2021-07-26 22:46:48 +08:00
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// SPDX-License-Identifier: GPL-2.0-only
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/*
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* Copyright (C) 2013 Red Hat
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* Author: Rob Clark <robdclark@gmail.com>
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*/
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#include "msm_gpu.h"
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#include "msm_gpu_trace.h"
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#include <linux/devfreq.h>
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#include <linux/devfreq_cooling.h>
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2022-04-16 08:33:14 +08:00
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#include <linux/math64.h>
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2021-11-21 04:01:03 +08:00
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#include <linux/units.h>
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2021-07-26 22:46:48 +08:00
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/*
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* Power Management:
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*/
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static int msm_devfreq_target(struct device *dev, unsigned long *freq,
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u32 flags)
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{
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struct msm_gpu *gpu = dev_to_gpu(dev);
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2022-06-11 03:47:31 +08:00
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struct msm_gpu_devfreq *df = &gpu->devfreq;
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2021-07-26 22:46:48 +08:00
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struct dev_pm_opp *opp;
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2021-11-06 04:20:21 +08:00
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/*
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* Note that devfreq_recommended_opp() can modify the freq
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* to something that actually is in the opp table:
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*/
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2021-07-26 22:46:48 +08:00
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opp = devfreq_recommended_opp(dev, freq, flags);
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if (IS_ERR(opp))
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return PTR_ERR(opp);
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trace_msm_gpu_freq_change(dev_pm_opp_get_freq(opp));
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2022-06-11 03:47:31 +08:00
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if (gpu->funcs->gpu_set_freq) {
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mutex_lock(&df->lock);
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gpu->funcs->gpu_set_freq(gpu, opp, df->suspended);
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mutex_unlock(&df->lock);
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} else {
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2021-07-26 22:46:48 +08:00
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clk_set_rate(gpu->core_clk, *freq);
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2022-06-11 03:47:31 +08:00
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}
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2021-07-26 22:46:48 +08:00
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dev_pm_opp_put(opp);
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return 0;
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}
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2021-07-26 22:46:49 +08:00
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static unsigned long get_freq(struct msm_gpu *gpu)
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{
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if (gpu->funcs->gpu_get_freq)
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return gpu->funcs->gpu_get_freq(gpu);
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return clk_get_rate(gpu->core_clk);
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}
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2022-04-16 08:33:13 +08:00
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static void get_raw_dev_status(struct msm_gpu *gpu,
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2021-07-26 22:46:48 +08:00
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struct devfreq_dev_status *status)
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{
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2022-04-16 08:33:13 +08:00
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struct msm_gpu_devfreq *df = &gpu->devfreq;
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u64 busy_cycles, busy_time;
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unsigned long sample_rate;
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2021-07-26 22:46:48 +08:00
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ktime_t time;
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2022-06-11 03:47:31 +08:00
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mutex_lock(&df->lock);
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2021-07-26 22:46:49 +08:00
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status->current_frequency = get_freq(gpu);
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2021-07-26 22:46:48 +08:00
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time = ktime_get();
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2022-04-16 08:33:13 +08:00
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status->total_time = ktime_us_delta(time, df->time);
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2022-06-11 03:47:31 +08:00
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df->time = time;
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2022-04-16 08:33:13 +08:00
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2022-06-11 03:47:31 +08:00
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if (df->suspended) {
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mutex_unlock(&df->lock);
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status->busy_time = 0;
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return;
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}
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busy_cycles = gpu->funcs->gpu_busy(gpu, &sample_rate);
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busy_time = busy_cycles - df->busy_cycles;
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2022-04-16 08:33:13 +08:00
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df->busy_cycles = busy_cycles;
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2022-06-11 03:47:31 +08:00
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mutex_unlock(&df->lock);
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2022-04-16 08:33:13 +08:00
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busy_time *= USEC_PER_SEC;
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2022-04-26 21:21:26 +08:00
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busy_time = div64_ul(busy_time, sample_rate);
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2022-04-16 08:33:13 +08:00
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if (WARN_ON(busy_time > ~0LU))
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busy_time = ~0LU;
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status->busy_time = busy_time;
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}
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2022-04-16 08:33:14 +08:00
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static void update_average_dev_status(struct msm_gpu *gpu,
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const struct devfreq_dev_status *raw)
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{
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struct msm_gpu_devfreq *df = &gpu->devfreq;
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const u32 polling_ms = df->devfreq->profile->polling_ms;
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const u32 max_history_ms = polling_ms * 11 / 10;
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struct devfreq_dev_status *avg = &df->average_status;
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u64 avg_freq;
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/* simple_ondemand governor interacts poorly with gpu->clamp_to_idle.
