78efe21b6f
Mali Midgard/Bifrost GPUs have 3 hardware queues but only a global GPU reset. This leads to extra complexity when we need to synchronize timeout works with the reset work. One solution to address that is to have an ordered workqueue at the driver level that will be used by the different schedulers to queue their timeout work. Thanks to the serialization provided by the ordered workqueue we are guaranteed that timeout handlers are executed sequentially, and can thus easily reset the GPU from the timeout handler without extra synchronization. v5: * Add a new paragraph to the timedout_job() method v3: * New patch v4: * Actually use the timeout_wq to queue the timeout work Suggested-by: Daniel Vetter <daniel.vetter@ffwll.ch> Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com> Reviewed-by: Steven Price <steven.price@arm.com> Reviewed-by: Lucas Stach <l.stach@pengutronix.de> Acked-by: Daniel Vetter <daniel.vetter@ffwll.ch> Acked-by: Christian König <christian.koenig@amd.com> Cc: Qiang Yu <yuq825@gmail.com> Cc: Emma Anholt <emma@anholt.net> Cc: Alex Deucher <alexander.deucher@amd.com> Cc: "Christian König" <christian.koenig@amd.com> Link: https://patchwork.freedesktop.org/patch/msgid/20210630062751.2832545-3-boris.brezillon@collabora.com
403 lines
15 KiB
C
403 lines
15 KiB
C
/*
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* Copyright 2015 Advanced Micro Devices, Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE COPYRIGHT HOLDER(S) OR AUTHOR(S) BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#ifndef _DRM_GPU_SCHEDULER_H_
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#define _DRM_GPU_SCHEDULER_H_
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#include <drm/spsc_queue.h>
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#include <linux/dma-fence.h>
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#include <linux/completion.h>
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#define MAX_WAIT_SCHED_ENTITY_Q_EMPTY msecs_to_jiffies(1000)
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struct drm_gpu_scheduler;
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struct drm_sched_rq;
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/* These are often used as an (initial) index
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* to an array, and as such should start at 0.
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*/
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enum drm_sched_priority {
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DRM_SCHED_PRIORITY_MIN,
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DRM_SCHED_PRIORITY_NORMAL,
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DRM_SCHED_PRIORITY_HIGH,
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DRM_SCHED_PRIORITY_KERNEL,
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DRM_SCHED_PRIORITY_COUNT,
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DRM_SCHED_PRIORITY_UNSET = -2
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};
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/**
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* struct drm_sched_entity - A wrapper around a job queue (typically
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* attached to the DRM file_priv).
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*
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* @list: used to append this struct to the list of entities in the
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* runqueue.
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* @rq: runqueue on which this entity is currently scheduled.
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* @sched_list: A list of schedulers (drm_gpu_schedulers).
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* Jobs from this entity can be scheduled on any scheduler
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* on this list.
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* @num_sched_list: number of drm_gpu_schedulers in the sched_list.
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* @priority: priority of the entity
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* @rq_lock: lock to modify the runqueue to which this entity belongs.
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* @job_queue: the list of jobs of this entity.
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* @fence_seq: a linearly increasing seqno incremented with each
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* new &drm_sched_fence which is part of the entity.
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* @fence_context: a unique context for all the fences which belong
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* to this entity.
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* The &drm_sched_fence.scheduled uses the
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* fence_context but &drm_sched_fence.finished uses
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* fence_context + 1.
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* @dependency: the dependency fence of the job which is on the top
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* of the job queue.
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* @cb: callback for the dependency fence above.
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* @guilty: points to ctx's guilty.
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* @fini_status: contains the exit status in case the process was signalled.
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* @last_scheduled: points to the finished fence of the last scheduled job.
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* @last_user: last group leader pushing a job into the entity.
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* @stopped: Marks the enity as removed from rq and destined for termination.
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* @entity_idle: Signals when enityt is not in use
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*
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* Entities will emit jobs in order to their corresponding hardware
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* ring, and the scheduler will alternate between entities based on
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* scheduling policy.
