brcm2708: organize kernel patches
[openwrt/openwrt.git] / target / linux / brcm2708 / patches-4.19 / 950-0538-drm-v3d-Refactor-job-management.patch
diff --git a/target/linux/brcm2708/patches-4.19/950-0538-drm-v3d-Refactor-job-management.patch b/target/linux/brcm2708/patches-4.19/950-0538-drm-v3d-Refactor-job-management.patch
new file mode 100644 (file)
index 0000000..1192b16
--- /dev/null
@@ -0,0 +1,1104 @@
+From ccf319a0265bfdb4a622a52645f159461bc88079 Mon Sep 17 00:00:00 2001
+From: Eric Anholt <eric@anholt.net>
+Date: Thu, 27 Dec 2018 12:11:52 -0800
+Subject: [PATCH] drm/v3d: Refactor job management.
+
+The CL submission had two jobs embedded in an exec struct.  When I
+added TFU support, I had to replicate some of the exec stuff and some
+of the job stuff.  As I went to add CSD, it became clear that actually
+what was in exec should just be in the two CL jobs, and it would let
+us share a lot more code between the 4 queues.
+
+Signed-off-by: Eric Anholt <eric@anholt.net>
+---
+ drivers/gpu/drm/v3d/v3d_drv.h   |  77 ++++----
+ drivers/gpu/drm/v3d/v3d_gem.c   | 331 +++++++++++++++++---------------
+ drivers/gpu/drm/v3d/v3d_irq.c   |   8 +-
+ drivers/gpu/drm/v3d/v3d_sched.c | 264 ++++++++++++++-----------
+ 4 files changed, 373 insertions(+), 307 deletions(-)
+
+--- a/drivers/gpu/drm/v3d/v3d_drv.h
++++ b/drivers/gpu/drm/v3d/v3d_drv.h
+@@ -67,8 +67,8 @@ struct v3d_dev {
+       struct work_struct overflow_mem_work;
+-      struct v3d_exec_info *bin_job;
+-      struct v3d_exec_info *render_job;
++      struct v3d_bin_job *bin_job;
++      struct v3d_render_job *render_job;
+       struct v3d_tfu_job *tfu_job;
+       struct v3d_queue_state queue[V3D_MAX_QUEUES];
+@@ -132,7 +132,7 @@ struct v3d_bo {
+       struct list_head vmas;    /* list of v3d_vma */
+       /* List entry for the BO's position in
+-       * v3d_exec_info->unref_list
++       * v3d_render_job->unref_list
+        */
+       struct list_head unref_head;
+@@ -176,7 +176,15 @@ to_v3d_fence(struct dma_fence *fence)
+ struct v3d_job {
+       struct drm_sched_job base;
+-      struct v3d_exec_info *exec;
++      struct kref refcount;
++
++      struct v3d_dev *v3d;
++
++      /* This is the array of BOs that were looked up at the start
++       * of submission.
++       */
++      struct v3d_bo **bo;
++      u32 bo_count;
+       /* An optional fence userspace can pass in for the job to depend on. */
+       struct dma_fence *in_fence;
+@@ -184,59 +192,53 @@ struct v3d_job {
+       /* v3d fence to be signaled by IRQ handler when the job is complete. */
+       struct dma_fence *irq_fence;
++      /* scheduler fence for when the job is considered complete and
++       * the BO reservations can be released.
++       */
++      struct dma_fence *done_fence;
++
++      /* Callback for the freeing of the job on refcount going to 0. */
++      void (*free)(struct kref *ref);
++};
++
++struct v3d_bin_job {
++      struct v3d_job base;
++
+       /* GPU virtual addresses of the start/end of the CL job. */
+       u32 start, end;
+       u32 timedout_ctca, timedout_ctra;
+-};
+-struct v3d_exec_info {
+-      struct v3d_dev *v3d;
++      /* Corresponding render job, for attaching our overflow memory. */
++      struct v3d_render_job *render;
++
++      /* Submitted tile memory allocation start/size, tile state. */
++      u32 qma, qms, qts;
++};
+-      struct v3d_job bin, render;
++struct v3d_render_job {
++      struct v3d_job base;
+-      /* Fence for when the scheduler considers the binner to be
+-       * done, for render to depend on.
++      /* Optional fence for the binner, to depend on before starting
++       * our job.
+        */
+       struct dma_fence *bin_done_fence;
+-      /* Fence for when the scheduler considers the render to be
+-       * done, for when the BOs reservations should be complete.
+-       */
+-      struct dma_fence *render_done_fence;
+-
+-      struct kref refcount;
++      /* GPU virtual addresses of the start/end of the CL job. */
++      u32 start, end;
+-      /* This is the array of BOs that were looked up at the start of exec. */
+-      struct v3d_bo **bo;
+-      u32 bo_count;
++      u32 timedout_ctca, timedout_ctra;
+       /* List of overflow BOs used in the job that need to be
+        * released once the job is complete.
