brcm2708: organize kernel patches
[openwrt/staging/dedeckeh.git] / target / linux / brcm2708 / patches-4.19 / 950-0562-drm-v3d-Add-support-for-compute-shader-dispatch.patch
diff --git a/target/linux/brcm2708/patches-4.19/950-0562-drm-v3d-Add-support-for-compute-shader-dispatch.patch b/target/linux/brcm2708/patches-4.19/950-0562-drm-v3d-Add-support-for-compute-shader-dispatch.patch
new file mode 100644 (file)
index 0000000..6db0729
--- /dev/null
@@ -0,0 +1,897 @@
+From 22dbf1420a552d1952d22b92d8c30f8162b026b5 Mon Sep 17 00:00:00 2001
+From: Eric Anholt <eric@anholt.net>
+Date: Tue, 16 Apr 2019 15:58:54 -0700
+Subject: [PATCH] drm/v3d: Add support for compute shader dispatch.
+
+The compute shader dispatch interface is pretty simple -- just pass in
+the regs that userspace has passed us, with no CLs to run.  However,
+with no CL to run it means that we need to do manual cache flushing of
+the L2 after the HW execution completes (for SSBO, atomic, and
+image_load_store writes that are the output of compute shaders).
+
+This doesn't yet expose the L2 cache's ability to have a region of the
+address space not write back to memory (which could be used for
+shared_var storage).
+
+So far, the Mesa side has been tested on V3D v4.2 simpenrose (passing
+the ES31 tests), and on the kernel side on 7278 (failing atomic
+compswap tests in a way that doesn't reproduce on simpenrose).
+
+v2: Fix excessive allocation for the clean_job (reported by Dan
+    Carpenter).  Keep refs on jobs until clean_job is finished, to
+    avoid spurious MMU errors if the output BOs are freed by userspace
+    before L2 cleaning is finished.
+
+Signed-off-by: Eric Anholt <eric@anholt.net>
+Link: https://patchwork.freedesktop.org/patch/msgid/20190416225856.20264-4-eric@anholt.net
+Acked-by: Rob Clark <robdclark@gmail.com>
+---
+ drivers/gpu/drm/v3d/v3d_debugfs.c |  22 +++++
+ drivers/gpu/drm/v3d/v3d_drv.c     |  10 +-
+ drivers/gpu/drm/v3d/v3d_drv.h     |  28 +++++-
+ drivers/gpu/drm/v3d/v3d_fence.c   |   2 +
+ drivers/gpu/drm/v3d/v3d_gem.c     | 156 +++++++++++++++++++++++++++++-
+ drivers/gpu/drm/v3d/v3d_irq.c     |  16 ++-
+ drivers/gpu/drm/v3d/v3d_regs.h    |  73 ++++++++++++++
+ drivers/gpu/drm/v3d/v3d_sched.c   | 121 +++++++++++++++++++++--
+ drivers/gpu/drm/v3d/v3d_trace.h   |  94 ++++++++++++++++++
+ include/uapi/drm/v3d_drm.h        |  28 ++++++
+ 10 files changed, 531 insertions(+), 19 deletions(-)
+
+--- a/drivers/gpu/drm/v3d/v3d_debugfs.c
++++ b/drivers/gpu/drm/v3d/v3d_debugfs.c
+@@ -57,6 +57,17 @@ static const struct v3d_reg_def v3d_core
+       REGDEF(V3D_GMP_VIO_ADDR),
+ };
++static const struct v3d_reg_def v3d_csd_reg_defs[] = {
++      REGDEF(V3D_CSD_STATUS),
++      REGDEF(V3D_CSD_CURRENT_CFG0),
++      REGDEF(V3D_CSD_CURRENT_CFG1),
++      REGDEF(V3D_CSD_CURRENT_CFG2),
++      REGDEF(V3D_CSD_CURRENT_CFG3),
++      REGDEF(V3D_CSD_CURRENT_CFG4),
++      REGDEF(V3D_CSD_CURRENT_CFG5),
++      REGDEF(V3D_CSD_CURRENT_CFG6),
++};
++
+ static int v3d_v3d_debugfs_regs(struct seq_file *m, void *unused)
+ {
+       struct drm_info_node *node = (struct drm_info_node *)m->private;
+@@ -88,6 +99,17 @@ static int v3d_v3d_debugfs_regs(struct s
+                                  V3D_CORE_READ(core,
+                                                v3d_core_reg_defs[i].reg));
+               }
++
++              if (v3d_has_csd(v3d)) {
++                      for (i = 0; i < ARRAY_SIZE(v3d_csd_reg_defs); i++) {
++                              seq_printf(m, "core %d %s (0x%04x): 0x%08x\n",
++                                         core,
++                                         v3d_csd_reg_defs[i].name,
++                                         v3d_csd_reg_defs[i].reg,
++                                         V3D_CORE_READ(core,
++                                                       v3d_csd_reg_defs[i].reg));
++                      }
++              }
+       }
+       return 0;
+--- a/drivers/gpu/drm/v3d/v3d_drv.c
++++ b/drivers/gpu/drm/v3d/v3d_drv.c
+@@ -7,9 +7,9 @@
+  * This driver supports the Broadcom V3D 3.3 and 4.1 OpenGL ES GPUs.