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*/
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struct drm_sched_entity {
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struct list_head list;
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struct drm_sched_rq *rq;
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struct drm_gpu_scheduler **sched_list;
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unsigned int num_sched_list;
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enum drm_sched_priority priority;
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spinlock_t rq_lock;
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struct spsc_queue job_queue;
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atomic_t fence_seq;
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uint64_t fence_context;
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struct dma_fence *dependency;
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struct dma_fence_cb cb;
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atomic_t *guilty;
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struct dma_fence *last_scheduled;
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struct task_struct *last_user;
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bool stopped;
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struct completion entity_idle;
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};
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/**
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* struct drm_sched_rq - queue of entities to be scheduled.
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*
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* @lock: to modify the entities list.
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* @sched: the scheduler to which this rq belongs to.
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* @entities: list of the entities to be scheduled.
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* @current_entity: the entity which is to be scheduled.
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*
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* Run queue is a set of entities scheduling command submissions for
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* one specific ring. It implements the scheduling policy that selects
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* the next entity to emit commands from.
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*/
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struct drm_sched_rq {
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spinlock_t lock;
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struct drm_gpu_scheduler *sched;
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struct list_head entities;
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struct drm_sched_entity *current_entity;
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};
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/**
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* struct drm_sched_fence - fences corresponding to the scheduling of a job.
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*/
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struct drm_sched_fence {
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/**
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* @scheduled: this fence is what will be signaled by the scheduler
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* when the job is scheduled.
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*/
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struct dma_fence scheduled;
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/**
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* @finished: this fence is what will be signaled by the scheduler
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* when the job is completed.
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*
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* When setting up an out fence for the job, you should use
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* this, since it's available immediately upon
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* drm_sched_job_init(), and the fence returned by the driver
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* from run_job() won't be created until the dependencies have
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* resolved.
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*/
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struct dma_fence finished;
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/**
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* @parent: the fence returned by &drm_sched_backend_ops.run_job
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* when scheduling the job on hardware. We signal the
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* &drm_sched_fence.finished fence once parent is signalled.
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*/
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struct dma_fence *parent;
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/**
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* @sched: the scheduler instance to which the job having this struct
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* belongs to.
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*/
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struct drm_gpu_scheduler *sched;
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/**
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* @lock: the lock used by the scheduled and the finished fences.
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*/
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spinlock_t lock;
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/**
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* @owner: job owner for debugging
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*/
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void *owner;
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};
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struct drm_sched_fence *to_drm_sched_fence(struct dma_fence *f);
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/**
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* struct drm_sched_job - A job to be run by an entity.
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*
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* @queue_node: used to append this struct to the queue of jobs in an entity.
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* @list: a job participates in a "pending" and "done" lists.
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* @sched: the scheduler instance on which this job is scheduled.
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* @s_fence: contains the fences for the scheduling of job.
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* @finish_cb: the callback for the finished fence.
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* @id: a unique id assigned to each job scheduled on the scheduler.
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* @karma: increment on every hang caused by this job. If this exceeds the hang
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* limit of the scheduler then the job is marked guilty and will not
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* be scheduled further.
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* @s_priority: the priority of the job.
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* @entity: the entity to which this job belongs.
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* @cb: the callback for the parent fence in s_fence.
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*
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* A job is created by the driver using drm_sched_job_init(), and
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* should call drm_sched_entity_push_job() once it wants the scheduler
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* to schedule the job.
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*/
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struct drm_sched_job {
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struct spsc_node queue_node;
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struct list_head list;
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struct drm_gpu_scheduler *sched;
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struct drm_sched_fence *s_fence;
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struct dma_fence_cb finish_cb;
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uint64_t id;
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atomic_t karma;
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enum drm_sched_priority s_priority;
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struct drm_sched_entity *entity;
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struct dma_fence_cb cb;
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};
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static inline bool drm_sched_invalidate_job(struct drm_sched_job *s_job,
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int threshold)
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{
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return s_job && atomic_inc_return(&s_job->karma) > threshold;
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}
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enum drm_gpu_sched_stat {
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DRM_GPU_SCHED_STAT_NONE, /* Reserve 0 */
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DRM_GPU_SCHED_STAT_NOMINAL,
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DRM_GPU_SCHED_STAT_ENODEV,
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};
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/**
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* struct drm_sched_backend_ops
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*
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* Define the backend operations called by the scheduler,
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* these functions should be implemented in driver side.
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*/
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struct drm_sched_backend_ops {
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/**
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* @dependency: Called when the scheduler is considering scheduling
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* this job next, to get another struct dma_fence for this job to
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* block on. Once it returns NULL, run_job() may be called.