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* When we enforce the constraint on idle, it calls get_dev_status
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* which would normally reset the stats. When we remove the
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* constraint on active, it calls get_dev_status again where busy_time
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* would be 0.
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*
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* To remedy this, we always return the average load over the past
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* polling_ms.
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*/
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/* raw is longer than polling_ms or avg has no history */
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if (div_u64(raw->total_time, USEC_PER_MSEC) >= polling_ms ||
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!avg->total_time) {
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*avg = *raw;
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return;
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}
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/* Truncate the oldest history first.
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*
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* Because we keep the history with a single devfreq_dev_status,
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* rather than a list of devfreq_dev_status, we have to assume freq
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* and load are the same over avg->total_time. We can scale down
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* avg->busy_time and avg->total_time by the same factor to drop
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* history.
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*/
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if (div_u64(avg->total_time + raw->total_time, USEC_PER_MSEC) >=
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max_history_ms) {
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const u32 new_total_time = polling_ms * USEC_PER_MSEC -
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raw->total_time;
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avg->busy_time = div_u64(
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mul_u32_u32(avg->busy_time, new_total_time),
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avg->total_time);
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avg->total_time = new_total_time;
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}
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/* compute the average freq over avg->total_time + raw->total_time */
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avg_freq = mul_u32_u32(avg->current_frequency, avg->total_time);
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avg_freq += mul_u32_u32(raw->current_frequency, raw->total_time);
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do_div(avg_freq, avg->total_time + raw->total_time);
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avg->current_frequency = avg_freq;
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avg->busy_time += raw->busy_time;
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avg->total_time += raw->total_time;
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}
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2022-04-16 08:33:13 +08:00
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static int msm_devfreq_get_dev_status(struct device *dev,
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struct devfreq_dev_status *status)
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{
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struct msm_gpu *gpu = dev_to_gpu(dev);
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2022-04-16 08:33:14 +08:00
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struct devfreq_dev_status raw;
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2022-04-16 08:33:13 +08:00
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2022-04-16 08:33:14 +08:00
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get_raw_dev_status(gpu, &raw);
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update_average_dev_status(gpu, &raw);
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*status = gpu->devfreq.average_status;
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2021-07-26 22:46:48 +08:00
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return 0;
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}
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static int msm_devfreq_get_cur_freq(struct device *dev, unsigned long *freq)
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{
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2021-07-26 22:46:49 +08:00
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*freq = get_freq(dev_to_gpu(dev));
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2021-07-26 22:46:48 +08:00
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return 0;
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}
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static struct devfreq_dev_profile msm_devfreq_profile = {
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drm/msm: Devfreq tuning
This adds a few things to try and make frequency scaling better match
the workload:
1) Longer polling interval to avoid whip-lashing between too-high and
too-low frequencies in certain workloads, like mobile games which
throttle themselves to 30fps.
Previously our polling interval was short enough to let things
ramp down to minimum freq in the "off" frame, but long enough to
not react quickly enough when rendering started on the next frame,
leading to uneven frame times. (Ie. rather than a consistent 33ms
it would alternate between 16/33/48ms.)
2) Awareness of when the GPU is active vs idle. Since we know when
the GPU is active vs idle, we can clamp the frequency down to the
minimum while it is idle. (If it is idle for long enough, then
the autosuspend delay will eventually kick in and power down the
GPU.)
