/* * Copyright © 2014-2017 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** * @file v3dx_simulator.c * * Implements the actual HW interaction betweeh the GL driver's V3D simulator and the simulator. * * The register headers between V3D versions will have conflicting defines, so * all register interactions appear in this file and are compiled per V3D version * we support. */ #ifdef USE_V3D_SIMULATOR #include #include #include #include "v3d_simulator.h" #include "v3d_simulator_wrapper.h" #include "util/macros.h" #include "util/bitscan.h" #include "drm-uapi/v3d_drm.h" #define HW_REGISTER_RO(x) (x) #define HW_REGISTER_RW(x) (x) #if V3D_VERSION >= 41 #include "libs/core/v3d/registers/4.1.35.0/v3d.h" #else #include "libs/core/v3d/registers/3.3.0.0/v3d.h" #endif #define V3D_WRITE(reg, val) v3d_hw_write_reg(v3d, reg, val) #define V3D_READ(reg) v3d_hw_read_reg(v3d, reg) static void v3d_invalidate_l3(struct v3d_hw *v3d) { #if V3D_VERSION < 40 uint32_t gca_ctrl = V3D_READ(V3D_GCA_CACHE_CTRL); V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH_SET); V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH_SET); #endif } /* Invalidates the L2C cache. This is a read-only cache for uniforms and instructions. */ static void v3d_invalidate_l2c(struct v3d_hw *v3d) { if (V3D_VERSION >= 33) return; V3D_WRITE(V3D_CTL_0_L2CACTL, V3D_CTL_0_L2CACTL_L2CCLR_SET | V3D_CTL_0_L2CACTL_L2CENA_SET); } enum v3d_l2t_cache_flush_mode { V3D_CACHE_FLUSH_MODE_FLUSH, V3D_CACHE_FLUSH_MODE_CLEAR, V3D_CACHE_FLUSH_MODE_CLEAN, }; /* Invalidates texture L2 cachelines */ static void v3d_invalidate_l2t(struct v3d_hw *v3d) { V3D_WRITE(V3D_CTL_0_L2TFLSTA, 0); V3D_WRITE(V3D_CTL_0_L2TFLEND, ~0); V3D_WRITE(V3D_CTL_0_L2TCACTL, V3D_CTL_0_L2TCACTL_L2TFLS_SET | (V3D_CACHE_FLUSH_MODE_FLUSH << V3D_CTL_0_L2TCACTL_L2TFLM_LSB)); } /* * Wait for l2tcactl, used for flushes. * * FIXME: for a multicore scenario we should pass here the core. All wrapper * assumes just one core, so would be better to handle that on that case. */ static UNUSED void v3d_core_wait_l2tcactl(struct v3d_hw *v3d, uint32_t ctrl) { assert(!(ctrl & ~(V3D_CTL_0_L2TCACTL_TMUWCF_SET | V3D_CTL_0_L2TCACTL_L2TFLS_SET))); while (V3D_READ(V3D_CTL_0_L2TCACTL) & ctrl) { v3d_hw_tick(v3d); } } /* Flushes dirty texture cachelines from the L1 write combiner */ static void v3d_flush_l1td(struct v3d_hw *v3d) { V3D_WRITE(V3D_CTL_0_L2TCACTL, V3D_CTL_0_L2TCACTL_TMUWCF_SET); /* Note: here the kernel (and previous versions of the simulator * wrapper) is using V3D_CTL_0_L2TCACTL_L2TFLS_SET, as with l2t. We * understand that it makes more sense to do like this. We need to * confirm which one