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*/
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struct dma_fence *(*dependency)(struct drm_sched_job *sched_job,
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struct drm_sched_entity *s_entity);
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/**
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* @run_job: Called to execute the job once all of the dependencies
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* have been resolved. This may be called multiple times, if
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* timedout_job() has happened and drm_sched_job_recovery()
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* decides to try it again.
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*/
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struct dma_fence *(*run_job)(struct drm_sched_job *sched_job);
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/**
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* @timedout_job: Called when a job has taken too long to execute,
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* to trigger GPU recovery.
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*
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* This method is called in a workqueue context.
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*
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* Drivers typically issue a reset to recover from GPU hangs, and this
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* procedure usually follows the following workflow:
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*
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* 1. Stop the scheduler using drm_sched_stop(). This will park the
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* scheduler thread and cancel the timeout work, guaranteeing that
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* nothing is queued while we reset the hardware queue
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* 2. Try to gracefully stop non-faulty jobs (optional)
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* 3. Issue a GPU reset (driver-specific)
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* 4. Re-submit jobs using drm_sched_resubmit_jobs()
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* 5. Restart the scheduler using drm_sched_start(). At that point, new
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* jobs can be queued, and the scheduler thread is unblocked
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*
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* Note that some GPUs have distinct hardware queues but need to reset
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* the GPU globally, which requires extra synchronization between the
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* timeout handler of the different &drm_gpu_scheduler. One way to
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* achieve this synchronization is to create an ordered workqueue
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* (using alloc_ordered_workqueue()) at the driver level, and pass this
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* queue to drm_sched_init(), to guarantee that timeout handlers are
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* executed sequentially. The above workflow needs to be slightly
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* adjusted in that case:
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*
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* 1. Stop all schedulers impacted by the reset using drm_sched_stop()
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* 2. Try to gracefully stop non-faulty jobs on all queues impacted by
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* the reset (optional)
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* 3. Issue a GPU reset on all faulty queues (driver-specific)
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* 4. Re-submit jobs on all schedulers impacted by the reset using
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* drm_sched_resubmit_jobs()
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* 5. Restart all schedulers that were stopped in step #1 using
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* drm_sched_start()
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*
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* Return DRM_GPU_SCHED_STAT_NOMINAL, when all is normal,
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* and the underlying driver has started or completed recovery.
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*
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* Return DRM_GPU_SCHED_STAT_ENODEV, if the device is no longer
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* available, i.e. has been unplugged.
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*/
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enum drm_gpu_sched_stat (*timedout_job)(struct drm_sched_job *sched_job);
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/**
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* @free_job: Called once the job's finished fence has been signaled
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* and it's time to clean it up.
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*/
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void (*free_job)(struct drm_sched_job *sched_job);
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};
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/**
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* struct drm_gpu_scheduler
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*
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* @ops: backend operations provided by the driver.
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* @hw_submission_limit: the max size of the hardware queue.
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* @timeout: the time after which a job is removed from the scheduler.
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* @name: name of the ring for which this scheduler is being used.
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* @sched_rq: priority wise array of run queues.
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* @wake_up_worker: the wait queue on which the scheduler sleeps until a job
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* is ready to be scheduled.
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* @job_scheduled: once @drm_sched_entity_do_release is called the scheduler
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* waits on this wait queue until all the scheduled jobs are
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* finished.
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* @hw_rq_count: the number of jobs currently in the hardware queue.
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* @job_id_count: used to assign unique id to the each job.
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* @timeout_wq: workqueue used to queue @work_tdr
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* @work_tdr: schedules a delayed call to @drm_sched_job_timedout after the
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* timeout interval is over.
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* @thread: the kthread on which the scheduler which run.
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* @pending_list: the list of jobs which are currently in the job queue.
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* @job_list_lock: lock to protect the pending_list.
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* @hang_limit: once the hangs by a job crosses this limit then it is marked
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* guilty and it will no longer be considered for scheduling.
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* @score: score to help loadbalancer pick a idle sched
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* @_score: score used when the driver doesn't provide one
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* @ready: marks if the underlying HW is ready to work
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* @free_guilty: A hit to time out handler to free the guilty job.
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*
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* One scheduler is implemented for each hardware ring.