+  * For V3D 2.x support, see the VC4 driver.
+  *
+- * Currently only single-core rendering using the binner and renderer,
+- * along with TFU (texture formatting unit) rendering is supported.
+- * V3D 4.x's CSD (compute shader dispatch) is not yet supported.
++ * The V3D GPU includes a tiled render (composed of a bin and render
++ * pipelines), the TFU (texture formatting unit), and the CSD (compute
++ * shader dispatch).
+  */
+ #include <linux/clk.h>
+@@ -114,6 +114,9 @@ static int v3d_get_param_ioctl(struct dr
+       case DRM_V3D_PARAM_SUPPORTS_TFU:
+               args->value = 1;
+               return 0;
++      case DRM_V3D_PARAM_SUPPORTS_CSD:
++              args->value = v3d_has_csd(v3d);
++              return 0;
+       default:
+               DRM_DEBUG("Unknown parameter %d\n", args->param);
+               return -EINVAL;
+@@ -183,6 +186,7 @@ static const struct drm_ioctl_desc v3d_d
+       DRM_IOCTL_DEF_DRV(V3D_GET_PARAM, v3d_get_param_ioctl, DRM_RENDER_ALLOW),
+       DRM_IOCTL_DEF_DRV(V3D_GET_BO_OFFSET, v3d_get_bo_offset_ioctl, DRM_RENDER_ALLOW),
+       DRM_IOCTL_DEF_DRV(V3D_SUBMIT_TFU, v3d_submit_tfu_ioctl, DRM_RENDER_ALLOW | DRM_AUTH),
++      DRM_IOCTL_DEF_DRV(V3D_SUBMIT_CSD, v3d_submit_csd_ioctl, DRM_RENDER_ALLOW | DRM_AUTH),
+ };
+ static const struct vm_operations_struct v3d_vm_ops = {
+--- a/drivers/gpu/drm/v3d/v3d_drv.h
++++ b/drivers/gpu/drm/v3d/v3d_drv.h
+@@ -16,9 +16,11 @@ enum v3d_queue {
+       V3D_BIN,
+       V3D_RENDER,
+       V3D_TFU,
++      V3D_CSD,
++      V3D_CACHE_CLEAN,
+ };
+-#define V3D_MAX_QUEUES (V3D_TFU + 1)
++#define V3D_MAX_QUEUES (V3D_CACHE_CLEAN + 1)
+ struct v3d_queue_state {
+       struct drm_gpu_scheduler sched;
+@@ -70,6 +72,7 @@ struct v3d_dev {
+       struct v3d_bin_job *bin_job;
+       struct v3d_render_job *render_job;
+       struct v3d_tfu_job *tfu_job;
++      struct v3d_csd_job *csd_job;
+       struct v3d_queue_state queue[V3D_MAX_QUEUES];
+@@ -92,6 +95,12 @@ struct v3d_dev {
+        */
+       struct mutex sched_lock;
++      /* Lock taken during a cache clean and when initiating an L2
++       * flush, to keep L2 flushes from interfering with the
++       * synchronous L2 cleans.