is doing it correctly. So far things work fine on * the simulator this way. */ v3d_core_wait_l2tcactl(v3d, V3D_CTL_0_L2TCACTL_TMUWCF_SET); } /* Flushes dirty texture L2 cachelines */ static void v3d_flush_l2t(struct v3d_hw *v3d) { V3D_WRITE(V3D_CTL_0_L2TFLSTA, 0); V3D_WRITE(V3D_CTL_0_L2TFLEND, ~0); V3D_WRITE(V3D_CTL_0_L2TCACTL, V3D_CTL_0_L2TCACTL_L2TFLS_SET | (V3D_CACHE_FLUSH_MODE_CLEAN << V3D_CTL_0_L2TCACTL_L2TFLM_LSB)); v3d_core_wait_l2tcactl(v3d, V3D_CTL_0_L2TCACTL_L2TFLS_SET); } /* Invalidates the slice caches. These are read-only caches. */ static void v3d_invalidate_slices(struct v3d_hw *v3d) { V3D_WRITE(V3D_CTL_0_SLCACTL, ~0); } static void v3d_invalidate_caches(struct v3d_hw *v3d) { v3d_invalidate_l3(v3d); v3d_invalidate_l2c(v3d); v3d_invalidate_l2t(v3d); v3d_invalidate_slices(v3d); } static uint32_t g_gmp_ofs; static void v3d_reload_gmp(struct v3d_hw *v3d) { /* Completely reset the GMP. */ V3D_WRITE(V3D_GMP_CFG, V3D_GMP_CFG_PROTENABLE_SET); V3D_WRITE(V3D_GMP_TABLE_ADDR, g_gmp_ofs); V3D_WRITE(V3D_GMP_CLEAR_LOAD, ~0); while (V3D_READ(V3D_GMP_STATUS) & V3D_GMP_STATUS_CFG_BUSY_SET) { ; } } static UNUSED void v3d_flush_caches(struct v3d_hw *v3d) { v3d_flush_l1td(v3d); v3d_flush_l2t(v3d); } int v3dX(simulator_submit_tfu_ioctl)(struct v3d_hw *v3d, struct drm_v3d_submit_tfu *args) { int last_vtct = V3D_READ(V3D_TFU_CS) & V3D_TFU_CS_CVTCT_SET; V3D_WRITE(V3D_TFU_IIA, args->iia); V3D_WRITE(V3D_TFU_IIS, args->iis); V3D_WRITE(V3D_TFU_ICA, args->ica); V3D_WRITE(V3D_TFU_IUA, args->iua); V3D_WRITE(V3D_TFU_IOA, args->ioa); V3D_WRITE(V3D_TFU_IOS, args->ios); V3D_WRITE(V3D_TFU_COEF0, args->coef[0]); V3D_WRITE(V3D_TFU_COEF1, args->coef[1]); V3D_WRITE(V3D_TFU_COEF2, args->coef[2]); V3D_WRITE(V3D_TFU_COEF3, args->coef[3]); V3D_WRITE(V3D_TFU_ICFG, args->icfg); while ((V3D_READ(V3D_TFU_CS) & V3D_TFU_CS_CVTCT_SET) == last_vtct) { v3d_hw_tick(v3d); } return 0; } #if V3D_VERSION >= 41 int v3dX(simulator_submit_csd_ioctl)(struct v3d_hw *v3d, struct drm_v3d_submit_csd *args, uint32_t gmp_ofs) { int last_completed_jobs = (V3D_READ(V3D_CSD_0_STATUS) & V3D_CSD_0_STATUS_NUM_COMPLETED_JOBS_SET); g_gmp_ofs = gmp_ofs; v3d_reload_gmp(v3d); v3d_invalidate_caches(v3d); V3D_WRITE(V3D_CSD_0_QUEUED_CFG1, args->cfg[1]); V3D_WRITE(V3D_CSD_0_QUEUED_CFG2, args->cfg[2]); V3D_WRITE(V3D_CSD_0_QUEUED_CFG3, args->cfg[3]); V3D_WRITE(V3D_CSD_0_QUEUED_CFG4, args->cfg[4]); V3D_WRITE(V3D_CSD_0_QUEUED_CFG5, args->cfg[5]); V3D_WRITE(V3D_CSD_0_QUEUED_CFG6, args->cfg[6]); /* CFG0 kicks off the job */ V3D_WRITE(V3D_CSD_0_QUEUED_CFG0, args->cfg[0]); /* Now we wait for the dispatch to finish. The safest way is to check * if NUM_COMPLETED_JOBS