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*/
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struct drm_gpu_scheduler {
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const struct drm_sched_backend_ops *ops;
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uint32_t hw_submission_limit;
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long timeout;
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const char *name;
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struct drm_sched_rq sched_rq[DRM_SCHED_PRIORITY_COUNT];
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wait_queue_head_t wake_up_worker;
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wait_queue_head_t job_scheduled;
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atomic_t hw_rq_count;
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atomic64_t job_id_count;
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struct workqueue_struct *timeout_wq;
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struct delayed_work work_tdr;
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struct task_struct *thread;
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struct list_head pending_list;
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spinlock_t job_list_lock;
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int hang_limit;
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atomic_t *score;
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atomic_t _score;
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bool ready;
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bool free_guilty;
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};
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int drm_sched_init(struct drm_gpu_scheduler *sched,
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const struct drm_sched_backend_ops *ops,
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uint32_t hw_submission, unsigned hang_limit,
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long timeout, struct workqueue_struct *timeout_wq,
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atomic_t *score, const char *name);
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void drm_sched_fini(struct drm_gpu_scheduler *sched);
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int drm_sched_job_init(struct drm_sched_job *job,
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struct drm_sched_entity *entity,
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void *owner);
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void drm_sched_entity_modify_sched(struct drm_sched_entity *entity,
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struct drm_gpu_scheduler **sched_list,
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unsigned int num_sched_list);
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void drm_sched_job_cleanup(struct drm_sched_job *job);
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void drm_sched_wakeup(struct drm_gpu_scheduler *sched);
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void drm_sched_stop(struct drm_gpu_scheduler *sched, struct drm_sched_job *bad);
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void drm_sched_start(struct drm_gpu_scheduler *sched, bool full_recovery);
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void drm_sched_resubmit_jobs(struct drm_gpu_scheduler *sched);
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void drm_sched_resubmit_jobs_ext(struct drm_gpu_scheduler *sched, int max);
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void drm_sched_increase_karma(struct drm_sched_job *bad);
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void drm_sched_reset_karma(struct drm_sched_job *bad);
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void drm_sched_increase_karma_ext(struct drm_sched_job *bad, int type);
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bool drm_sched_dependency_optimized(struct dma_fence* fence,
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struct drm_sched_entity *entity);
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void drm_sched_fault(struct drm_gpu_scheduler *sched);
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void drm_sched_job_kickout(struct drm_sched_job *s_job);
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void drm_sched_rq_add_entity(struct drm_sched_rq *rq,
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struct drm_sched_entity *entity);
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void drm_sched_rq_remove_entity(struct drm_sched_rq *rq,
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struct drm_sched_entity *entity);
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int drm_sched_entity_init(struct drm_sched_entity *entity,
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enum drm_sched_priority priority,
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struct drm_gpu_scheduler **sched_list,
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unsigned int num_sched_list,
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atomic_t *guilty);
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long drm_sched_entity_flush(struct drm_sched_entity *entity, long timeout);
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void drm_sched_entity_fini(struct drm_sched_entity *entity);
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void drm_sched_entity_destroy(struct drm_sched_entity *entity);
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void drm_sched_entity_select_rq(struct drm_sched_entity *entity);
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struct drm_sched_job *drm_sched_entity_pop_job(struct drm_sched_entity *entity);
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void drm_sched_entity_push_job(struct drm_sched_job *sched_job,
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struct drm_sched_entity *entity);
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void drm_sched_entity_set_priority(struct drm_sched_entity *entity,
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enum drm_sched_priority priority);
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bool drm_sched_entity_is_ready(struct drm_sched_entity *entity);
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struct drm_sched_fence *drm_sched_fence_create(
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struct drm_sched_entity *s_entity, void *owner);
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void drm_sched_fence_scheduled(struct drm_sched_fence *fence);
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void drm_sched_fence_finished(struct drm_sched_fence *fence);
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unsigned long drm_sched_suspend_timeout(struct drm_gpu_scheduler *sched);
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void drm_sched_resume_timeout(struct drm_gpu_scheduler *sched,
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unsigned long remaining);
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struct drm_gpu_scheduler *
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drm_sched_pick_best(struct drm_gpu_scheduler **sched_list,
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unsigned int num_sched_list);
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#endif
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