++       */
++      struct mutex cache_clean_lock;
++
+       struct {
+               u32 num_allocated;
+               u32 pages_allocated;
+@@ -104,6 +113,12 @@ to_v3d_dev(struct drm_device *dev)
+       return (struct v3d_dev *)dev->dev_private;
+ }
++static inline bool
++v3d_has_csd(struct v3d_dev *v3d)
++{
++      return v3d->ver >= 41;
++}
++
+ /* The per-fd struct, which tracks the MMU mappings. */
+ struct v3d_file_priv {
+       struct v3d_dev *v3d;
+@@ -237,6 +252,14 @@ struct v3d_tfu_job {
+       struct drm_v3d_submit_tfu args;
+ };
++struct v3d_csd_job {
++      struct v3d_job base;
++
++      u32 timedout_batches;
++
++      struct drm_v3d_submit_csd args;
++};
++
+ /**
+  * _wait_for - magic (register) wait macro
+  *
+@@ -302,11 +325,14 @@ int v3d_submit_cl_ioctl(struct drm_devic
+                       struct drm_file *file_priv);
+ int v3d_submit_tfu_ioctl(struct drm_device *dev, void *data,
+                        struct drm_file *file_priv);
++int v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
++                       struct drm_file *file_priv);
+ int v3d_wait_bo_ioctl(struct drm_device *dev, void *data,
+                     struct drm_file *file_priv);
+ void v3d_job_put(struct v3d_job *job);
+ void v3d_reset(struct v3d_dev *v3d);
+ void v3d_invalidate_caches(struct v3d_dev *v3d);
++void v3d_clean_caches(struct v3d_dev *v3d);
+ /* v3d_irq.c */
+ int v3d_irq_init(struct v3d_dev *v3d);
+--- a/drivers/gpu/drm/v3d/v3d_fence.c
++++ b/drivers/gpu/drm/v3d/v3d_fence.c
+@@ -36,6 +36,8 @@ static const char *v3d_fence_get_timelin
+               return "v3d-render";
+       case V3D_TFU:
+               return "v3d-tfu";
++      case V3D_CSD:
++              return "v3d-csd";
+       default:
+               return NULL;
+       }
+--- a/drivers/gpu/drm/v3d/v3d_gem.c
++++ b/drivers/gpu/drm/v3d/v3d_gem.c
+@@ -162,10 +162,52 @@ v3d_flush_l2t(struct v3d_dev *v3d, int c
+       /* While there is a busy bit (V3D_L2TCACTL_L2TFLS), we don't
+        * need to wait for completion before dispatching the job --
+        * L2T accesses will be stalled until the flush has completed.
++       * However, we do need to make sure we don't try to trigger a
++       * new flush while the L2_CLEAN queue is trying to
++       * synchronously clean after a job.
+        */
++      mutex_lock(&v3d->cache_clean_lock);
+       V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
+                      V3D_L2TCACTL_L2TFLS |
+                      V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM));
++      mutex_unlock(&v3d->cache_clean_lock);
++}
++
++/* Cleans texture L1 and L2 cachelines (writing back dirty data).
++ *
++ * For cleaning, which happens from the CACHE_CLEAN queue after CSD has
++ * executed, we need to make sure that the clean is done before
++ * signaling job completion.  So, we synchronously wait before
++ * returning, and we make sure that L2 invalidates don't happen in the
++ * meantime to confuse our are-we-done checks.
++ */
++void
++v3d_clean_caches(struct v3d_dev *v3d)
++{
++      struct drm_device *dev = &v3d->drm;
++      int core = 0;
++
++      trace_v3d_cache_clean_begin(dev);
++
++      V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, V3D_L2TCACTL_TMUWCF);
++      if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
++                     V3D_L2TCACTL_L2TFLS), 100)) {
++              DRM_ERROR("Timeout waiting for L1T write combiner flush\n");
++      }
++
++      mutex_lock(&v3d->cache_clean_lock);
++      V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
++                     V3D_L2TCACTL_L2TFLS |
++                     V3D_SET_FIELD(V3D_L2TCACTL_FLM_CLEAN, V3D_L2TCACTL_FLM));
++
++      if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
++                     V3D_L2TCACTL_L2TFLS), 100)) {
++              DRM_ERROR("Timeout waiting for L2T clean\n");
++      }
++
++      mutex_unlock(&v3d->cache_clean_lock);
++
++      trace_v3d_cache_clean_end(dev);
+ }
+ /* Invalidates the slice caches.  These are read-only caches. */
+@@ -584,7 +626,8 @@ 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)
++                                       u32 out_sync,
++                                       struct dma_fence *done_fence)
+ {
+       struct drm_syncobj *sync_out;
+@@ -594,7 +637,7 @@ v3d_attach_fences_and_unlock_reservation
+       /* 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_replace_fence(sync_out, done_fence);
+               drm_syncobj_put(sync_out);
+       }
+ }
+@@ -691,8 +734,10 @@ v3d_submit_cl_ioctl(struct drm_device *d
+       mutex_unlock(&v3d->sched_lock);
+       v3d_attach_fences_and_unlock_reservation(file_priv,
+-                                               &render->base, &acquire_ctx,
+-                                               args->out_sync);
++                                               &render->base,
++                                               &acquire_ctx,
++                                               args->out_sync,
++                                               render->base.done_fence);
+       if (bin)
+               v3d_job_put(&bin->base);
+@@ -785,7 +830,8 @@ v3d_submit_tfu_ioctl(struct drm_device *
+       v3d_attach_fences_and_unlock_reservation(file_priv,
+                                                &job->base, &acquire_ctx,
+-                                               args->out_sync);
++                                               args->out_sync,
++                                               job->base.done_fence);
+       v3d_job_put(&job->base);
+@@ -801,6 +847,105 @@ fail:
+       return ret;
+ }
++/**
++ * v3d_submit_csd_ioctl() - Submits a CSD (texture formatting) job to the V3D.