+        */
+       struct list_head unref_list;
+-
+-      /* Submitted tile memory allocation start/size, tile state. */
+-      u32 qma, qms, qts;
+ };
+ struct v3d_tfu_job {
+-      struct drm_sched_job base;
++      struct v3d_job base;
+       struct drm_v3d_submit_tfu args;
+-
+-      /* An optional fence userspace can pass in for the job to depend on. */
+-      struct dma_fence *in_fence;
+-
+-      /* v3d fence to be signaled by IRQ handler when the job is complete. */
+-      struct dma_fence *irq_fence;
+-
+-      struct v3d_dev *v3d;
+-
+-      struct kref refcount;
+-
+-      /* This is the array of BOs that were looked up at the start of exec. */
+-      struct v3d_bo *bo[4];
+ };
+ /**
+@@ -306,8 +308,7 @@ int v3d_submit_tfu_ioctl(struct drm_devi
+                        struct drm_file *file_priv);
+ int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
+                     struct drm_file *file_priv);
+-void v3d_exec_put(struct v3d_exec_info *exec);
+-void v3d_tfu_job_put(struct v3d_tfu_job *exec);
++void v3d_job_put(struct v3d_job *job);
+ void v3d_reset(struct v3d_dev *v3d);
+ void v3d_invalidate_caches(struct v3d_dev *v3d);
+--- a/drivers/gpu/drm/v3d/v3d_gem.c
++++ b/drivers/gpu/drm/v3d/v3d_gem.c
+@@ -293,11 +293,11 @@ retry:
+ }
+ /**
+- * v3d_cl_lookup_bos() - Sets up exec->bo[] with the GEM objects
++ * v3d_lookup_bos() - Sets up job->bo[] with the GEM objects
+  * referenced by the job.
+  * @dev: DRM device
+  * @file_priv: DRM file for this fd
+- * @exec: V3D job being set up
++ * @job: V3D job being set up
+  *
+  * The command validator needs to reference BOs by their index within
+  * the submitted job's BO list.  This does the validation of the job's
+@@ -307,18 +307,19 @@ retry:
+  * failure, because that will happen at v3d_exec_cleanup() time.
+  */
+ static int
+-v3d_cl_lookup_bos(struct drm_device *dev,
+-                struct drm_file *file_priv,
+-                struct drm_v3d_submit_cl *args,
+-                struct v3d_exec_info *exec)
++v3d_lookup_bos(struct drm_device *dev,
++             struct drm_file *file_priv,
++             struct v3d_job *job,
++             u64 bo_handles,
++             u32 bo_count)
+ {
+       u32 *handles;
+       int ret = 0;
+       int i;
+-      exec->bo_count = args->bo_handle_count;
++      job->bo_count = bo_count;
+-      if (!exec->bo_count) {
++      if (!job->bo_count) {
+               /* See comment on bo_index for why we have to check
+                * this.
+                */
+@@ -326,15 +327,15 @@ v3d_cl_lookup_bos(struct drm_device *dev
+               return -EINVAL;
+       }
+-      exec->bo = kvmalloc_array(exec->bo_count,
+-                                sizeof(struct drm_gem_cma_object *),
+-                                GFP_KERNEL | __GFP_ZERO);
+-      if (!exec->bo) {
++      job->bo = kvmalloc_array(job->bo_count,
++                               sizeof(struct drm_gem_cma_object *),
++                               GFP_KERNEL | __GFP_ZERO);
++      if (!job->bo) {
+               DRM_DEBUG("Failed to allocate validated BO pointers\n");
+               return -ENOMEM;
+       }
+-      handles = kvmalloc_array(exec->bo_count, sizeof(u32), GFP_KERNEL);
++      handles = kvmalloc_array(job->bo_count, sizeof(u32), GFP_KERNEL);
+       if (!handles) {
+               ret = -ENOMEM;
+               DRM_DEBUG("Failed to allocate incoming GEM handles\n");
+@@ -342,15 +343,15 @@ v3d_cl_lookup_bos(struct drm_device *dev
+       }
+       if (copy_from_user(handles,
+-                         (void __user *)(uintptr_t)args->bo_handles,
+-                         exec->bo_count * sizeof(u32))) {
++                         (void __user *)(uintptr_t)bo_handles,
++                         job->bo_count * sizeof(u32))) {
+               ret = -EFAULT;
+               DRM_DEBUG("Failed to copy in GEM handles\n");
+               goto fail;
+       }
+       spin_lock(&file_priv->table_lock);
+-      for (i = 0; i < exec->bo_count; i++) {
++      for (i = 0; i < job->bo_count; i++) {
+               struct drm_gem_object *bo = idr_find(&file_priv->object_idr,
+                                                    handles[i]);
+               if (!bo) {
+@@ -361,7 +362,7 @@ v3d_cl_lookup_bos(struct drm_device *dev
+                       goto fail;
+               }
+               drm_gem_object_get(bo);
+-              exec->bo[i] = to_v3d_bo(bo);
++              job->bo[i] = to_v3d_bo(bo);