Since devfreq has no knowledge of powered-but-idle, this takes a
small bit of trickery to maintain a "fake" frequency while idle.
This, combined with the longer polling period allows devfreq to
arrive at a reasonable "active" frequency, while still clamping
to minimum freq when idle to reduce power draw.
3) Boost. Because simple_ondemand needs to see a certain threshold
of busyness to ramp up, we could end up needing multiple polling
cycles before it reacts appropriately on interactive workloads
(ex. scrolling a web page after reading for some time), on top
of the already lengthened polling interval, when we see a idle
to active transition after a period of idle time we boost the
frequency that we return to.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Link: https://lore.kernel.org/r/20210726144653.2180096-4-robdclark@gmail.com
Signed-off-by: Rob Clark <robdclark@chromium.org>
2021-07-26 22:46:50 +08:00
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.timer = DEVFREQ_TIMER_DELAYED,
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.polling_ms = 50,
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2021-07-26 22:46:48 +08:00
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.target = msm_devfreq_target,
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.get_dev_status = msm_devfreq_get_dev_status,
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.get_cur_freq = msm_devfreq_get_cur_freq,
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};
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2021-11-21 04:01:03 +08:00
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static void msm_devfreq_boost_work(struct kthread_work *work);
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2021-09-28 07:04:54 +08:00
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static void msm_devfreq_idle_work(struct kthread_work *work);
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2022-03-09 02:48:44 +08:00
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static bool has_devfreq(struct msm_gpu *gpu)
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{
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struct msm_gpu_devfreq *df = &gpu->devfreq;
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return !!df->devfreq;
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}
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2021-07-26 22:46:48 +08:00
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void msm_devfreq_init(struct msm_gpu *gpu)
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{
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2021-09-28 07:04:54 +08:00
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struct msm_gpu_devfreq *df = &gpu->devfreq;
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2021-07-26 22:46:48 +08:00
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/* We need target support to do devfreq */
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if (!gpu->funcs->gpu_busy)
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return;
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2022-06-11 03:47:31 +08:00
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mutex_init(&df->lock);
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2021-11-21 04:01:03 +08:00
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dev_pm_qos_add_request(&gpu->pdev->dev, &df->idle_freq,
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DEV_PM_QOS_MAX_FREQUENCY,
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PM_QOS_MAX_FREQUENCY_DEFAULT_VALUE);
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dev_pm_qos_add_request(&gpu->pdev->dev, &df->boost_freq,
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DEV_PM_QOS_MIN_FREQUENCY, 0);
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2021-07-26 22:46:48 +08:00
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msm_devfreq_profile.initial_freq = gpu->fast_rate;
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/*
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* Don't set the freq_table or max_state and let devfreq build the table
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* from OPP
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* After a deferred probe, these may have be left to non-zero values,
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* so set them back to zero before creating the devfreq device
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*/
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msm_devfreq_profile.freq_table = NULL;
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msm_devfreq_profile.max_state = 0;
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2021-09-28 07:04:54 +08:00
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df->devfreq = devm_devfreq_add_device(&gpu->pdev->dev,
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2021-07-26 22:46:48 +08:00
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&msm_devfreq_profile, DEVFREQ_GOV_SIMPLE_ONDEMAND,
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NULL);
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2021-09-28 07:04:54 +08:00
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if (IS_ERR(df->devfreq)) {
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2021-07-26 22:46:48 +08:00
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DRM_DEV_ERROR(&gpu->pdev->dev, "Couldn't initialize GPU devfreq\n");
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2022-07-09 00:26:32 +08:00
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dev_pm_qos_remove_request(&df->idle_freq);
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dev_pm_qos_remove_request(&df->boost_freq);
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2021-09-28 07:04:54 +08:00
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df->devfreq = NULL;
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2021-07-26 22:46:48 +08:00
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return;
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}
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2021-09-28 07:04:54 +08:00
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devfreq_suspend_device(df->devfreq);