++ * @dev: DRM device
++ * @data: ioctl argument
++ * @file_priv: DRM file for this fd
++ *
++ * Userspace provides the register setup for the CSD, which we don't
++ * need to validate since the CSD is behind the MMU.
++ */
++int
++v3d_submit_csd_ioctl(struct drm_device *dev, void *data,
++                   struct drm_file *file_priv)
++{
++      struct v3d_dev *v3d = to_v3d_dev(dev);
++      struct v3d_file_priv *v3d_priv = file_priv->driver_priv;
++      struct drm_v3d_submit_csd *args = data;
++      struct v3d_csd_job *job;
++      struct v3d_job *clean_job;
++      struct ww_acquire_ctx acquire_ctx;
++      int ret;
++
++      trace_v3d_submit_csd_ioctl(&v3d->drm, args->cfg[5], args->cfg[6]);
++
++      if (!v3d_has_csd(v3d)) {
++              DRM_DEBUG("Attempting CSD submit on non-CSD hardware\n");
++              return -EINVAL;
++      }
++
++      job = kcalloc(1, sizeof(*job), GFP_KERNEL);
++      if (!job)
++              return -ENOMEM;
++
++      ret = v3d_job_init(v3d, file_priv, &job->base,
++                         v3d_job_free, args->in_sync);
++      if (ret) {
++              kfree(job);
++              return ret;
++      }
++
++      clean_job = kcalloc(1, sizeof(*clean_job), GFP_KERNEL);
++      if (!clean_job) {
++              v3d_job_put(&job->base);
++              kfree(job);
++              return -ENOMEM;
++      }
++
++      ret = v3d_job_init(v3d, file_priv, clean_job, v3d_job_free, 0);
++      if (ret) {
++              v3d_job_put(&job->base);
++              kfree(clean_job);
++              return ret;
++      }
++
++      job->args = *args;
++
++      ret = v3d_lookup_bos(dev, file_priv, clean_job,
++                           args->bo_handles, args->bo_handle_count);
++      if (ret)
++              goto fail;
++
++      ret = v3d_lock_bo_reservations(clean_job, &acquire_ctx);
++      if (ret)
++              goto fail;
++
++      mutex_lock(&v3d->sched_lock);
++      ret = v3d_push_job(v3d_priv, &job->base, V3D_CSD);
++      if (ret)
++              goto fail_unreserve;
++
++      ret = v3d_add_dep(clean_job, dma_fence_get(job->base.done_fence));
++      if (ret)
++              goto fail_unreserve;
++      ret = v3d_push_job(v3d_priv, clean_job, V3D_CACHE_CLEAN);
++      if (ret)
++              goto fail_unreserve;
++      mutex_unlock(&v3d->sched_lock);
++
++      v3d_attach_fences_and_unlock_reservation(file_priv,
++                                               clean_job,
++                                               &acquire_ctx,
++                                               args->out_sync,
++                                               clean_job->done_fence);
++
++      v3d_job_put(&job->base);
++      v3d_job_put(clean_job);
++
++      return 0;
++
++fail_unreserve:
++      mutex_unlock(&v3d->sched_lock);
++      v3d_unlock_bo_reservations(clean_job->bo, clean_job->bo_count,
++                                 &acquire_ctx);
++fail:
++      v3d_job_put(&job->base);
++      v3d_job_put(clean_job);
++
++      return ret;
++}
++
+ int
+ v3d_gem_init(struct drm_device *dev)
+ {
+@@ -816,6 +961,7 @@ v3d_gem_init(struct drm_device *dev)
+       mutex_init(&v3d->bo_lock);
+       mutex_init(&v3d->reset_lock);
+       mutex_init(&v3d->sched_lock);
++      mutex_init(&v3d->cache_clean_lock);
+       /* Note: We don't allocate address 0.  Various bits of HW
+        * treat 0 as special, such as the occlusion query counters
+--- a/drivers/gpu/drm/v3d/v3d_irq.c
++++ b/drivers/gpu/drm/v3d/v3d_irq.c
+@@ -4,9 +4,9 @@
+ /**
+  * DOC: Interrupt management for the V3D engine
+  *
+- * When we take a bin, render, or TFU done interrupt, we need to
+- * signal the fence for that job so that the scheduler can queue up
+- * the next one and unblock any waiters.