+       }
+       spin_unlock(&file_priv->table_lock);
+@@ -371,59 +372,41 @@ fail:
+ }
+ static void
+-v3d_exec_cleanup(struct kref *ref)
++v3d_job_free(struct kref *ref)
+ {
+-      struct v3d_exec_info *exec = container_of(ref, struct v3d_exec_info,
+-                                                refcount);
+-      unsigned int i;
+-      struct v3d_bo *bo, *save;
+-
+-      dma_fence_put(exec->bin.in_fence);
+-      dma_fence_put(exec->render.in_fence);
+-
+-      dma_fence_put(exec->bin.irq_fence);
+-      dma_fence_put(exec->render.irq_fence);
+-
+-      dma_fence_put(exec->bin_done_fence);
+-      dma_fence_put(exec->render_done_fence);
+-
+-      for (i = 0; i < exec->bo_count; i++)
+-              drm_gem_object_put_unlocked(&exec->bo[i]->base);
+-      kvfree(exec->bo);
++      struct v3d_job *job = container_of(ref, struct v3d_job, refcount);
++      int i;
+-      list_for_each_entry_safe(bo, save, &exec->unref_list, unref_head) {
+-              drm_gem_object_put_unlocked(&bo->base);
++      for (i = 0; i < job->bo_count; i++) {
++              if (job->bo[i])
++                      drm_gem_object_put_unlocked(&job->bo[i]->base);
+       }
++      kvfree(job->bo);
+-      kfree(exec);
+-}
++      dma_fence_put(job->in_fence);
++      dma_fence_put(job->irq_fence);
++      dma_fence_put(job->done_fence);
+-void v3d_exec_put(struct v3d_exec_info *exec)
+-{
+-      kref_put(&exec->refcount, v3d_exec_cleanup);
++      kfree(job);
+ }
+ static void
+-v3d_tfu_job_cleanup(struct kref *ref)
++v3d_render_job_free(struct kref *ref)
+ {
+-      struct v3d_tfu_job *job = container_of(ref, struct v3d_tfu_job,
+-                                             refcount);
+-      unsigned int i;
+-
+-      dma_fence_put(job->in_fence);
+-      dma_fence_put(job->irq_fence);
++      struct v3d_render_job *job = container_of(ref, struct v3d_render_job,
++                                                base.refcount);
++      struct v3d_bo *bo, *save;
+-      for (i = 0; i < ARRAY_SIZE(job->bo); i++) {
+-              if (job->bo[i])
+-                      drm_gem_object_put_unlocked(&job->bo[i]->base);
++      list_for_each_entry_safe(bo, save, &job->unref_list, unref_head) {
++              drm_gem_object_put_unlocked(&bo->base);
+       }
+-      kfree(job);
++      v3d_job_free(ref);
+ }
+-void v3d_tfu_job_put(struct v3d_tfu_job *job)
++void v3d_job_put(struct v3d_job *job)
+ {
+-      kref_put(&job->refcount, v3d_tfu_job_cleanup);
++      kref_put(&job->refcount, job->free);
+ }
+ int
+@@ -476,6 +459,65 @@ v3d_wait_bo_ioctl(struct drm_device *dev
+       return ret;
+ }
++static int
++v3d_job_init(struct v3d_dev *v3d, struct drm_file *file_priv,
++           struct v3d_job *job, void (*free)(struct kref *ref),
++           u32 in_sync)
++{
++      int ret;
++
++      job->v3d = v3d;
++      job->free = free;
++
++      ret = drm_syncobj_find_fence(file_priv, in_sync, 0, &job->in_fence);
++      if (ret == -EINVAL)
++              return ret;
++
++      kref_init(&job->refcount);
++
++      return 0;
++}
++
++static int
++v3d_push_job(struct v3d_file_priv *v3d_priv,
++           struct v3d_job *job, enum v3d_queue queue)
++{
++      int ret;
++
++      ret = drm_sched_job_init(&job->base, &v3d_priv->sched_entity[queue],
++                               v3d_priv);
++      if (ret)
++              return ret;
++
++      job->done_fence = dma_fence_get(&job->base.s_fence->finished);
++
++      /* put by scheduler job completion */
++      kref_get(&job->refcount);
++
++      drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[queue]);
++
++      return 0;
++}
++
++static void
++v3d_attach_fences_and_unlock_reservation(struct drm_file *file_priv,
++                                       struct v3d_job *job,
++                                       struct ww_acquire_ctx *acquire_ctx,
++                                       u32 out_sync)
++{
++      struct drm_syncobj *sync_out;
++
++      v3d_attach_object_fences(job->bo, job->bo_count, job->done_fence);
++      v3d_unlock_bo_reservations(job->bo, job->bo_count, acquire_ctx);
++
++      /* Update the return sync object for the job */
++      sync_out = drm_syncobj_find(file_priv, out_sync);
++      if (sync_out) {
++              drm_syncobj_replace_fence(sync_out, job->done_fence);
++              drm_syncobj_put(sync_out);
++      }
++}
++
+ /**
+  * v3d_submit_cl_ioctl() - Submits a job (frame) to the V3D.