has increased. Note that in spite of that * name that register field is about the number of completed * dispatches. */ while ((V3D_READ(V3D_CSD_0_STATUS) & V3D_CSD_0_STATUS_NUM_COMPLETED_JOBS_SET) == last_completed_jobs) { v3d_hw_tick(v3d); } v3d_flush_caches(v3d); return 0; } #endif int v3dX(simulator_get_param_ioctl)(struct v3d_hw *v3d, struct drm_v3d_get_param *args) { static const uint32_t reg_map[] = { [DRM_V3D_PARAM_V3D_UIFCFG] = V3D_HUB_CTL_UIFCFG, [DRM_V3D_PARAM_V3D_HUB_IDENT1] = V3D_HUB_CTL_IDENT1, [DRM_V3D_PARAM_V3D_HUB_IDENT2] = V3D_HUB_CTL_IDENT2, [DRM_V3D_PARAM_V3D_HUB_IDENT3] = V3D_HUB_CTL_IDENT3, [DRM_V3D_PARAM_V3D_CORE0_IDENT0] = V3D_CTL_0_IDENT0, [DRM_V3D_PARAM_V3D_CORE0_IDENT1] = V3D_CTL_0_IDENT1, [DRM_V3D_PARAM_V3D_CORE0_IDENT2] = V3D_CTL_0_IDENT2, }; switch (args->param) { case DRM_V3D_PARAM_SUPPORTS_TFU: args->value = 1; return 0; case DRM_V3D_PARAM_SUPPORTS_CSD: args->value = V3D_VERSION >= 41; return 0; case DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH: args->value = 1; return 0; case DRM_V3D_PARAM_SUPPORTS_PERFMON: args->value = V3D_VERSION >= 41; return 0; } if (args->param < ARRAY_SIZE(reg_map) && reg_map[args->param]) { args->value = V3D_READ(reg_map[args->param]); return 0; } fprintf(stderr, "Unknown DRM_IOCTL_V3D_GET_PARAM(%lld)\n", (long long)args->value); abort(); } static struct v3d_hw *v3d_isr_hw; static void v3d_isr_core(struct v3d_hw *v3d, unsigned core) { /* FIXME: so far we are assuming just one core, and using only the _0_ * registers. If we add multiple-core on the simulator, we would need * to pass core as a parameter, and chose the proper registers. */ assert(core == 0); uint32_t core_status = V3D_READ(V3D_CTL_0_INT_STS); V3D_WRITE(V3D_CTL_0_INT_CLR, core_status); if (core_status & V3D_CTL_0_INT_STS_INT_OUTOMEM_SET) { uint32_t size = 256 * 1024; uint32_t offset = v3d_simulator_get_spill(size); v3d_reload_gmp(v3d); V3D_WRITE(V3D_PTB_0_BPOA, offset); V3D_WRITE(V3D_PTB_0_BPOS, size); return; } if (core_status & V3D_CTL_0_INT_STS_INT_GMPV_SET) { fprintf(stderr, "GMP violation at 0x%08x\n", V3D_READ(V3D_GMP_VIO_ADDR)); abort(); } else { fprintf(stderr, "Unexpected ISR with core status 0x%08x\n", core_status); } abort(); } static void handle_mmu_interruptions(struct v3d_hw *v3d, uint32_t hub_status) { bool wrv = hub_status & V3D_HUB_CTL_INT_STS_INT_MMU_WRV_SET; bool pti = hub_status & V3D_HUB_CTL_INT_STS_INT_MMU_PTI_SET; bool cap = hub_status & V3D_HUB_CTL_INT_STS_INT_MMU_CAP_SET; if (!