[PATCH 1/3] drm/v3d: fix up register addresses for V3D 7.x

Maira Canal mcanal at igalia.com
Thu Sep 28 15:03:21 UTC 2023


Hi Iago,

On 9/28/23 08:45, Iago Toral Quiroga wrote:

Please, add a commit message and your s-o-b to the patch. Here is a 
reference on how to format your patches [1].

Also, please, run checkpatch on this patch and address the warnings.

[1] https://docs.kernel.org/process/submitting-patches.html

> ---
>   drivers/gpu/drm/v3d/v3d_debugfs.c | 173 +++++++++++++++++-------------
>   drivers/gpu/drm/v3d/v3d_gem.c     |   3 +
>   drivers/gpu/drm/v3d/v3d_irq.c     |  47 ++++----
>   drivers/gpu/drm/v3d/v3d_regs.h    |  51 ++++++++-
>   drivers/gpu/drm/v3d/v3d_sched.c   |  41 ++++---
>   5 files changed, 200 insertions(+), 115 deletions(-)
> 
> diff --git a/drivers/gpu/drm/v3d/v3d_debugfs.c b/drivers/gpu/drm/v3d/v3d_debugfs.c
> index 330669f51fa7..90b2b5b2710c 100644
> --- a/drivers/gpu/drm/v3d/v3d_debugfs.c
> +++ b/drivers/gpu/drm/v3d/v3d_debugfs.c
> @@ -12,69 +12,83 @@
>   #include "v3d_drv.h"
>   #include "v3d_regs.h"
>   

[...]

> diff --git a/drivers/gpu/drm/v3d/v3d_regs.h b/drivers/gpu/drm/v3d/v3d_regs.h
> index 3663e0d6bf76..9fbcbfedaae1 100644
> --- a/drivers/gpu/drm/v3d/v3d_regs.h
> +++ b/drivers/gpu/drm/v3d/v3d_regs.h
> @@ -57,6 +57,7 @@
>   #define V3D_HUB_INT_MSK_STS                            0x0005c
>   #define V3D_HUB_INT_MSK_SET                            0x00060
>   #define V3D_HUB_INT_MSK_CLR                            0x00064
> +# define V3D_V7_HUB_INT_GMPV                           BIT(6)
>   # define V3D_HUB_INT_MMU_WRV                           BIT(5)
>   # define V3D_HUB_INT_MMU_PTI                           BIT(4)
>   # define V3D_HUB_INT_MMU_CAP                           BIT(3)
> @@ -64,6 +65,7 @@
>   # define V3D_HUB_INT_TFUC                              BIT(1)
>   # define V3D_HUB_INT_TFUF                              BIT(0)
>   
> +/* GCA registers only exist in V3D < 41 */
>   #define V3D_GCA_CACHE_CTRL                             0x0000c
>   # define V3D_GCA_CACHE_CTRL_FLUSH                      BIT(0)
>   
> @@ -87,6 +89,7 @@
>   # define V3D_TOP_GR_BRIDGE_SW_INIT_1_V3D_CLK_108_SW_INIT BIT(0)
>   
>   #define V3D_TFU_CS                                     0x00400
> +#define V3D_V7_TFU_CS                                  0x00700

What do you think about something like

#define V3D_TFU_CS(ver)	(ver >= 71) ? 0x00700 : 0x00400

I believe that the code would get much cleaner and would avoid a bunch
of the if statements that you used.

I would apply this format to all the new registers.