+  * @dev: DRM device
+@@ -495,9 +537,9 @@ v3d_submit_cl_ioctl(struct drm_device *d
+       struct v3d_dev *v3d = to_v3d_dev(dev);
+       struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
+       struct drm_v3d_submit_cl *args = data;
+-      struct v3d_exec_info *exec;
++      struct v3d_bin_job *bin = NULL;
++      struct v3d_render_job *render;
+       struct ww_acquire_ctx acquire_ctx;
+-      struct drm_syncobj *sync_out;
+       int ret = 0;
+       trace_v3d_submit_cl_ioctl(&v3d->drm, args->rcl_start, args->rcl_end);
+@@ -507,95 +549,84 @@ v3d_submit_cl_ioctl(struct drm_device *d
+               return -EINVAL;
+       }
+-      exec = kcalloc(1, sizeof(*exec), GFP_KERNEL);
+-      if (!exec)
++      render = kcalloc(1, sizeof(*render), GFP_KERNEL);
++      if (!render)
+               return -ENOMEM;
+-      kref_init(&exec->refcount);
++      render->start = args->rcl_start;
++      render->end = args->rcl_end;
++      INIT_LIST_HEAD(&render->unref_list);
+-      ret = drm_syncobj_find_fence(file_priv, args->in_sync_bcl,
+-                                   0, &exec->bin.in_fence);
+-      if (ret == -EINVAL)
+-              goto fail;
++      ret = v3d_job_init(v3d, file_priv, &render->base,
++                         v3d_render_job_free, args->in_sync_rcl);
++      if (ret) {
++              kfree(bin);
++              kfree(render);
++              return ret;
++      }
+-      ret = drm_syncobj_find_fence(file_priv, args->in_sync_rcl,
+-                                   0, &exec->render.in_fence);
+-      if (ret == -EINVAL)
+-              goto fail;
++      if (args->bcl_start != args->bcl_end) {
++              bin = kcalloc(1, sizeof(*bin), GFP_KERNEL);
++              if (!bin)
++                      return -ENOMEM;
++
++              ret = v3d_job_init(v3d, file_priv, &bin->base,
++                                 v3d_job_free, args->in_sync_bcl);
++              if (ret) {
++                      v3d_job_put(&render->base);
++                      return ret;
++              }
+-      exec->qma = args->qma;
+-      exec->qms = args->qms;
+-      exec->qts = args->qts;
+-      exec->bin.exec = exec;
+-      exec->bin.start = args->bcl_start;
+-      exec->bin.end = args->bcl_end;
+-      exec->render.exec = exec;
+-      exec->render.start = args->rcl_start;
+-      exec->render.end = args->rcl_end;
+-      exec->v3d = v3d;
+-      INIT_LIST_HEAD(&exec->unref_list);
++              bin->start = args->bcl_start;
++              bin->end = args->bcl_end;
++              bin->qma = args->qma;
++              bin->qms = args->qms;
++              bin->qts = args->qts;
++              bin->render = render;
++      }
+-      ret = v3d_cl_lookup_bos(dev, file_priv, args, exec);
++      ret = v3d_lookup_bos(dev, file_priv, &render->base,
++                           args->bo_handles, args->bo_handle_count);
+       if (ret)
+               goto fail;
+-      ret = v3d_lock_bo_reservations(exec->bo, exec->bo_count,
++      ret = v3d_lock_bo_reservations(render->base.bo, render->base.bo_count,
+                                      &acquire_ctx);
+       if (ret)
+               goto fail;
+       mutex_lock(&v3d->sched_lock);
+-      if (exec->bin.start != exec->bin.end) {
+-              ret = drm_sched_job_init(&exec->bin.base,
+-                                       &v3d_priv->sched_entity[V3D_BIN],
+-                                       v3d_priv);
++      if (bin) {
++              ret = v3d_push_job(v3d_priv, &bin->base, V3D_BIN);
+               if (ret)
+                       goto fail_unreserve;
+-              exec->bin_done_fence =
+-                      dma_fence_get(&exec->bin.base.s_fence->finished);
+-
+-              kref_get(&exec->refcount); /* put by scheduler job completion */
+-              drm_sched_entity_push_job(&exec->bin.base,
+-                                        &v3d_priv->sched_entity[V3D_BIN]);
++              render->bin_done_fence = dma_fence_get(bin->base.done_fence);
+       }
+-      ret = drm_sched_job_init(&exec->render.base,
+-                               &v3d_priv->sched_entity[V3D_RENDER],
+-                               v3d_priv);
++      ret = v3d_push_job(v3d_priv, &render->base, V3D_RENDER);
+       if (ret)
+               goto fail_unreserve;
+-
+-      exec->render_done_fence =
+-              dma_fence_get(&exec->render.base.s_fence->finished);
+-
+-      kref_get(&exec->refcount); /* put by scheduler job completion */
+-      drm_sched_entity_push_job(&exec->render.base,
+-                                &v3d_priv->sched_entity[V3D_RENDER]);
+       mutex_unlock(&v3d->sched_lock);
+-      v3d_attach_object_fences(exec->bo, exec->bo_count,
+-                               exec->render_done_fence);
+-
+-      v3d_unlock_bo_reservations(exec->bo, exec->bo_count, &acquire_ctx);
+-
+-      /* Update the return sync object for the */
+-      sync_out = drm_syncobj_find(file_priv, args->out_sync);
+-      if (sync_out) {
+-              drm_syncobj_replace_fence(sync_out,
+-                                        exec->render_done_fence);
+-              drm_syncobj_put(sync_out);
+-      }
+-
+-      v3d_exec_put(exec);