(pti || cap || wrv)) return; const char *client = "?"; uint32_t axi_id = V3D_READ(V3D_MMU_VIO_ID); uint32_t va_width = 30; #if V3D_VERSION >= 41 static const char *const v3d41_axi_ids[] = { "L2T", "PTB", "PSE", "TLB", "CLE", "TFU", "MMU", "GMP", }; axi_id = axi_id >> 5; if (axi_id < ARRAY_SIZE(v3d41_axi_ids)) client = v3d41_axi_ids[axi_id]; uint32_t mmu_debug = V3D_READ(V3D_MMU_DEBUG_INFO); va_width += ((mmu_debug & V3D_MMU_DEBUG_INFO_VA_WIDTH_SET) >> V3D_MMU_DEBUG_INFO_VA_WIDTH_LSB); #endif /* Only the top bits (final number depends on the gen) of the virtual * address are reported in the MMU VIO_ADDR register. */ uint64_t vio_addr = ((uint64_t)V3D_READ(V3D_MMU_VIO_ADDR) << (va_width - 32)); /* Difference with the kernal: here were are going to abort after * logging, so we don't bother with some stuff that the kernel does, * like restoring the MMU ctrl bits */ fprintf(stderr, "MMU error from client %s (%d) at 0x%llx%s%s%s\n", client, axi_id, (long long) vio_addr, wrv ? ", write violation" : "", pti ? ", pte invalid" : "", cap ? ", cap exceeded" : ""); abort(); } static void v3d_isr_hub(struct v3d_hw *v3d) { uint32_t hub_status = V3D_READ(V3D_HUB_CTL_INT_STS); /* Acknowledge the interrupts we're handling here */ V3D_WRITE(V3D_HUB_CTL_INT_CLR, hub_status); if (hub_status & V3D_HUB_CTL_INT_STS_INT_TFUC_SET) { /* FIXME: we were not able to raise this exception. We let the * unreachable here, so we could get one if it is raised on * the future. In any case, note that for this case we would * only be doing debugging log. */ unreachable("TFU Conversion Complete interrupt not handled"); } handle_mmu_interruptions(v3d, hub_status); } static void v3d_isr(uint32_t hub_status) { struct v3d_hw *v3d = v3d_isr_hw; uint32_t mask = hub_status; /* Check the hub_status bits */ while (mask) { unsigned core = u_bit_scan(&mask); if (core == v3d_hw_get_hub_core()) v3d_isr_hub(v3d); else v3d_isr_core(v3d, core); } return; } void v3dX(simulator_init_regs)(struct v3d_hw *v3d) { #if V3D_VERSION == 33 /* Set OVRTMUOUT to match kernel behavior. * * This means that the texture sampler uniform configuration's tmu * output type field is used, instead of using the hardware default * behavior based on the texture type. If you want the default * behavior, you can still put "2" in the indirect texture state's * output_type field. */ V3D_WRITE(V3D_CTL_0_MISCCFG, V3D_CTL_1_MISCCFG_OVRTMUOUT_SET); #endif /* FIXME: the kernel captures some additional core interrupts here, * for tracing. Perhaps we should evaluate to do the same here and add * some debug options. */ uint32_t core_interrupts = (V3D_CTL_0_INT_STS_INT_GMPV_SET | V3D_CTL_0_INT_STS_INT_OUTOMEM_SET); V3D_WRITE(V3D_CTL_0_INT_MSK_SET, ~core_interrupts); V3D_WRITE(V3D_CTL_0_INT_MSK_CLR, core_interrupts); uint32_t hub_interrupts = (V3D_HUB_CTL_INT_STS_INT_MMU_WRV_SET | /* write violation */ V3D_HUB_CTL_INT_STS_INT_MMU_PTI_SET | /* page table invalid */ V3D_HUB_CTL_INT_STS_INT_MMU_CAP_SET | /* CAP exceeded */ V3D_HUB_CTL_INT_STS_INT_TFUC_SET); /* TFU conversion */ V3D_WRITE(V3D_HUB_CTL_INT_MSK_SET, ~hub_interrupts); V3D_WRITE(V3D_HUB_CTL_INT_MSK_CLR, hub_interrupts); v3d_isr_hw = v3d; v3d_hw_set_isr(v3d, v3d_isr); } void v3dX(simulator_submit_cl_ioctl)(struct v3d_hw *v3d, struct drm_v3d_submit_cl *submit, uint32_t gmp_ofs) { int last_bfc = (V3D_READ(V3D_CLE_0_BFC) & V3D_CLE_0_BFC_BMFCT_SET); int last_rfc = (V3D_READ(V3D_CLE_0_RFC) & V3D_CLE_0_RFC_RMFCT_SET); g_gmp_ofs = gmp_ofs; v3d_reload_gmp(v3d); v3d_invalidate_caches(v3d); if (submit->qma) { V3D_WRITE(V3D_CLE_0_CT0QMA, submit->qma); V3D_WRITE(V3D_CLE_0_CT0QMS, submit->qms); } #if V3D_VERSION >= 41 if (submit->qts) { V3D_WRITE(V3D_CLE_0_CT0QTS, V3D_CLE_0_CT0QTS_CTQTSEN_SET | submit->qts); } #endif V3D_WRITE(V3D_CLE_0_CT0QBA, submit->bcl_start); V3D_WRITE(V3D_CLE_0_CT0QEA, submit->bcl_end); /* Wait for bin to complete before firing render. The kernel's * scheduler implements this using the GPU scheduler blocking on the * bin fence completing. (We don't use HW semaphores). */ while ((V3D_READ(V3D_CLE_0_BFC) & V3D_CLE_0_BFC_BMFCT_SET) == last_bfc) { v3d_hw_tick(v3d); } v3d_invalidate_caches(v3d); V3D_WRITE(V3D_CLE_0_CT1QBA, submit->rcl_start); V3D_WRITE(V3D_CLE_0_CT1QEA, submit->rcl_end); while ((V3D_READ(V3D_CLE_0_RFC) & V3D_CLE_0_RFC_RMFCT_SET) == last_rfc) { v3d_hw_tick(v3d); } } #if V3D_VERSION >= 41 #define V3D_PCTR_0_PCTR_N(x) (V3D_PCTR_0_PCTR0 + 4 * (x)) #define V3D_PCTR_0_SRC_N(x) (V3D_PCTR_0_SRC_0_3 + 4 * (x)) #define V3D_PCTR_0_SRC_N_SHIFT(x) ((x) * 8) #define V3D_PCTR_0_SRC_N_MASK(x) (BITFIELD_RANGE(V3D_PCTR_0_SRC_N_SHIFT(x), \ V3D_PCTR_0_SRC_N_SHIFT(x) + 6)) #endif void v3dX(simulator_perfmon_start)(struct v3d_hw *v3d, uint32_t ncounters, uint8_t *events) { #if V3D_VERSION >= 41 int i, j; uint32_t source; uint32_t mask = BITFIELD_RANGE(0, ncounters); for (i = 0; i < ncounters; i+=4) { source = i / 4; uint32_t channels = 0; for (j = 0; j < 4 && (i + j) < ncounters; j++) channels |= events[i + j] << V3D_PCTR_0_SRC_N_SHIFT(j); V3D_WRITE(V3D_PCTR_0_SRC_N(source), channels); } V3D_WRITE(V3D_PCTR_0_CLR, mask); V3D_WRITE(V3D_PCTR_0_OVERFLOW, mask); V3D_WRITE(V3D_PCTR_0_EN, mask); #endif } void v3dX(simulator_perfmon_stop)(struct v3d_hw *v3d, uint32_t ncounters, uint64_t *values) { #if V3D_VERSION >= 41 int i; for (i = 0; i < ncounters; i++) values[i] += V3D_READ(V3D_PCTR_0_PCTR_N(i)); V3D_WRITE(V3D_PCTR_0_EN, 0); #endif } #endif /* USE_V3D_SIMULATOR */