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Diffstat (limited to 'target/linux/brcm2708/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch')
-rw-r--r--target/linux/brcm2708/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch897
1 files changed, 897 insertions, 0 deletions
diff --git a/target/linux/brcm2708/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch b/target/linux/brcm2708/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch
new file mode 100644
index 0000000000..6db0729839
--- /dev/null
+++ b/target/linux/brcm2708/patches-4.19/950-0535-drm-v3d-Add-support-for-compute-shader-dispatch.patch
@@ -0,0 +1,897 @@
+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