++ * When we take a bin, render, TFU done, or CSD done interrupt, we
++ * need to signal the fence for that job so that the scheduler can
++ * queue up the next one and unblock any waiters.
+  *
+  * When we take the binner out of memory interrupt, we need to
+  * allocate some new memory and pass it to the binner so that the
+@@ -20,6 +20,7 @@
+ #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM |        \
+                            V3D_INT_FLDONE |   \
+                            V3D_INT_FRDONE |   \
++                           V3D_INT_CSDDONE |  \
+                            V3D_INT_GMPV))
+ #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV |     \
+@@ -108,6 +109,15 @@ v3d_irq(int irq, void *arg)
+               dma_fence_signal(&fence->base);
+               status = IRQ_HANDLED;
+       }
++
++      if (intsts & V3D_INT_CSDDONE) {
++              struct v3d_fence *fence =
++                      to_v3d_fence(v3d->csd_job->base.irq_fence);
++
++              trace_v3d_csd_irq(&v3d->drm, fence->seqno);
++              dma_fence_signal(&fence->base);
++              status = IRQ_HANDLED;
++      }
+       /* We shouldn't be triggering these if we have GMP in
+        * always-allowed mode.
+--- a/drivers/gpu/drm/v3d/v3d_regs.h
++++ b/drivers/gpu/drm/v3d/v3d_regs.h
+@@ -238,8 +238,11 @@
+ #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. */
+ # define V3D_L2TCACTL_FLM_CLEAR                        1
++/* Writes out dirty cachelines and marks them clean, but doesn't invalidate. */
+ # define V3D_L2TCACTL_FLM_CLEAN                        2
+ # define V3D_L2TCACTL_FLM_MASK                         V3D_MASK(2, 1)
+ # define V3D_L2TCACTL_FLM_SHIFT                        1
+@@ -255,6 +258,8 @@
+ #define V3D_CTL_INT_MSK_CLR                            0x00064
+ # define V3D_INT_QPU_MASK                              V3D_MASK(27, 16)
+ # define V3D_INT_QPU_SHIFT                             16
++# define V3D_INT_CSDDONE                               BIT(7)
++# define V3D_INT_PCTR                                  BIT(6)
+ # define V3D_INT_GMPV                                  BIT(5)
+ # define V3D_INT_TRFB                                  BIT(4)
+ # define V3D_INT_SPILLUSE                              BIT(3)
+@@ -374,4 +379,72 @@
+ #define V3D_GMP_PRESERVE_LOAD                          0x00818
+ #define V3D_GMP_VALID_LINES                            0x00820
++#define V3D_CSD_STATUS                                 0x00900
++# define V3D_CSD_STATUS_NUM_COMPLETED_MASK             V3D_MASK(11, 4)
++# define V3D_CSD_STATUS_NUM_COMPLETED_SHIFT            4
++# define V3D_CSD_STATUS_NUM_ACTIVE_MASK                V3D_MASK(3, 2)
++# define V3D_CSD_STATUS_NUM_ACTIVE_SHIFT               2
++# define V3D_CSD_STATUS_HAVE_CURRENT_DISPATCH          BIT(1)
++# define V3D_CSD_STATUS_HAVE_QUEUED_DISPATCH           BIT(0)
++
++#define V3D_CSD_QUEUED_CFG0                            0x00904
++# 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_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_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_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
++# define V3D_CSD_QUEUED_CFG3_BATCHES_PER_SG_M1_MASK    V3D_MASK(19, 12)
++# define V3D_CSD_QUEUED_CFG3_BATCHES_PER_SG_M1_SHIFT   12
++# define V3D_CSD_QUEUED_CFG3_WGS_PER_SG_MASK           V3D_MASK(11, 8)
++# define V3D_CSD_QUEUED_CFG3_WGS_PER_SG_SHIFT          8
++# define V3D_CSD_QUEUED_CFG3_WG_SIZE_MASK              V3D_MASK(7, 0)