++      v3d_attach_fences_and_unlock_reservation(file_priv,
++                                               &render->base, &acquire_ctx,
++                                               args->out_sync);
++
++      if (bin)
++              v3d_job_put(&bin->base);
++      v3d_job_put(&render->base);
+       return 0;
+ fail_unreserve:
+       mutex_unlock(&v3d->sched_lock);
+-      v3d_unlock_bo_reservations(exec->bo, exec->bo_count, &acquire_ctx);
++      v3d_unlock_bo_reservations(render->base.bo,
++                                 render->base.bo_count, &acquire_ctx);
+ fail:
+-      v3d_exec_put(exec);
++      if (bin)
++              v3d_job_put(&bin->base);
++      v3d_job_put(&render->base);
+       return ret;
+ }
+@@ -618,10 +649,7 @@ v3d_submit_tfu_ioctl(struct drm_device *
+       struct drm_v3d_submit_tfu *args = data;
+       struct v3d_tfu_job *job;
+       struct ww_acquire_ctx acquire_ctx;
+-      struct drm_syncobj *sync_out;
+-      struct dma_fence *sched_done_fence;
+       int ret = 0;
+-      int bo_count;
+       trace_v3d_submit_tfu_ioctl(&v3d->drm, args->iia);
+@@ -629,75 +657,66 @@ v3d_submit_tfu_ioctl(struct drm_device *
+       if (!job)
+               return -ENOMEM;
+-      kref_init(&job->refcount);
+-
+-      ret = drm_syncobj_find_fence(file_priv, args->in_sync,
+-                                   0, &job->in_fence);
+-      if (ret == -EINVAL)
+-              goto fail;
++      ret = v3d_job_init(v3d, file_priv, &job->base,
++                         v3d_job_free, args->in_sync);
++      if (ret) {
++              kfree(job);
++              return ret;
++      }
++      job->base.bo = kcalloc(ARRAY_SIZE(args->bo_handles),
++                             sizeof(*job->base.bo), GFP_KERNEL);
+       job->args = *args;
+-      job->v3d = v3d;
+       spin_lock(&file_priv->table_lock);
+-      for (bo_count = 0; bo_count < ARRAY_SIZE(job->bo); bo_count++) {
++      for (job->base.bo_count = 0;
++           job->base.bo_count < ARRAY_SIZE(args->bo_handles);
++           job->base.bo_count++) {
+               struct drm_gem_object *bo;
+-              if (!args->bo_handles[bo_count])
++              if (!args->bo_handles[job->base.bo_count])
+                       break;
+               bo = idr_find(&file_priv->object_idr,
+-                            args->bo_handles[bo_count]);
++                            args->bo_handles[job->base.bo_count]);
+               if (!bo) {
+                       DRM_DEBUG("Failed to look up GEM BO %d: %d\n",
+-                                bo_count, args->bo_handles[bo_count]);
++                                job->base.bo_count,
++                                args->bo_handles[job->base.bo_count]);
+                       ret = -ENOENT;
+                       spin_unlock(&file_priv->table_lock);
+                       goto fail;
+               }
+               drm_gem_object_get(bo);
+-              job->bo[bo_count] = to_v3d_bo(bo);
++              job->base.bo[job->base.bo_count] = to_v3d_bo(bo);
+       }
+       spin_unlock(&file_priv->table_lock);
+-      ret = v3d_lock_bo_reservations(job->bo, bo_count, &acquire_ctx);
++      ret = v3d_lock_bo_reservations(job->base.bo, job->base.bo_count,
++                                     &acquire_ctx);
+       if (ret)
+               goto fail;
+       mutex_lock(&v3d->sched_lock);
+-      ret = drm_sched_job_init(&job->base,
+-                               &v3d_priv->sched_entity[V3D_TFU],
+-                               v3d_priv);
++      ret = v3d_push_job(v3d_priv, &job->base, V3D_TFU);
+       if (ret)
+               goto fail_unreserve;
+-
+-      sched_done_fence = dma_fence_get(&job->base.s_fence->finished);
+-
+-      kref_get(&job->refcount); /* put by scheduler job completion */
+-      drm_sched_entity_push_job(&job->base, &v3d_priv->sched_entity[V3D_TFU]);
+       mutex_unlock(&v3d->sched_lock);
+-      v3d_attach_object_fences(job->bo, bo_count, sched_done_fence);
+-
+-      v3d_unlock_bo_reservations(job->bo, bo_count, &acquire_ctx);
+-
+-      /* Update the return sync object */
+-      sync_out = drm_syncobj_find(file_priv, args->out_sync);
+-      if (sync_out) {
+-              drm_syncobj_replace_fence(sync_out, sched_done_fence);
+-              drm_syncobj_put(sync_out);
+-      }
+-      dma_fence_put(sched_done_fence);
++      v3d_attach_fences_and_unlock_reservation(file_priv,
++                                               &job->base, &acquire_ctx,
++                                               args->out_sync);
+-      v3d_tfu_job_put(job);
++      v3d_job_put(&job->base);
+       return 0;
+ fail_unreserve:
+       mutex_unlock(&v3d->sched_lock);
+-      v3d_unlock_bo_reservations(job->bo, bo_count, &acquire_ctx);
++      v3d_unlock_bo_reservations(job->base.bo, job->base.bo_count,
++                                 &acquire_ctx);
+ fail:
+-      v3d_tfu_job_put(job);
++      v3d_job_put(&job->base);
+       return ret;
+ }
+@@ -755,7 +774,7 @@ v3d_gem_destroy(struct drm_device *dev)
+       v3d_sched_fini(v3d);
+-      /* Waiting for exec to finish would need to be done before
++      /* Waiting for jobs to finish would need to be done before
+        * unregistering V3D.
