Files
linux-nvgpu/drivers/gpu/nvgpu/common/vgpu/top/top_vgpu.c
Alex Waterman 359fc24aaf gpu: nvgpu: Rework engine management to work with vGPU
Currently the vGPU engine management rewrites a lot of the common
device agnostic engine management code.

With the new top HAL parsing one device at a time, it is now more
easily possible to tie the vGPU into the new common device framework
by implementing the top HAL but with the vGPU engine list backend.

This lets the vGPU inherit all the common engine and device
management code. By doing so the vGPU HAL need only implement a
trivial and simple HAL.

This also gets us a step closer to merging all of the CE init
code: logically it just iterates through all CE engines whatever
they may be. The only reason this differs between chips is because
of the swap from CE0-2 to LCEs in the Pascal generation. This could
be abstracted by the unit code easily enough.

Also, the pbdma_id for each engine has to be added to the device
struct. Eventually this was going to happen anyway, since the
device struct will soon replace the nvgpu_engine_info struct.
It's a little bit of an abuse but might be worth it long term. If
not, it should not be difficult to replace uses of dev->pbdma_id
with a proper lookup of PBDMA ID based on the device info.

JIRA NVGPU-5421

Change-Id: Ie8dcd3b0150184d58ca0f78940c2e7ca72994e64
Signed-off-by: Alex Waterman <alexw@nvidia.com>
Reviewed-on: https://git-master.nvidia.com/r/c/linux-nvgpu/+/2351877
Tested-by: mobile promotions <svcmobile_promotions@nvidia.com>
Reviewed-by: mobile promotions <svcmobile_promotions@nvidia.com>
2020-12-15 14:13:28 -06:00

93 lines
3.0 KiB
C

/*
* Copyright (c) 2020, 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 <nvgpu/kmem.h>
#include <nvgpu/device.h>
#include <nvgpu/engines.h>
#include <nvgpu/vgpu/vgpu.h>
#include "top_vgpu.h"
/*
* Similar to how the real HW version works, just read a device out of the vGPU
* device list one at a time. The core device management code will manage the
* actual device lists for us.
*/
struct nvgpu_device *vgpu_top_parse_next_dev(struct gk20a *g, u32 *token)
{
struct vgpu_priv_data *priv = vgpu_get_priv_data(g);
struct tegra_vgpu_engines_info *engines = &priv->constants.engines_info;
struct nvgpu_device *dev;
/*
* Check to see if we are done parsing engines.
*/
if (*token >= engines->num_engines) {
return NULL;
}
dev = nvgpu_kzalloc(g, sizeof(*dev));
if (!dev) {
return NULL;
}
/*
* Copy the engine data into the device and return it to our caller.
*/
dev->engine_id = engines->info[*token].engine_id;
dev->intr_id = nvgpu_ffs(engines->info[*token].intr_mask) - 1;
dev->reset_id = nvgpu_ffs(engines->info[*token].reset_mask) - 1;
dev->runlist_id = engines->info[*token].runlist_id;
dev->pbdma_id = engines->info[*token].pbdma_id;
dev->inst_id = engines->info[*token].inst_id;
dev->pri_base = engines->info[*token].pri_base;
dev->fault_id = engines->info[*token].fault_id;
/*
* vGPU sends us an engine enum; this'll be fixed once we remove
* the engine_info struct. For now just do a quick reverse map.
*
* GRCEs and ASYNC_CEs are both LCEs in terms of engine types.
*/
switch (engines->info[*token].engine_enum) {
case NVGPU_ENGINE_GR:
dev->type = NVGPU_DEVTYPE_GRAPHICS;
break;
case NVGPU_ENGINE_GRCE:
dev->type = NVGPU_DEVTYPE_LCE;
break;
case NVGPU_ENGINE_ASYNC_CE:
dev->type = NVGPU_DEVTYPE_LCE;
break;
default:
nvgpu_err(g, "Unknown engine_enum: %d",
engines->info[*token].engine_enum);
nvgpu_assert(true);
break;
}
(*token)++;
return dev;
}