Best Regards,
- Maíra

>   /* Stops current job, empties input fifo. */
>   # define V3D_TFU_CS_TFURST                             BIT(31)
>   # define V3D_TFU_CS_CVTCT_MASK                         V3D_MASK(23, 16)
> @@ -96,6 +99,7 @@
>   # define V3D_TFU_CS_BUSY                               BIT(0)
>   
>   #define V3D_TFU_SU                                     0x00404
> +#define V3D_V7_TFU_SU                                  0x00704
>   /* Interrupt when FINTTHR input slots are free (0 = disabled) */
>   # define V3D_TFU_SU_FINTTHR_MASK                       V3D_MASK(13, 8)
>   # define V3D_TFU_SU_FINTTHR_SHIFT                      8
> @@ -107,38 +111,53 @@
>   # define V3D_TFU_SU_THROTTLE_SHIFT                     0
>   
>   #define V3D_TFU_ICFG                                   0x00408
> +#define V3D_V7_TFU_ICFG                                0x00708
>   /* Interrupt when the conversion is complete. */
>   # define V3D_TFU_ICFG_IOC                              BIT(0)
>   
>   /* Input Image Address */
>   #define V3D_TFU_IIA                                    0x0040c
> +#define V3D_V7_TFU_IIA                                 0x0070c
>   /* Input Chroma Address */
>   #define V3D_TFU_ICA                                    0x00410
> +#define V3D_V7_TFU_ICA                                 0x00710
>   /* Input Image Stride */
>   #define V3D_TFU_IIS                                    0x00414
> +#define V3D_V7_TFU_IIS                                 0x00714
>   /* Input Image U-Plane Address */
>   #define V3D_TFU_IUA                                    0x00418
> +#define V3D_V7_TFU_IUA                                 0x00718
> +/* Image output config (VD 7.x only) */
> +#define V3D_V7_TFU_IOC                                 0x0071c
>   /* Output Image Address */
>   #define V3D_TFU_IOA                                    0x0041c
> +#define V3D_V7_TFU_IOA                                 0x00720
>   /* Image Output Size */
>   #define V3D_TFU_IOS                                    0x00420
> +#define V3D_V7_TFU_IOS                                 0x00724
>   /* TFU YUV Coefficient 0 */
>   #define V3D_TFU_COEF0                                  0x00424
> -/* Use these regs instead of the defaults. */
> +#define V3D_V7_TFU_COEF0                               0x00728
> +/* Use these regs instead of the defaults (V3D 4.x only) */
>   # define V3D_TFU_COEF0_USECOEF                         BIT(31)
>   /* TFU YUV Coefficient 1 */
>   #define V3D_TFU_COEF1                                  0x00428
> +#define V3D_V7_TFU_COEF1                               0x0072c
>   /* TFU YUV Coefficient 2 */
>   #define V3D_TFU_COEF2                                  0x0042c
> +#define V3D_V7_TFU_COEF2                               0x00730
>   /* TFU YUV Coefficient 3 */
>   #define V3D_TFU_COEF3                                  0x00430
> +#define V3D_V7_TFU_COEF3                               0x00734
>   
> +/* V3D 4.x only */
>   #define V3D_TFU_CRC                                    0x00434
>   
>   /* Per-MMU registers. */
>   
>   #define V3D_MMUC_CONTROL                               0x01000
>   # define V3D_MMUC_CONTROL_CLEAR                        BIT(3)
> +# define V3D_V7_MMUC_CONTROL_CLEAR                     BIT(11)
>   # define V3D_MMUC_CONTROL_FLUSHING                     BIT(2)
>   # define V3D_MMUC_CONTROL_FLUSH                        BIT(1)
>   # define V3D_MMUC_CONTROL_ENABLE                       BIT(0)
> @@ -246,7 +265,6 @@
>   
>   #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. */
> @@ -268,7 +286,9 @@
>   # define V3D_INT_QPU_MASK                              V3D_MASK(27, 16)
>   # define V3D_INT_QPU_SHIFT                             16
>   # define V3D_INT_CSDDONE                               BIT(7)
> +# define V3D_V7_INT_CSDDONE                            BIT(6)
>   # define V3D_INT_PCTR                                  BIT(6)
> +# define V3D_V7_INT_PCTR                               BIT(5)
>   # define V3D_INT_GMPV                                  BIT(5)
>   # define V3D_INT_TRFB                                  BIT(4)
>   # define V3D_INT_SPILLUSE                              BIT(3)
> @@ -350,14 +370,19 @@