+        */
+       WARN_ON(v3d->bin_job);
+--- a/drivers/gpu/drm/v3d/v3d_irq.c
++++ b/drivers/gpu/drm/v3d/v3d_irq.c
+@@ -60,7 +60,7 @@ v3d_overflow_mem_work(struct work_struct
+       }
+       drm_gem_object_get(&bo->base);
+-      list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
++      list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
+       spin_unlock_irqrestore(&v3d->job_lock, irqflags);
+       V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
+@@ -93,7 +93,7 @@ v3d_irq(int irq, void *arg)
+       if (intsts & V3D_INT_FLDONE) {
+               struct v3d_fence *fence =
+-                      to_v3d_fence(v3d->bin_job->bin.irq_fence);
++                      to_v3d_fence(v3d->bin_job->base.irq_fence);
+               trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
+               dma_fence_signal(&fence->base);
+@@ -102,7 +102,7 @@ v3d_irq(int irq, void *arg)
+       if (intsts & V3D_INT_FRDONE) {
+               struct v3d_fence *fence =
+-                      to_v3d_fence(v3d->render_job->render.irq_fence);
++                      to_v3d_fence(v3d->render_job->base.irq_fence);
+               trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
+               dma_fence_signal(&fence->base);
+@@ -138,7 +138,7 @@ v3d_hub_irq(int irq, void *arg)
+       if (intsts & V3D_HUB_INT_TFUC) {
+               struct v3d_fence *fence =
+-                      to_v3d_fence(v3d->tfu_job->irq_fence);
++                      to_v3d_fence(v3d->tfu_job->base.irq_fence);
+               trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
+               dma_fence_signal(&fence->base);
+--- a/drivers/gpu/drm/v3d/v3d_sched.c
++++ b/drivers/gpu/drm/v3d/v3d_sched.c
+@@ -30,39 +30,43 @@ to_v3d_job(struct drm_sched_job *sched_j
+       return container_of(sched_job, struct v3d_job, base);
+ }
+-static struct v3d_tfu_job *
+-to_tfu_job(struct drm_sched_job *sched_job)
++static struct v3d_bin_job *
++to_bin_job(struct drm_sched_job *sched_job)
+ {
+-      return container_of(sched_job, struct v3d_tfu_job, base);
++      return container_of(sched_job, struct v3d_bin_job, base.base);
+ }
+-static void
+-v3d_job_free(struct drm_sched_job *sched_job)
++static struct v3d_render_job *
++to_render_job(struct drm_sched_job *sched_job)
+ {
+-      struct v3d_job *job = to_v3d_job(sched_job);
++      return container_of(sched_job, struct v3d_render_job, base.base);
++}
+-      v3d_exec_put(job->exec);
++static struct v3d_tfu_job *
++to_tfu_job(struct drm_sched_job *sched_job)
++{
++      return container_of(sched_job, struct v3d_tfu_job, base.base);
+ }
+ static void
+-v3d_tfu_job_free(struct drm_sched_job *sched_job)
++v3d_job_free(struct drm_sched_job *sched_job)
+ {
+-      struct v3d_tfu_job *job = to_tfu_job(sched_job);
++      struct v3d_job *job = to_v3d_job(sched_job);
+-      v3d_tfu_job_put(job);
++      v3d_job_put(job);
+ }
+ /**
+- * Returns the fences that the bin or render job depends on, one by one.
+- * v3d_job_run() won't be called until all of them have been signaled.
++ * Returns the fences that the job depends on, one by one.
++ *
++ * If placed in the scheduler's .dependency method, the corresponding
++ * .run_job won't be called until all of them have been signaled.
+  */
+ static struct dma_fence *
+ v3d_job_dependency(struct drm_sched_job *sched_job,
+                  struct drm_sched_entity *s_entity)
+ {
+       struct v3d_job *job = to_v3d_job(sched_job);
+-      struct v3d_exec_info *exec = job->exec;
+-      enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
+       struct dma_fence *fence;
+       fence = job->in_fence;
+@@ -71,113 +75,132 @@ v3d_job_dependency(struct drm_sched_job
+               return fence;
+       }
+-      if (q == V3D_RENDER) {
+-              /* If we had a bin job, the render job definitely depends on
+-               * it. We first have to wait for bin to be scheduled, so that
+-               * its done_fence is created.
+-               */
+-              fence = exec->bin_done_fence;
+-              if (fence) {
+-                      exec->bin_done_fence = NULL;
+-                      return fence;
+-              }
+-      }
+-
+-      /* XXX: Wait on a fence for switching the GMP if necessary,
+-       * and then do so.
+-       */
+-
+-      return fence;
++      return NULL;
+ }
+ /**
+- * Returns the fences that the TFU job depends on, one by one.
+- * v3d_tfu_job_run() won't be called until all of them have been
+- * signaled.
++ * Returns the fences that the render job depends on, one by one.
++ * v3d_job_run() won't be called until all of them have been signaled.
+  */
+ static struct dma_fence *
+-v3d_tfu_job_dependency(struct drm_sched_job *sched_job,
+-                     struct drm_sched_entity *s_entity)
++v3d_render_job_dependency(struct drm_sched_job *sched_job,
++                        struct drm_sched_entity *s_entity)
+ {
+-      struct v3d_tfu_job *job = to_tfu_job(sched_job);
++      struct v3d_render_job *job = to_render_job(sched_job);
+       struct dma_fence *fence;
+-      fence = job->in_fence;
++      fence = v3d_job_dependency(sched_job, s_entity);
++      if (fence)
++              return fence;
++
++      /* If we had a bin job, the render job definitely depends on
++       * it. We first have to wait for bin to be scheduled, so that
++       * its done_fence is created.
++       */
++      fence = job->bin_done_fence;
+       if (fence) {
+-              job->in_fence = NULL;
++              job->bin_done_fence = NULL;
+               return fence;
+       }
+-      return NULL;
++      /* XXX: Wait on a fence for switching the GMP if necessary,
++       * and then do so.