++# define V3D_CSD_QUEUED_CFG3_WG_SIZE_SHIFT             0
++
++/* Number of batches, minus 1 */
++#define V3D_CSD_QUEUED_CFG4                            0x00914
++
++/* Shader address, pnan, singleseg, threading, like a shader record. */
++#define V3D_CSD_QUEUED_CFG5                            0x00918
++
++/* Uniforms address (4 byte aligned) */
++#define V3D_CSD_QUEUED_CFG6                            0x0091c
++
++#define V3D_CSD_CURRENT_CFG0                          0x00920
++#define V3D_CSD_CURRENT_CFG1                          0x00924
++#define V3D_CSD_CURRENT_CFG2                          0x00928
++#define V3D_CSD_CURRENT_CFG3                          0x0092c
++#define V3D_CSD_CURRENT_CFG4                          0x00930
++#define V3D_CSD_CURRENT_CFG5                          0x00934
++#define V3D_CSD_CURRENT_CFG6                          0x00938
++
++#define V3D_CSD_CURRENT_ID0                            0x0093c
++# 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)
++# define V3D_CSD_CURRENT_ID0_WG_IN_SG_SHIFT            8
++# define V3D_CSD_CURRENT_ID0_L_IDX_MASK                V3D_MASK(7, 0)
++# define V3D_CSD_CURRENT_ID0_L_IDX_SHIFT               0
++
++#define V3D_CSD_CURRENT_ID1                            0x00940
++# 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)
++# define V3D_CSD_CURRENT_ID0_WG_Y_SHIFT                0
++
+ #endif /* V3D_REGS_H */
+--- a/drivers/gpu/drm/v3d/v3d_sched.c
++++ b/drivers/gpu/drm/v3d/v3d_sched.c
+@@ -48,6 +48,12 @@ to_tfu_job(struct drm_sched_job *sched_j
+       return container_of(sched_job, struct v3d_tfu_job, base.base);
+ }
++static struct v3d_csd_job *
++to_csd_job(struct drm_sched_job *sched_job)
++{
++      return container_of(sched_job, struct v3d_csd_job, base.base);
++}
++
+ static void
+ v3d_job_free(struct drm_sched_job *sched_job)
+ {
+@@ -205,6 +211,48 @@ v3d_tfu_job_run(struct drm_sched_job *sc
+       return fence;
+ }
++static struct dma_fence *
++v3d_csd_job_run(struct drm_sched_job *sched_job)
++{
++      struct v3d_csd_job *job = to_csd_job(sched_job);
++      struct v3d_dev *v3d = job->base.v3d;
++      struct drm_device *dev = &v3d->drm;
++      struct dma_fence *fence;
++      int i;
++
++      v3d->csd_job = job;
++
++      v3d_invalidate_caches(v3d);
++
++      fence = v3d_fence_create(v3d, V3D_CSD);
++      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_csd(dev, to_v3d_fence(fence)->seqno);
++
++      for (i = 1; i <= 6; i++)
++              V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0 + 4 * i, job->args.cfg[i]);
++      /* CFG0 write kicks off the job. */
++      V3D_CORE_WRITE(0, V3D_CSD_QUEUED_CFG0, job->args.cfg[0]);
++
++      return fence;
++}
++
++static struct dma_fence *
++v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
++{
++      struct v3d_job *job = to_v3d_job(sched_job);
++      struct v3d_dev *v3d = job->v3d;
++
++      v3d_clean_caches(v3d);
++
++      return NULL;
++}
++
+ static void
+ v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
+ {
+@@ -277,13 +325,31 @@ v3d_render_job_timedout(struct drm_sched
+ }
+ static void
+-v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
++v3d_generic_job_timedout(struct drm_sched_job *sched_job)
+ {
+       struct v3d_job *job = to_v3d_job(sched_job);
+       v3d_gpu_reset_for_timeout(job->v3d, sched_job);
+ }
++static void
++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);
++
++      /* If we've made progress, skip reset and let the timer get
++       * rearmed.
