/* 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.