>   #define V3D_V4_PCTR_0_SRC_X(x)                         (V3D_V4_PCTR_0_SRC_0_3 + \
>   							4 * (x))
>   # define V3D_PCTR_S0_MASK                              V3D_MASK(6, 0)
> +# define V3D_V7_PCTR_S0_MASK                           V3D_MASK(7, 0)
>   # define V3D_PCTR_S0_SHIFT                             0
>   # define V3D_PCTR_S1_MASK                              V3D_MASK(14, 8)
> +# define V3D_V7_PCTR_S1_MASK                           V3D_MASK(15, 8)
>   # define V3D_PCTR_S1_SHIFT                             8
>   # define V3D_PCTR_S2_MASK                              V3D_MASK(22, 16)
> +# define V3D_V7_PCTR_S2_MASK                           V3D_MASK(23, 16)
>   # define V3D_PCTR_S2_SHIFT                             16
>   # define V3D_PCTR_S3_MASK                              V3D_MASK(30, 24)
> +# define V3D_V7_PCTR_S3_MASK                           V3D_MASK(31, 24)
>   # define V3D_PCTR_S3_SHIFT                             24
>   # define V3D_PCTR_CYCLE_COUNT                          32
> +# define V3D_V7_PCTR_CYCLE_COUNT                       0
>   
>   /* Output values of the counters. */
>   #define V3D_PCTR_0_PCTR0                               0x00680
> @@ -365,6 +390,7 @@
>   #define V3D_PCTR_0_PCTRX(x)                            (V3D_PCTR_0_PCTR0 + \
>   							4 * (x))
>   #define V3D_GMP_STATUS                                 0x00800
> +#define V3D_V7_GMP_STATUS                              0x00600
>   # define V3D_GMP_STATUS_GMPRST                         BIT(31)
>   # define V3D_GMP_STATUS_WR_COUNT_MASK                  V3D_MASK(30, 24)
>   # define V3D_GMP_STATUS_WR_COUNT_SHIFT                 24
> @@ -378,12 +404,14 @@
>   # define V3D_GMP_STATUS_VIO                            BIT(0)
>   
>   #define V3D_GMP_CFG                                    0x00804
> +#define V3D_V7_GMP_CFG                                 0x00604
>   # define V3D_GMP_CFG_LBURSTEN                          BIT(3)
>   # define V3D_GMP_CFG_PGCRSEN                           BIT()
>   # define V3D_GMP_CFG_STOP_REQ                          BIT(1)
>   # define V3D_GMP_CFG_PROT_ENABLE                       BIT(0)
>   
>   #define V3D_GMP_VIO_ADDR                               0x00808
> +#define V3D_V7_GMP_VIO_ADDR                            0x00608
>   #define V3D_GMP_VIO_TYPE                               0x0080c
>   #define V3D_GMP_TABLE_ADDR                             0x00810
>   #define V3D_GMP_CLEAR_LOAD                             0x00814
> @@ -399,24 +427,28 @@
>   # define V3D_CSD_STATUS_HAVE_QUEUED_DISPATCH           BIT(0)
>   
>   #define V3D_CSD_QUEUED_CFG0                            0x00904
> +#define V3D_V7_CSD_QUEUED_CFG0                         0x00930
>   # 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_V7_CSD_QUEUED_CFG1                         0x00934
>   # 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_V7_CSD_QUEUED_CFG2                         0x00938
>   # 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_V7_CSD_QUEUED_CFG3                         0x0093c
>   # 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
> @@ -429,22 +461,36 @@
>   
>   /* Number of batches, minus 1 */
>   #define V3D_CSD_QUEUED_CFG4                            0x00914
> +#define V3D_V7_CSD_QUEUED_CFG4                         0x00940
>   
>   /* Shader address, pnan, singleseg, threading, like a shader record. */
>   #define V3D_CSD_QUEUED_CFG5                            0x00918
> +#define V3D_V7_CSD_QUEUED_CFG5                         0x00944
>   
>   /* Uniforms address (4 byte aligned) */
>   #define V3D_CSD_QUEUED_CFG6                            0x0091c
> +#define V3D_V7_CSD_QUEUED_CFG6                         0x00948
> +
> +#define V3D_V7_CSD_QUEUED_CFG7                         0x0094c
>   
>   #define V3D_CSD_CURRENT_CFG0                          0x00920
> +#define V3D_V7_CSD_CURRENT_CFG0                       0x00958
>   #define V3D_CSD_CURRENT_CFG1                          0x00924
> +#define V3D_V7_CSD_CURRENT_CFG1                       0x0095c
>   #define V3D_CSD_CURRENT_CFG2                          0x00928
> +#define V3D_V7_CSD_CURRENT_CFG2                       0x00960
>   #define V3D_CSD_CURRENT_CFG3                          0x0092c