++       */
++      if (job->timedout_batches != batches) {
++              job->timedout_batches = batches;
++              return;
++      }
++
++      v3d_gpu_reset_for_timeout(v3d, sched_job);
++}
++
+ static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
+       .dependency = v3d_job_dependency,
+       .run_job = v3d_bin_job_run,
+@@ -301,10 +367,24 @@ static const struct drm_sched_backend_op
+ static const struct drm_sched_backend_ops v3d_tfu_sched_ops = {
+       .dependency = v3d_job_dependency,
+       .run_job = v3d_tfu_job_run,
+-      .timedout_job = v3d_tfu_job_timedout,
++      .timedout_job = v3d_generic_job_timedout,
+       .free_job = v3d_job_free,
+ };
++static const struct drm_sched_backend_ops v3d_csd_sched_ops = {
++      .dependency = v3d_job_dependency,
++      .run_job = v3d_csd_job_run,
++      .timedout_job = v3d_csd_job_timedout,
++      .free_job = v3d_job_free
++};
++
++static const struct drm_sched_backend_ops v3d_cache_clean_sched_ops = {
++      .dependency = v3d_job_dependency,
++      .run_job = v3d_cache_clean_job_run,
++      .timedout_job = v3d_generic_job_timedout,
++      .free_job = v3d_job_free
++};
++
+ int
+ v3d_sched_init(struct v3d_dev *v3d)
+ {
+@@ -331,7 +411,7 @@ v3d_sched_init(struct v3d_dev *v3d)
+       if (ret) {
+               dev_err(v3d->dev, "Failed to create render scheduler: %d.",
+                       ret);
+-              drm_sched_fini(&v3d->queue[V3D_BIN].sched);
++              v3d_sched_fini(v3d);
+               return ret;
+       }
+@@ -343,11 +423,36 @@ v3d_sched_init(struct v3d_dev *v3d)
+       if (ret) {
+               dev_err(v3d->dev, "Failed to create TFU scheduler: %d.",
+                       ret);
+-              drm_sched_fini(&v3d->queue[V3D_RENDER].sched);
+-              drm_sched_fini(&v3d->queue[V3D_BIN].sched);
++              v3d_sched_fini(v3d);
+               return ret;
+       }
++      if (v3d_has_csd(v3d)) {
++              ret = drm_sched_init(&v3d->queue[V3D_CSD].sched,
++                                   &v3d_csd_sched_ops,
++                                   hw_jobs_limit, job_hang_limit,
++                                   msecs_to_jiffies(hang_limit_ms),
++                                   "v3d_csd");
++              if (ret) {
++                      dev_err(v3d->dev, "Failed to create CSD scheduler: %d.",
++                              ret);
++                      v3d_sched_fini(v3d);
++                      return ret;
++              }
++
++              ret = drm_sched_init(&v3d->queue[V3D_CACHE_CLEAN].sched,
++                                   &v3d_cache_clean_sched_ops,
++                                   hw_jobs_limit, job_hang_limit,
++                                   msecs_to_jiffies(hang_limit_ms),
++                                   "v3d_cache_clean");
++              if (ret) {
++                      dev_err(v3d->dev, "Failed to create CACHE_CLEAN scheduler: %d.",
++                              ret);
++                      v3d_sched_fini(v3d);
++                      return ret;
++              }
++      }
++
+       return 0;
+ }
+@@ -356,6 +461,8 @@ v3d_sched_fini(struct v3d_dev *v3d)
+ {
+       enum v3d_queue q;
+-      for (q = 0; q < V3D_MAX_QUEUES; q++)
+-              drm_sched_fini(&v3d->queue[q].sched);
++      for (q = 0; q < V3D_MAX_QUEUES; q++) {
++              if (v3d->queue[q].sched.ops)
++                      drm_sched_fini(&v3d->queue[q].sched);
++      }
+ }
+--- a/drivers/gpu/drm/v3d/v3d_trace.h
++++ b/drivers/gpu/drm/v3d/v3d_trace.h
+@@ -124,6 +124,26 @@ TRACE_EVENT(v3d_tfu_irq,
+                     __entry->seqno)
+ );
++TRACE_EVENT(v3d_csd_irq,
++          TP_PROTO(struct drm_device *dev,
++                   uint64_t seqno),
++          TP_ARGS(dev, seqno),
++
++          TP_STRUCT__entry(
++                           __field(u32, dev)
++                           __field(u64, seqno)
++                           ),
++
++          TP_fast_assign(
++                         __entry->dev = dev->primary->index;
++                         __entry->seqno = seqno;
++                         ),
++
++          TP_printk("dev=%u, seqno=%llu",
++                    __entry->dev,
++                    __entry->seqno)
++);
++
+ TRACE_EVENT(v3d_submit_tfu_ioctl,
+           TP_PROTO(struct drm_device *dev, u32 iia),
+           TP_ARGS(dev, iia),
+@@ -163,6 +183,80 @@ TRACE_EVENT(v3d_submit_tfu,
+                     __entry->seqno)
+ );
