/*
* Copyright (c) 2014-2016, NVIDIA CORPORATION. All rights reserved.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU General Public License,
* version 2, as published by the Free Software Foundation.
*
* This program is distributed in the hope it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*/
#ifndef SEMAPHORE_GK20A_H
#define SEMAPHORE_GK20A_H
#include <linux/kref.h>
#include <linux/list.h>
#include <linux/delay.h>
#include <nvgpu/allocator.h>
#include "gk20a.h"
#include "mm_gk20a.h"
#include "channel_gk20a.h"
#define gpu_sema_dbg(fmt, args...) \
gk20a_dbg(gpu_dbg_sema, fmt, ##args)
#define gpu_sema_verbose_dbg(fmt, args...) \
gk20a_dbg(gpu_dbg_sema_v, fmt, ##args)
/*
* Max number of channels that can be used is 512. This of course needs to be
* fixed to be dynamic but still fast.
*/
#define SEMAPHORE_POOL_COUNT 512
#define SEMAPHORE_SIZE 16
#define SEMAPHORE_SEA_GROWTH_RATE 32
struct gk20a_semaphore_sea;
/*
* Underlying semaphore data structure. This semaphore can be shared amongst
* other semaphore instances.
*/
struct gk20a_semaphore_int {
int idx; /* Semaphore index. */
u32 offset; /* Offset into the pool. */
atomic_t next_value; /* Next available value. */
u32 *value; /* Current value (access w/ readl()). */
u32 nr_incrs; /* Number of increments programmed. */
struct gk20a_semaphore_pool *p; /* Pool that owns this sema. */
struct channel_gk20a *ch; /* Channel that owns this sema. */
struct list_head hw_sema_list; /* List of HW semaphores. */
};
/*
* A semaphore which the rest of the driver actually uses. This consists of a
* pointer to a real semaphore and a value to wait for. This allows one physical
* semaphore to be shared among an essentially infinite number of submits.
*/
struct gk20a_semaphore {
struct gk20a_semaphore_int *hw_sema;
atomic_t value;
int incremented;
struct kref ref;
};
/*
* A semaphore pool. Each address space will own exactly one of these.
*/
struct gk20a_semaphore_pool {
struct page *page; /* This pool's page of memory */
struct list_head pool_list_entry; /* Node for list of pools. */
void *cpu_va; /* CPU access to the pool. */
u64 gpu_va; /* GPU access to the pool. */
u64 gpu_va_ro; /* GPU access to the pool. */
int page_idx; /* Index into sea bitmap. */
struct list_head hw_semas; /* List of HW semas. */
DECLARE_BITMAP(semas_alloced, PAGE_SIZE / SEMAPHORE_SIZE);
struct gk20a_semaphore_sea *sema_sea; /* Sea that owns this pool. */
struct mutex pool_lock;
/*
* This is the address spaces's personal RW table. Other channels will
* ultimately map this page as RO.
*/
struct sg_table *rw_sg_table;
/*
* This is to keep track of whether the pool has had its sg_table
* updated during sea resizing.
*/
struct sg_table *ro_sg_table;
int mapped;
/*
* Sometimes a channel can be released before other channels are
* done waiting on it. This ref count ensures that the pool doesn't
* go away until all semaphores using this pool are cleaned up first.
*/
struct kref ref;
};
/*
* A sea of semaphores pools. Each pool is owned by a single VM. Since multiple
* channels can share a VM each channel gets it's own HW semaphore from the
* pool. Channels then allocate regular semaphores - basically just a value that
* signifies when a particular job is done.
*/
struct gk20a_semaphore_sea {
struct list_head pool_list; /* List of pools in this sea. */
struct gk20a *gk20a;
size_t size; /* Number of pages available. */
u64 gpu_va; /* GPU virtual address of sema sea. */
u64 map_size; /* Size of the mapping. */
/*
* TODO:
* List of pages that we use to back the pools. The number of pages
* can grow dynamically since allocating 512 pages for all channels at
* once would be a tremendous waste.
*/
int page_count; /* Pages allocated to pools. */
struct sg_table *ro_sg_table;
/*
struct page *pages[SEMAPHORE_POOL_COUNT];
*/
struct mem_desc sea_mem;
/*
* Can't use a regular allocator here since the full range of pools are
* not always allocated. Instead just use a bitmap.
*/
DECLARE_BITMAP(pools_alloced, SEMAPHORE_POOL_COUNT);
struct mutex sea_lock; /* Lock alloc/free calls. */
};
enum gk20a_mem_rw_flag {
gk20a_mem_flag_none = 0,
gk20a_mem_flag_read_only = 1,
gk20a_mem_flag_write_only = 2,
};
/*
* Semaphore sea functions.
*/
struct gk20a_semaphore_sea *gk20a_semaphore_sea_create(struct gk20a *gk20a);
int gk20a_semaphore_sea_map(struct gk20a_semaphore_pool *sea,
struct vm_gk20a *vm);
void gk20a_semaphore_sea_unmap(struct gk20a_semaphore_pool *sea,
struct vm_gk20a *vm);
struct gk20a_semaphore_sea *gk20a_semaphore_get_sea(struct gk20a *g);
/*
* Semaphore pool functions.