++       */
++
++      return fence;
+ }
+-static struct dma_fence *v3d_job_run(struct drm_sched_job *sched_job)
++static struct dma_fence *v3d_bin_job_run(struct drm_sched_job *sched_job)
+ {
+-      struct v3d_job *job = to_v3d_job(sched_job);
+-      struct v3d_exec_info *exec = job->exec;
+-      enum v3d_queue q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
+-      struct v3d_dev *v3d = exec->v3d;
++      struct v3d_bin_job *job = to_bin_job(sched_job);
++      struct v3d_dev *v3d = job->base.v3d;
+       struct drm_device *dev = &v3d->drm;
+       struct dma_fence *fence;
+       unsigned long irqflags;
+-      if (unlikely(job->base.s_fence->finished.error))
++      if (unlikely(job->base.base.s_fence->finished.error))
+               return NULL;
+       /* Lock required around bin_job update vs
+        * v3d_overflow_mem_work().
+        */
+       spin_lock_irqsave(&v3d->job_lock, irqflags);
+-      if (q == V3D_BIN) {
+-              v3d->bin_job = job->exec;
++      v3d->bin_job = job;
++      /* Clear out the overflow allocation, so we don't
++       * reuse the overflow attached to a previous job.
++       */
++      V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
++      spin_unlock_irqrestore(&v3d->job_lock, irqflags);
++
++      v3d_invalidate_caches(v3d);
+-              /* Clear out the overflow allocation, so we don't
+-               * reuse the overflow attached to a previous job.
+-               */
+-              V3D_CORE_WRITE(0, V3D_PTB_BPOS, 0);
+-      } else {
+-              v3d->render_job = job->exec;
++      fence = v3d_fence_create(v3d, V3D_BIN);
++      if (IS_ERR(fence))
++              return NULL;
++
++      if (job->base.irq_fence)
++              dma_fence_put(job->base.irq_fence);
++      job->base.irq_fence = dma_fence_get(fence);
++
++      trace_v3d_submit_cl(dev, false, to_v3d_fence(fence)->seqno,
++                          job->start, job->end);
++
++      /* Set the current and end address of the control list.
++       * Writing the end register is what starts the job.
++       */
++      if (job->qma) {
++              V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, job->qma);
++              V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, job->qms);
+       }
+-      spin_unlock_irqrestore(&v3d->job_lock, irqflags);
++      if (job->qts) {
++              V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
++                             V3D_CLE_CT0QTS_ENABLE |
++                             job->qts);
++      }
++      V3D_CORE_WRITE(0, V3D_CLE_CT0QBA, job->start);
++      V3D_CORE_WRITE(0, V3D_CLE_CT0QEA, job->end);
++
++      return fence;
++}
++
++static struct dma_fence *v3d_render_job_run(struct drm_sched_job *sched_job)
++{
++      struct v3d_render_job *job = to_render_job(sched_job);
++      struct v3d_dev *v3d = job->base.v3d;
++      struct drm_device *dev = &v3d->drm;
++      struct dma_fence *fence;
++
++      if (unlikely(job->base.base.s_fence->finished.error))
++              return NULL;
+-      /* Can we avoid this flush when q==RENDER?  We need to be
+-       * careful of scheduling, though -- imagine job0 rendering to
+-       * texture and job1 reading, and them being executed as bin0,
+-       * bin1, render0, render1, so that render1's flush at bin time
++      v3d->render_job = job;
++
++      /* Can we avoid this flush?  We need to be careful of
++       * scheduling, though -- imagine job0 rendering to texture and
++       * job1 reading, and them being executed as bin0, bin1,
++       * render0, render1, so that render1's flush at bin time
+        * wasn't enough.
+        */
+       v3d_invalidate_caches(v3d);
+-      fence = v3d_fence_create(v3d, q);
++      fence = v3d_fence_create(v3d, V3D_RENDER);
+       if (IS_ERR(fence))
+               return NULL;
+-      if (job->irq_fence)
+-              dma_fence_put(job->irq_fence);
+-      job->irq_fence = dma_fence_get(fence);
++      if (job->base.irq_fence)
++              dma_fence_put(job->base.irq_fence);
++      job->base.irq_fence = dma_fence_get(fence);
+-      trace_v3d_submit_cl(dev, q == V3D_RENDER, to_v3d_fence(fence)->seqno,
++      trace_v3d_submit_cl(dev, true, to_v3d_fence(fence)->seqno,
+                           job->start, job->end);
+-      if (q == V3D_BIN) {
+-              if (exec->qma) {
+-                      V3D_CORE_WRITE(0, V3D_CLE_CT0QMA, exec->qma);
+-                      V3D_CORE_WRITE(0, V3D_CLE_CT0QMS, exec->qms);
+-              }
+-              if (exec->qts) {
+-                      V3D_CORE_WRITE(0, V3D_CLE_CT0QTS,
+-                                     V3D_CLE_CT0QTS_ENABLE |
+-                                     exec->qts);
+-              }
+-      } else {
+-              /* XXX: Set the QCFG */
+-      }
++      /* XXX: Set the QCFG */
+       /* Set the current and end address of the control list.
+        * Writing the end register is what starts the job.
