/* * Copyright (c) 2019-2022, NVIDIA CORPORATION. All rights reserved. * * 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 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. */ #include #include #include #include static void nvgpu_worker_pre_process(struct nvgpu_worker *worker) { if (worker->ops->pre_process != NULL) { worker->ops->pre_process(worker); } } static bool nvgpu_worker_wakeup_condition(struct nvgpu_worker *worker) { bool ret = false; if (worker->ops->wakeup_condition != NULL) { ret = worker->ops->wakeup_condition(worker); } return ret; } static u32 nvgpu_worker_wakeup_timeout( struct nvgpu_worker *worker) { u32 timeout = 0U; if (worker->ops->wakeup_timeout != NULL) { timeout = worker->ops->wakeup_timeout( worker); } return timeout; } static bool nvgpu_worker_wakeup_early_exit(struct nvgpu_worker *worker) { bool ret = false; if (worker->ops->wakeup_early_exit != NULL) { ret = worker->ops->wakeup_early_exit(worker); } return ret; } static void nvgpu_worker_wakeup_process_item(struct nvgpu_worker *worker, struct nvgpu_list_node *work_item) { nvgpu_assert(worker->ops->wakeup_process_item != NULL); worker->ops->wakeup_process_item(work_item); } static void nvgpu_worker_wakeup_post_process( struct nvgpu_worker *worker) { if (worker->ops->wakeup_post_process != NULL) { worker->ops->wakeup_post_process(worker); } } /** * Tell the worker that potentially more work needs to be done. * * Increase the work counter to synchronize the worker with the new work. Wake * up the worker. If the worker was already running, it will handle this work * before going to sleep. */ static int nvgpu_worker_wakeup(struct nvgpu_worker *worker) { int put; struct gk20a *g = worker->g; nvgpu_log_fn(g, " "); put = nvgpu_atomic_inc_return(&worker->put); nvgpu_cond_signal_interruptible(&worker->wq); return put; } static bool nvgpu_worker_pending(struct nvgpu_worker *worker, int get) { bool pending = nvgpu_atomic_read(&worker->put) != get; /* We don't need barriers because they are implicit in locking */ return pending; } /** * Process the queued works for the worker thread serially. * * Flush all the work items in the queue one by one. This may block timeout * handling for a short while, as these are serialized. */ static void nvgpu_worker_process(struct nvgpu_worker *worker, int *get) { struct gk20a *g = worker->g; while (nvgpu_worker_pending(worker, *get)) { struct nvgpu_list_node *work_item = NULL; nvgpu_spinlock_acquire(&worker->items_lock); if (!nvgpu_list_empty(&worker->items)) { work_item = worker->items.next; nvgpu_list_del(work_item); } nvgpu_spinlock_release(&worker->items_lock); if (work_item == NULL) { /* * Woke up for some other reason, but there are no * other reasons than a work item added in the items * list currently, so warn and ack the message. */ nvgpu_info(g, "Spurious worker event!"); ++*get; break; } nvgpu_worker_wakeup_process_item(worker, work_item); ++*get; } } /* * Process all work items found in the work queue. */ static int nvgpu_worker_poll_work(void *arg) { struct nvgpu_worker *worker = (struct nvgpu_worker *)arg; int get = 0; nvgpu_worker_pre_process(worker); while (!nvgpu_worker_should_stop(worker)) { int ret; ret = NVGPU_COND_WAIT_INTERRUPTIBLE( &worker->wq, nvgpu_worker_pending(worker, get) || nvgpu_worker_wakeup_condition(worker) || nvgpu_worker_should_stop(worker), nvgpu_worker_wakeup_timeout(worker)); if (nvgpu_worker_wakeup_early_exit(worker)) { break; } if (ret == 0) { nvgpu_worker_process(worker, &get); } nvgpu_worker_wakeup_post_process(worker); } return 0; } static int nvgpu_worker_start(struct nvgpu_worker *worker) { int err = 0; if (nvgpu_thread_is_running(&worker->poll_task)) { return err; } nvgpu_mutex_acquire(&worker->start_lock); /* * Mutexes have implicit barriers, so there is no risk of a thread * having a stale copy of the poll_task variable as the call to * thread_is_running is volatile */ if (nvgpu_thread_is_running(&worker->poll_task)) { nvgpu_mutex_release(&worker->start_lock); return err; } err = nvgpu_thread_create(&worker->poll_task, worker, nvgpu_worker_poll_work, worker->thread_name); if (err != 0) { nvgpu_err(worker->g, "failed to create worker poller thread %s err %d", worker->thread_name, err); } nvgpu_mutex_release(&worker->start_lock); return err; } bool nvgpu_worker_should_stop(struct nvgpu_worker *worker) { return nvgpu_thread_should_stop(&worker->poll_task); } int nvgpu_worker_enqueue(struct nvgpu_worker *worker, struct nvgpu_list_node *work_item) { int err; struct gk20a *g = worker->g; /* * Warn if worker thread cannot run */ err = nvgpu_worker_start(worker); if (err != 0) { nvgpu_do_assert_print(g, "nvgpu_worker %s cannot run!", worker->thread_name); return -1; } nvgpu_spinlock_acquire(&worker->items_lock); if (!nvgpu_list_empty(work_item)) { /* * Already queued, so will get processed eventually. * The worker is probably awake already. */ nvgpu_spinlock_release(&worker->items_lock); return -1; } nvgpu_list_add_tail(work_item, &worker->items); nvgpu_spinlock_release(&worker->items_lock); (void) nvgpu_worker_wakeup(worker); return 0; } void nvgpu_worker_init_name(struct nvgpu_worker *worker, const char* worker_name, const char *gpu_name) { /* * Maximum character size of worker thread name * Note: 1 is subtracted to account for null character */ size_t worker_name_size = sizeof(worker->thread_name) - 1U; /* Number of characters that can be used for thread name */ size_t num_free_chars = worker_name_size; /* Terminate thread name with NULL character */ worker->thread_name[0] = '\0'; (void) strncat(worker->thread_name, worker_name, num_free_chars); num_free_chars = worker_name_size - strlen(worker->thread_name); (void) strncat(worker->thread_name, "_", num_free_chars); num_free_chars = worker_name_size - strlen(worker->thread_name); (void) strncat(worker->thread_name, gpu_name, num_free_chars); } int nvgpu_worker_init(struct gk20a *g, struct nvgpu_worker *worker, const struct nvgpu_worker_ops *ops) { int err; worker->g = g; nvgpu_atomic_set(&worker->put, 0); (void) nvgpu_cond_init(&worker->wq); nvgpu_init_list_node(&worker->items); nvgpu_spinlock_init(&worker->items_lock); nvgpu_mutex_init(&worker->start_lock); worker->ops = ops; err = nvgpu_worker_start(worker); if (err != 0) { nvgpu_err(g, "failed to start worker poller thread %s", worker->thread_name); return err; } return 0; } void nvgpu_worker_deinit(struct nvgpu_worker *worker) { nvgpu_mutex_acquire(&worker->start_lock); nvgpu_thread_stop(&worker->poll_task); nvgpu_mutex_release(&worker->start_lock); }