*/
struct gk20a_semaphore_pool *gk20a_semaphore_pool_alloc(
struct gk20a_semaphore_sea *sea);
int gk20a_semaphore_pool_map(struct gk20a_semaphore_pool *pool,
struct vm_gk20a *vm);
void gk20a_semaphore_pool_unmap(struct gk20a_semaphore_pool *pool,
struct vm_gk20a *vm);
u64 __gk20a_semaphore_pool_gpu_va(struct gk20a_semaphore_pool *p, bool global);
void gk20a_semaphore_pool_get(struct gk20a_semaphore_pool *p);
void gk20a_semaphore_pool_put(struct gk20a_semaphore_pool *p);
/*
* Semaphore functions.
*/
struct gk20a_semaphore *gk20a_semaphore_alloc(struct channel_gk20a *ch);
void gk20a_semaphore_put(struct gk20a_semaphore *s);
void gk20a_semaphore_get(struct gk20a_semaphore *s);
void gk20a_semaphore_free_hw_sema(struct channel_gk20a *ch);
/*
* Return the address of a specific semaphore.
*
* Don't call this on a semaphore you don't own - the VA returned will make no
* sense in your specific channel's VM.
*/
static inline u64 gk20a_semaphore_gpu_rw_va(struct gk20a_semaphore *s)
{
return __gk20a_semaphore_pool_gpu_va(s->hw_sema->p, false) +
s->hw_sema->offset;
}
/*
* Get the global RO address for the semaphore. Can be called on any semaphore
* regardless of whether you own it.
*/
static inline u64 gk20a_semaphore_gpu_ro_va(struct gk20a_semaphore *s)
{
return __gk20a_semaphore_pool_gpu_va(s->hw_sema->p, true) +
s->hw_sema->offset;
}
static inline u64 gk20a_hw_sema_addr(struct gk20a_semaphore_int *hw_sema)
{
return __gk20a_semaphore_pool_gpu_va(hw_sema->p, true) +
hw_sema->offset;
}
/*
* TODO: handle wrap around... Hmm, how to do this?
*/
static inline bool gk20a_semaphore_is_released(struct gk20a_semaphore *s)
{
u32 sema_val = readl(s->hw_sema->value);
/*
* If the underlying semaphore value is greater than or equal to
* the value of the semaphore then the semaphore has been signaled
* (a.k.a. released).
*/
return (int)sema_val >= atomic_read(&s->value);
}
static inline bool gk20a_semaphore_is_acquired(struct gk20a_semaphore *s)
{
return !gk20a_semaphore_is_released(s);
}
/*
* Read the underlying value from a semaphore.
*/
static inline u32 gk20a_semaphore_read(struct gk20a_semaphore *s)
{
return readl(s->hw_sema->value);
}
static inline u32 gk20a_semaphore_get_value(struct gk20a_semaphore *s)
{
return (u32)atomic_read(&s->value);
}
static inline u32 gk20a_semaphore_next_value(struct gk20a_semaphore *s)
{
return (u32)atomic_read(&s->hw_sema->next_value);
}
/*
* If @force is set then this will not wait for the underlying semaphore to
* catch up to the passed semaphore.
*/
static inline void __gk20a_semaphore_release(struct gk20a_semaphore *s,
bool force)
{
u32 current_val;
u32 val = gk20a_semaphore_get_value(s);
int attempts = 0;
/*
* Wait until the sema value is 1 less than the write value. That
* way this function is essentially an increment.
*
* TODO: tune the wait a little better.
*/
while ((current_val = gk20a_semaphore_read(s)) < (val - 1)) {
if (force)
break;
msleep(100);
attempts += 1;
if (attempts > 100) {
WARN(1, "Stall on sema release!");
return;
}
}
/*
* If the semaphore has already passed the value we would write then
* this is really just a NO-OP.
*/
if (current_val >= val)
return;
writel(val, s->hw_sema->value);
gpu_sema_verbose_dbg("(c=%d) WRITE %u",
s->hw_sema->ch->hw_chid, val);
}
static inline void gk20a_semaphore_release(struct gk20a_semaphore *s)
{
__gk20a_semaphore_release(s, false);
}
/*
* Configure a software based increment on this semaphore. This is useful for
* when we want the GPU to wait on a SW event before processing a channel.
* Another way to describe this is when the GPU needs to wait on a SW pre-fence.
* The pre-fence signals SW which in turn calls gk20a_semaphore_release() which
* then allows the GPU to continue.
*
* Also used to prep a semaphore for an INCR by the GPU.
*/
static inline void gk20a_semaphore_incr(struct gk20a_semaphore *s)
{
BUG_ON(s->incremented);
atomic_set(&s->value, atomic_add_return(1, &s->hw_sema->next_value));
s->incremented = 1;
gpu_sema_verbose_dbg("INCR sema for c=%d (%u)",
s->hw_sema->ch->hw_chid,
gk20a_semaphore_next_value(s));
}
#endif