit, job_hang_limit,
-+ msecs_to_jiffies(hang_limit_ms),
-+ "v3d_csd");
-+ if (ret) {
-+ dev_err(v3d->dev, "Failed to create CSD scheduler: %d.",
-+ ret);
-+ v3d_sched_fini(v3d);
-+ return ret;
-+ }
-+
-+ ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
-+ &v3d_cache_clean_sched_ops,
-+ hw_jobs_limit, job_hang_limit,
-+ msecs_to_jiffies(hang_limit_ms),
-+ "v3d_cache_clean");
-+ if (ret) {
-+ dev_err(v3d->dev, "Failed to create CACHE_CLEAN scheduler: %d.",
-+ ret);
-+ v3d_sched_fini(v3d);
-+ return ret;
-+ }
-+ }
-+
- return 0;
- }
-
-@@ -356,6 +461,8 @@ v3d_sched_fini(struct v3d_dev *v3d)
- {
- enum v3d_queue q;
-
-- for (q = 0; q < V3D_MAX_QUEUES; q++)
-- drm_sched_fini(&v3d->queue[q].sched);
-+ for (q = 0; q < V3D_MAX_QUEUES; q++) {
-+ if (v3d->queue[q].sched.ops)
-+ drm_sched_fini(&v3d->queue[q].sched);
-+ }
- }
---- a/drivers/gpu/drm/v3d/v3d_trace.h
-+++ b/drivers/gpu/drm/v3d/v3d_trace.h
-@@ -124,6 +124,26 @@ TRACE_EVENT(v3d_tfu_irq,
- __entry->seqno)
- );
-
-+TRACE_EVENT(v3d_csd_irq,
-+ TP_PROTO(struct drm_device *dev,
-+ uint64_t seqno),
-+ TP_ARGS(dev, seqno),
-+
-+ TP_STRUCT__entry(
-+ __field(u32, dev)
-+ __field(u64, seqno)
-+ ),
-+
-+ TP_fast_assign(
-+ __entry->dev = dev->primary->index;
-+ __entry->seqno = seqno;
-+ ),
-+
-+ TP_printk("dev=%u, seqno=%llu",
-+ __entry->dev,
-+ __entry->seqno)
-+);
-+
- TRACE_EVENT(v3d_submit_tfu_ioctl,
- TP_PROTO(struct drm_device *dev, u32 iia),
- TP_ARGS(dev, iia),
-@@ -163,6 +183,80 @@ TRACE_EVENT(v3d_submit_tfu,
- __entry->seqno)
- );
-
-+TRACE_EVENT(v3d_submit_csd_ioctl,
-+ TP_PROTO(struct drm_device *dev, u32 cfg5, u32 cfg6),
-+ TP_ARGS(dev, cfg5, cfg6),
-+
-+ TP_STRUCT__entry(
-+ __field(u32, dev)
-+ __field(u32, cfg5)
-+ __field(u32, cfg6)
-+ ),
-+
-+ TP_fast_assign(
-+ __entry->dev = dev->primary->index;
-+ __entry->cfg5 = cfg5;
-+ __entry->cfg6 = cfg6;
-+ ),
-+
-+ TP_printk("dev=%u, CFG5 0x%08x, CFG6 0x%08x",
-+ __entry->dev,
-+ __entry->cfg5,
-+ __entry->cfg6)
-+);
-+
-+TRACE_EVENT(v3d_submit_csd,
-+ TP_PROTO(struct drm_device *dev,
-+ uint64_t seqno),
-+ TP_ARGS(dev, seqno),
-+
-+ TP_STRUCT__entry(
-+ __field(u32, dev)
-+ __field(u64, seqno)
-+ ),
-+
-+ TP_fast_assign(
-+ __entry->dev = dev->primary->index;
-+ __entry->seqno = seqno;
-+ ),
-+
-+ TP_printk("dev=%u, seqno=%llu",
-+ __entry->dev,
-+ __entry->seqno)
-+);
-+
-+TRACE_EVENT(v3d_cache_clean_begin,
-+ TP_PROTO(struct drm_device *dev),
-+ TP_ARGS(dev),
-+
-+ TP_STRUCT__entry(
-+ __field(u32, dev)
-+ ),
-+
-+ TP_fast_assign(
-+ __entry->dev = dev->primary->index;
-+ ),
-+
-+ TP_printk("dev=%u",
-+ __entry->dev)
-+);
-+
-+TRACE_EVENT(v3d_cache_clean_end,
-+ TP_PROTO(struct drm_device *dev),
-+ TP_ARGS(dev),
-+
-+ TP_STRUCT__entry(
-+ __field(u32, dev)
-+ ),
-+
-+ TP_fast_assign(
-+ __entry->dev = dev->primary->index;
-+ ),
-+
-+ TP_printk("dev=%u",
-+ __entry->dev)
-+);
-+
- TRACE_EVENT(v3d_reset_begin,
- TP_PROTO(struct drm_device *dev),
- TP_ARGS(dev),
---- a/include/uapi/drm/v3d_drm.h
-+++ b/include/uapi/drm/v3d_drm.h
-@@ -37,6 +37,7 @@ extern "C" {
- #define DRM_V3D_GET_PARAM 0x04
- #define DRM_V3D_GET_BO_OFFSET 0x05
- #define DRM_V3D_SUBMIT_TFU 0x06
-+#define DRM_V3D_SUBMIT_CSD 0x07
-
- #define DRM_IOCTL_V3D_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
- #define DRM_IOCTL_V3D_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
-@@ -45,6 +46,7 @@ extern "C" {
- #define DRM_IOCTL_V3D_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
- #define DRM_IOCTL_V3D_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
- #define DRM_IOCTL_V3D_SUBMIT_TFU DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu)
-+#define DRM_IOCTL_V3D_SUBMIT_CSD DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd)
-
- /**
- * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
-@@ -172,6 +174,7 @@ enum drm_v3d_param {
- DRM_V3D_PARAM_V3D_CORE0_IDENT1,
- DRM_V3D_PARAM_V3D_CORE0_IDENT2,
- DRM_V3D_PARAM_SUPPORTS_TFU,
-+ DRM_V3D_PARAM_SUPPORTS_CSD,
- };
-
- struct drm_v3d_get_param {
-@@ -212,6 +215,31 @@ struct drm_v3d_submit_tfu {
- __u32 out_sync;
- };
-
-+/* Submits a compute shader for dispatch. This job will block on any
-+ * previous compute shaders submitted on this fd, and any other
-+ * synchronization must be performed with in_sync/out_sync.
-+ */
-+struct drm_v3d_submit_csd {
-+ __u32 cfg[7];
-+ __u32 coef[4];
-+
-+ /* Pointer to a u32 array of the BOs that are referenced by the job.
-+ */
-+ __u64 bo_handles;
-+
-+ /* Number of BO handles passed in (size is that times 4). */
-+ __u32 bo_handle_count;
-+
-+ /* sync object to block on before running the CSD job. Each
-+ * CSD job will execute in the order submitted to its FD.
-+ * Synchronization against rendering/TFU jobs or CSD from
-+ * other fds requires using sync objects.
-+ */
-+ __u32 in_sync;
-+ /* Sync object to signal when the CSD job is done. */
-+ __u32 out_sync;
-+};
-+
- #if defined(__cplusplus)
- }
- #endif