/* * 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 #include #include #include "gk20a.h" #include "mm_gk20a.h" #include "channel_gk20a.h" #include "gk20a_allocator.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); } /* * Note - if you call this then any prior semaphores will also be released. */ static inline void gk20a_semaphore_release(struct gk20a_semaphore *s) { 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)) { 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); } /* * 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