++TRACE_EVENT(v3d_submit_csd_ioctl,
++          TP_PROTO(struct drm_device *dev, u32 cfg5, u32 cfg6),
++          TP_ARGS(dev, cfg5, cfg6),
++
++          TP_STRUCT__entry(
++                           __field(u32, dev)
++                           __field(u32, cfg5)
++                           __field(u32, cfg6)
++                           ),
++
++          TP_fast_assign(
++                         __entry->dev = dev->primary->index;
++                         __entry->cfg5 = cfg5;
++                         __entry->cfg6 = cfg6;
++                         ),
++
++          TP_printk("dev=%u, CFG5 0x%08x, CFG6 0x%08x",
++                    __entry->dev,
++                    __entry->cfg5,
++                    __entry->cfg6)
++);
++
++TRACE_EVENT(v3d_submit_csd,
++          TP_PROTO(struct drm_device *dev,
++                   uint64_t seqno),
++          TP_ARGS(dev, seqno),
++
++          TP_STRUCT__entry(
++                           __field(u32, dev)
++                           __field(u64, seqno)
++                           ),
++
++          TP_fast_assign(
++                         __entry->dev = dev->primary->index;
++                         __entry->seqno = seqno;
++                         ),
++
++          TP_printk("dev=%u, seqno=%llu",
++                    __entry->dev,
++                    __entry->seqno)
++);
++
++TRACE_EVENT(v3d_cache_clean_begin,
++          TP_PROTO(struct drm_device *dev),
++          TP_ARGS(dev),
++
++          TP_STRUCT__entry(
++                           __field(u32, dev)
++                           ),
++
++          TP_fast_assign(
++                         __entry->dev = dev->primary->index;
++                         ),
++
++          TP_printk("dev=%u",
++                    __entry->dev)
++);
++
++TRACE_EVENT(v3d_cache_clean_end,
++          TP_PROTO(struct drm_device *dev),
++          TP_ARGS(dev),
++
++          TP_STRUCT__entry(
++                           __field(u32, dev)
++                           ),
++
++          TP_fast_assign(
++                         __entry->dev = dev->primary->index;
++                         ),
++
++          TP_printk("dev=%u",
++                    __entry->dev)
++);
++
+ TRACE_EVENT(v3d_reset_begin,
+           TP_PROTO(struct drm_device *dev),
+           TP_ARGS(dev),
+--- a/include/uapi/drm/v3d_drm.h
++++ b/include/uapi/drm/v3d_drm.h
+@@ -37,6 +37,7 @@ extern "C" {
+ #define DRM_V3D_GET_PARAM                         0x04
+ #define DRM_V3D_GET_BO_OFFSET                     0x05
+ #define DRM_V3D_SUBMIT_TFU                        0x06
++#define DRM_V3D_SUBMIT_CSD                        0x07
+ #define DRM_IOCTL_V3D_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
+ #define DRM_IOCTL_V3D_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
+@@ -45,6 +46,7 @@ extern "C" {
+ #define DRM_IOCTL_V3D_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
+ #define DRM_IOCTL_V3D_GET_BO_OFFSET       DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
+ #define DRM_IOCTL_V3D_SUBMIT_TFU          DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu)
++#define DRM_IOCTL_V3D_SUBMIT_CSD          DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd)
+ /**
+  * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
+@@ -172,6 +174,7 @@ enum drm_v3d_param {
+       DRM_V3D_PARAM_V3D_CORE0_IDENT1,
+       DRM_V3D_PARAM_V3D_CORE0_IDENT2,
+       DRM_V3D_PARAM_SUPPORTS_TFU,
++      DRM_V3D_PARAM_SUPPORTS_CSD,
+ };
+ struct drm_v3d_get_param {
+@@ -212,6 +215,31 @@ struct drm_v3d_submit_tfu {
+       __u32 out_sync;
+ };
++/* Submits a compute shader for dispatch.  This job will block on any
++ * previous compute shaders submitted on this fd, and any other
++ * synchronization must be performed with in_sync/out_sync.
++ */
++struct drm_v3d_submit_csd {
++      __u32 cfg[7];
++      __u32 coef[4];
++
++      /* Pointer to a u32 array of the BOs that are referenced by the job.
++       */
++      __u64 bo_handles;
++
++      /* Number of BO handles passed in (size is that times 4). */
++      __u32 bo_handle_count;
++
++      /* sync object to block on before running the CSD job.  Each
++       * CSD job will execute in the order submitted to its FD.
++       * Synchronization against rendering/TFU jobs or CSD from
++       * other fds requires using sync objects.
++       */
++      __u32 in_sync;
++      /* Sync object to signal when the CSD job is done. */
++      __u32 out_sync;
++};
++
+ #if defined(__cplusplus)
+ }
+ #endif