> +#define V3D_V7_CSD_CURRENT_CFG3                       0x00964
>   #define V3D_CSD_CURRENT_CFG4                          0x00930
> +#define V3D_V7_CSD_CURRENT_CFG4                       0x00968
>   #define V3D_CSD_CURRENT_CFG5                          0x00934
> +#define V3D_V7_CSD_CURRENT_CFG5                       0x0096c
>   #define V3D_CSD_CURRENT_CFG6                          0x00938
> +#define V3D_V7_CSD_CURRENT_CFG6                       0x00970
> +#define V3D_V7_CSD_CURRENT_CFG7                       0x00974
>   
>   #define V3D_CSD_CURRENT_ID0                            0x0093c
> +#define V3D_V7_CSD_CURRENT_ID0                         0x00978
>   # 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)
> @@ -453,6 +499,7 @@
>   # define V3D_CSD_CURRENT_ID0_L_IDX_SHIFT               0
>   
>   #define V3D_CSD_CURRENT_ID1                            0x00940
> +#define V3D_V7_CSD_CURRENT_ID1                         0x0097c
>   # 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)
> diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
> index 06238e6d7f5c..efc522e66ebd 100644
> --- a/drivers/gpu/drm/v3d/v3d_sched.c
> +++ b/drivers/gpu/drm/v3d/v3d_sched.c
> @@ -171,6 +171,8 @@ static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
>   	return fence;
>   }
>   
> +#define V3D_TFU_REG(name) ((v3d->ver < 71) ? V3D_TFU_ ## name : V3D_V7_TFU_ ## name)
> +
>   static struct dma_fence *
>   v3d_tfu_job_run(struct drm_sched_job *sched_job)
>   {
> @@ -190,20 +192,22 @@ v3d_tfu_job_run(struct drm_sched_job *sched_job)
>   
>   	trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
>   
> -	V3D_WRITE(V3D_TFU_IIA, job->args.iia);
> -	V3D_WRITE(V3D_TFU_IIS, job->args.iis);
> -	V3D_WRITE(V3D_TFU_ICA, job->args.ica);
> -	V3D_WRITE(V3D_TFU_IUA, job->args.iua);
> -	V3D_WRITE(V3D_TFU_IOA, job->args.ioa);
> -	V3D_WRITE(V3D_TFU_IOS, job->args.ios);
> -	V3D_WRITE(V3D_TFU_COEF0, job->args.coef[0]);
> -	if (job->args.coef[0] & V3D_TFU_COEF0_USECOEF) {
> -		V3D_WRITE(V3D_TFU_COEF1, job->args.coef[1]);
> -		V3D_WRITE(V3D_TFU_COEF2, job->args.coef[2]);
> -		V3D_WRITE(V3D_TFU_COEF3, job->args.coef[3]);
> +	V3D_WRITE(V3D_TFU_REG(IIA), job->args.iia);
> +	V3D_WRITE(V3D_TFU_REG(IIS), job->args.iis);
> +	V3D_WRITE(V3D_TFU_REG(ICA), job->args.ica);
> +	V3D_WRITE(V3D_TFU_REG(IUA), job->args.iua);
> +	V3D_WRITE(V3D_TFU_REG(IOA), job->args.ioa);
> +	if (v3d->ver >= 71)
> +		V3D_WRITE(V3D_V7_TFU_IOC, job->args.v71.ioc);
> +	V3D_WRITE(V3D_TFU_REG(IOS), job->args.ios);
> +	V3D_WRITE(V3D_TFU_REG(COEF0), job->args.coef[0]);
> +	if (v3d->ver >= 71 || (job->args.coef[0] & V3D_TFU_COEF0_USECOEF)) {
> +		V3D_WRITE(V3D_TFU_REG(COEF1), job->args.coef[1]);
> +		V3D_WRITE(V3D_TFU_REG(COEF2), job->args.coef[2]);
> +		V3D_WRITE(V3D_TFU_REG(COEF3), job->args.coef[3]);
>   	}
>   	/* ICFG kicks off the job. */
> -	V3D_WRITE(V3D_TFU_ICFG, job->args.icfg | V3D_TFU_ICFG_IOC);
> +	V3D_WRITE(V3D_TFU_REG(ICFG), job->args.icfg | V3D_TFU_ICFG_IOC);
>   
>   	return fence;
>   }
> @@ -215,7 +219,7 @@ v3d_csd_job_run(struct drm_sched_job *sched_job)
>   	struct v3d_dev *v3d = job->base.v3d;
>   	struct drm_device *dev = &v3d->drm;
>   	struct dma_fence *fence;
> -	int i;
> +	int i, csd_cfg0_reg, csd_cfg_reg_count;
>   
>   	v3d->csd_job = job;
>   
> @@ -233,10 +237,12 @@ v3d_csd_job_run(struct drm_sched_job *sched_job)
>   
>   	v3d_switch_perfmon(v3d, &job->base);
>   
> -	for (i = 1; i <= 6; i++)
> -		V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
> +	csd_cfg0_reg = v3d->ver < 71 ? V3D_CSD_QUEUED_CFG0 : V3D_V7_CSD_QUEUED_CFG0;
> +	csd_cfg_reg_count = v3d->ver < 71 ? 6 : 7;
> +	for (i = 1; i <= csd_cfg_reg_count; i++)
> +		V3D_CORE_WRITE(0, csd_cfg0_reg + 4 * i, job->args.cfg[i]);
>   	/* CFG0 write kicks off the job. */
> -	V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
> +	V3D_CORE_WRITE(0, csd_cfg0_reg, job->args.cfg[0]);
>   
>   	return fence;
>   }
> @@ -336,7 +342,8 @@ 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);
> +	u32 batches = V3D_CORE_READ(0, (v3d->ver < 71 ? V3D_CSD_CURRENT_CFG4 :
> +							V3D_V7_CSD_CURRENT_CFG4));
>   
>   	/* If we've made progress, skip reset and let the timer get
>   	 * rearmed.


More information about the dri-devel mailing list