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drm/v3d: Fix miscellaneous documentation errors
Commit 4ee06e3 upstream. This commit fixes several miscellaneous documentation errors. Mostly, delete/update comments that are outdated or are leftovers from past code changes. Apart from that, remove double-spaces in several comments. Signed-off-by: Maíra Canal <[email protected]> Acked-by: Iago Toral Quiroga <[email protected]> Link: https://patchwork.freedesktop.org/patch/msgid/[email protected]
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drivers/gpu/drm/v3d/v3d_bo.c

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@@ -13,10 +13,6 @@
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* Display engines requiring physically contiguous allocations should
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* look into Mesa's "renderonly" support (as used by the Mesa pl111
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* driver) for an example of how to integrate with V3D.
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*
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* Long term, we should support evicting pages from the MMU when under
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* memory pressure (thus the v3d_bo_get_pages() refcounting), but
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* that's not a high priority since our systems tend to not have swap.
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*/
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#include <linux/dma-buf.h>

drivers/gpu/drm/v3d/v3d_mmu.c

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@@ -4,7 +4,7 @@
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/**
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* DOC: Broadcom V3D MMU
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*
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* The V3D 3.x hardware (compared to VC4) now includes an MMU. It has
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* The V3D 3.x hardware (compared to VC4) now includes an MMU. It has
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* a single level of page tables for the V3D's 4GB address space to
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* map to AXI bus addresses, thus it could need up to 4MB of
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* physically contiguous memory to store the PTEs.
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*
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* To protect clients from each other, we should use the GMP to
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* quickly mask out (at 128kb granularity) what pages are available to
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* each client. This is not yet implemented.
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* each client. This is not yet implemented.
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*/
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#include "v3d_drv.h"
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#include "v3d_regs.h"
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/* Note: All PTEs for the 1MB superpage must be filled with the
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* superpage bit set.
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/* Note: All PTEs for the 64KB bigpage or 1MB superpage must be filled
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* with the bigpage/superpage bit set.
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*/
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#define V3D_PTE_SUPERPAGE BIT(31)
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#define V3D_PTE_BIGPAGE BIT(30)

drivers/gpu/drm/v3d/v3d_performance_counters.h

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@@ -2,11 +2,12 @@
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/*
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* Copyright (C) 2024 Raspberry Pi
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*/
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#ifndef V3D_PERFORMANCE_COUNTERS_H
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#define V3D_PERFORMANCE_COUNTERS_H
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/* Holds a description of a given performance counter. The index of performance
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* counter is given by the array on v3d_performance_counter.h
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/* Holds a description of a given performance counter. The index of
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* performance counter is given by the array on `v3d_performance_counter.c`.
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*/
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struct v3d_perf_counter_desc {
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/* Category of the counter */
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};
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struct v3d_perfmon_info {
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/*
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* Different revisions of V3D have different total number of
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/* Different revisions of V3D have different total number of
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* performance counters.
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*/
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unsigned int max_counters;
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/*
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* Array of counters valid for the platform.
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*/
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/* Array of counters valid for the platform. */
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const struct v3d_perf_counter_desc *counters;
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};
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drivers/gpu/drm/v3d/v3d_sched.c

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@@ -5,16 +5,16 @@
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* DOC: Broadcom V3D scheduling
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*
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* The shared DRM GPU scheduler is used to coordinate submitting jobs
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* to the hardware. Each DRM fd (roughly a client process) gets its
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* own scheduler entity, which will process jobs in order. The GPU
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* scheduler will round-robin between clients to submit the next job.
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* to the hardware. Each DRM fd (roughly a client process) gets its
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* own scheduler entity, which will process jobs in order. The GPU
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* scheduler will schedule the clients with a FIFO scheduling algorithm.
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*
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* For simplicity, and in order to keep latency low for interactive
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* jobs when bulk background jobs are queued up, we submit a new job
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* to the HW only when it has completed the last one, instead of
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* filling up the CT[01]Q FIFOs with jobs. Similarly, we use
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* drm_sched_job_add_dependency() to manage the dependency between bin and
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* render, instead of having the clients submit jobs using the HW's
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* filling up the CT[01]Q FIFOs with jobs. Similarly, we use
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* `drm_sched_job_add_dependency()` to manage the dependency between bin
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* and render, instead of having the clients submit jobs using the HW's
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* semaphores to interlock between them.
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*/
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drivers/gpu/drm/v3d/v3d_submit.c

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@@ -52,10 +52,11 @@ v3d_clock_up_put(struct v3d_dev *v3d)
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}
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/* Takes the reservation lock on all the BOs being referenced, so that
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* at queue submit time we can update the reservations.
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* we can attach fences and update the reservations after pushing the job
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* to the queue.
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*
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* We don't lock the RCL the tile alloc/state BOs, or overflow memory
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* (all of which are on exec->unref_list). They're entirely private
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* (all of which are on render->unref_list). They're entirely private
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* to v3d, so we don't attach dma-buf fences to them.
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*/
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static int
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* @bo_count: Number of GEM handles passed in
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*
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* The command validator needs to reference BOs by their index within
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* the submitted job's BO list. This does the validation of the job's
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* the submitted job's BO list. This does the validation of the job's
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* BO list and reference counting for the lifetime of the job.
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*
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* Note that this function doesn't need to unreference the BOs on
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* failure, because that will happen at v3d_exec_cleanup() time.
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* failure, because that will happen at `v3d_job_free()`.
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*/
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static int
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v3d_lookup_bos(struct drm_device *dev,

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