+        */
+-      V3D_CORE_WRITE(0, V3D_CLE_CTNQBA(q), job->start);
+-      V3D_CORE_WRITE(0, V3D_CLE_CTNQEA(q), job->end);
++      V3D_CORE_WRITE(0, V3D_CLE_CT1QBA, job->start);
++      V3D_CORE_WRITE(0, V3D_CLE_CT1QEA, job->end);
+       return fence;
+ }
+@@ -186,7 +209,7 @@ static struct dma_fence *
+ v3d_tfu_job_run(struct drm_sched_job *sched_job)
+ {
+       struct v3d_tfu_job *job = to_tfu_job(sched_job);
+-      struct v3d_dev *v3d = job->v3d;
++      struct v3d_dev *v3d = job->base.v3d;
+       struct drm_device *dev = &v3d->drm;
+       struct dma_fence *fence;
+@@ -195,9 +218,9 @@ v3d_tfu_job_run(struct drm_sched_job *sc
+               return NULL;
+       v3d->tfu_job = job;
+-      if (job->irq_fence)
+-              dma_fence_put(job->irq_fence);
+-      job->irq_fence = dma_fence_get(fence);
++      if (job->base.irq_fence)
++              dma_fence_put(job->base.irq_fence);
++      job->base.irq_fence = dma_fence_get(fence);
+       trace_v3d_submit_tfu(dev, to_v3d_fence(fence)->seqno);
+@@ -247,25 +270,23 @@ v3d_gpu_reset_for_timeout(struct v3d_dev
+       mutex_unlock(&v3d->reset_lock);
+ }
++/* If the current address or return address have changed, then the GPU
++ * has probably made progress and we should delay the reset.  This
++ * could fail if the GPU got in an infinite loop in the CL, but that
++ * is pretty unlikely outside of an i-g-t testcase.
++ */
+ static void
+-v3d_job_timedout(struct drm_sched_job *sched_job)
++v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
++                    u32 *timedout_ctca, u32 *timedout_ctra)
+ {
+       struct v3d_job *job = to_v3d_job(sched_job);
+-      struct v3d_exec_info *exec = job->exec;
+-      struct v3d_dev *v3d = exec->v3d;
+-      enum v3d_queue job_q = job == &exec->bin ? V3D_BIN : V3D_RENDER;
+-      u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(job_q));
+-      u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(job_q));
+-
+-      /* If the current address or return address have changed, then
+-       * the GPU has probably made progress and we should delay the
+-       * reset.  This could fail if the GPU got in an infinite loop
+-       * in the CL, but that is pretty unlikely outside of an i-g-t
+-       * testcase.
+-       */
+-      if (job->timedout_ctca != ctca || job->timedout_ctra != ctra) {
+-              job->timedout_ctca = ctca;
+-              job->timedout_ctra = ctra;
++      struct v3d_dev *v3d = job->v3d;
++      u32 ctca = V3D_CORE_READ(0, V3D_CLE_CTNCA(q));
++      u32 ctra = V3D_CORE_READ(0, V3D_CLE_CTNRA(q));
++
++      if (*timedout_ctca != ctca || *timedout_ctra != ctra) {
++              *timedout_ctca = ctca;
++              *timedout_ctra = ctra;
+               schedule_delayed_work(&job->base.work_tdr,
+                                     job->base.sched->timeout);
+               return;
+@@ -275,25 +296,50 @@ v3d_job_timedout(struct drm_sched_job *s
+ }
+ static void
++v3d_bin_job_timedout(struct drm_sched_job *sched_job)
++{
++      struct v3d_bin_job *job = to_bin_job(sched_job);
++
++      v3d_cl_job_timedout(sched_job, V3D_BIN,
++                          &job->timedout_ctca, &job->timedout_ctra);
++}
++
++static void
++v3d_render_job_timedout(struct drm_sched_job *sched_job)
++{
++      struct v3d_render_job *job = to_render_job(sched_job);
++
++      v3d_cl_job_timedout(sched_job, V3D_RENDER,
++                          &job->timedout_ctca, &job->timedout_ctra);
++}
++
++static void
+ v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
+ {
+-      struct v3d_tfu_job *job = to_tfu_job(sched_job);
++      struct v3d_job *job = to_v3d_job(sched_job);
+       v3d_gpu_reset_for_timeout(job->v3d, sched_job);
+ }
+-static const struct drm_sched_backend_ops v3d_sched_ops = {
++static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
+       .dependency = v3d_job_dependency,
+-      .run_job = v3d_job_run,
+-      .timedout_job = v3d_job_timedout,
+-      .free_job = v3d_job_free
++      .run_job = v3d_bin_job_run,
++      .timedout_job = v3d_bin_job_timedout,
++      .free_job = v3d_job_free,
++};
++
++static const struct drm_sched_backend_ops v3d_render_sched_ops = {
++      .dependency = v3d_render_job_dependency,
++      .run_job = v3d_render_job_run,
++      .timedout_job = v3d_render_job_timedout,
++      .free_job = v3d_job_free,
+ };
+ static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
+-      .dependency = v3d_tfu_job_dependency,
++      .dependency = v3d_job_dependency,
+       .run_job = v3d_tfu_job_run,
+       .timedout_job = v3d_tfu_job_timedout,
+-      .free_job = v3d_tfu_job_free
++      .free_job = v3d_job_free,
+ };
+ int
+@@ -305,7 +351,7 @@ v3d_sched_init(struct v3d_dev *v3d)
+       int ret;
+       ret = drm_sched_init(&v3d->queue[V3D_BIN].sched,
+-                           &v3d_sched_ops,
++                           &v3d_bin_sched_ops,
+                            hw_jobs_limit, job_hang_limit,
+                            msecs_to_jiffies(hang_limit_ms),
+                            "v3d_bin");
+@@ -315,7 +361,7 @@ v3d_sched_init(struct v3d_dev *v3d)
+       }
+       ret = drm_sched_init(&v3d->queue[V3D_RENDER].sched,
+-                           &v3d_sched_ops,
++                           &v3d_render_sched_ops,
+                            hw_jobs_limit, job_hang_limit,
+                            msecs_to_jiffies(hang_limit_ms),
+                            "v3d_render");