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2021-07-26 22:46:48 +08:00
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2021-09-28 07:04:54 +08:00
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gpu->cooling = of_devfreq_cooling_register(gpu->pdev->dev.of_node, df->devfreq);
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2021-07-26 22:46:48 +08:00
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if (IS_ERR(gpu->cooling)) {
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DRM_DEV_ERROR(&gpu->pdev->dev,
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"Couldn't register GPU cooling device\n");
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gpu->cooling = NULL;
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}
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2021-09-28 07:04:54 +08:00
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2021-11-21 04:01:03 +08:00
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msm_hrtimer_work_init(&df->boost_work, gpu->worker, msm_devfreq_boost_work,
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CLOCK_MONOTONIC, HRTIMER_MODE_REL);
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2021-09-28 07:04:54 +08:00
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msm_hrtimer_work_init(&df->idle_work, gpu->worker, msm_devfreq_idle_work,
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CLOCK_MONOTONIC, HRTIMER_MODE_REL);
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2021-07-26 22:46:48 +08:00
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}
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2022-01-09 02:09:11 +08:00
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static void cancel_idle_work(struct msm_gpu_devfreq *df)
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{
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hrtimer_cancel(&df->idle_work.timer);
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kthread_cancel_work_sync(&df->idle_work.work);
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}
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static void cancel_boost_work(struct msm_gpu_devfreq *df)
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{
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hrtimer_cancel(&df->boost_work.timer);
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kthread_cancel_work_sync(&df->boost_work.work);
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}
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2021-07-26 22:46:48 +08:00
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void msm_devfreq_cleanup(struct msm_gpu *gpu)
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{
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2021-11-21 04:01:03 +08:00
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struct msm_gpu_devfreq *df = &gpu->devfreq;
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2022-03-09 02:48:44 +08:00
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if (!has_devfreq(gpu))
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return;
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2021-07-26 22:46:48 +08:00
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devfreq_cooling_unregister(gpu->cooling);
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2021-11-21 04:01:03 +08:00
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dev_pm_qos_remove_request(&df->boost_freq);
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dev_pm_qos_remove_request(&df->idle_freq);
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2021-07-26 22:46:48 +08:00
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}
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void msm_devfreq_resume(struct msm_gpu *gpu)
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{
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2022-03-09 02:48:44 +08:00
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struct msm_gpu_devfreq *df = &gpu->devfreq;
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2022-06-11 03:47:31 +08:00
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unsigned long sample_rate;
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2021-07-26 22:46:48 +08:00
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2022-03-09 02:48:44 +08:00
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if (!has_devfreq(gpu))
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return;
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2022-06-11 03:47:31 +08:00
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mutex_lock(&df->lock);
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df->busy_cycles = gpu->funcs->gpu_busy(gpu, &sample_rate);
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2022-03-09 02:48:44 +08:00
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df->time = ktime_get();
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2022-06-11 03:47:31 +08:00
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df->suspended = false;
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mutex_unlock(&df->lock);
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2022-03-09 02:48:44 +08:00
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devfreq_resume_device(df->devfreq);
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2021-07-26 22:46:48 +08:00
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}
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void msm_devfreq_suspend(struct msm_gpu *gpu)
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{
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2022-01-09 02:09:11 +08:00
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struct msm_gpu_devfreq *df = &gpu->devfreq;
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|
2022-03-09 02:48:44 +08:00
|
|
|
if (!has_devfreq(gpu))
|
|
|
|
return;
|
|
|
|
|
2022-06-11 03:47:31 +08:00
|
|
|
mutex_lock(&df->lock);
|
|
|
|
df->suspended = true;
|
|
|
|
mutex_unlock(&df->lock);
|
|
|
|
|
2022-01-09 02:09:11 +08:00
|
|
|
devfreq_suspend_device(df->devfreq);
|
|
|
|
|
|
|
|
cancel_idle_work(df);
|
|
|
|
cancel_boost_work(df);
|
2021-07-26 22:46:48 +08:00
|
|
|
}
|
drm/msm: Devfreq tuning
This adds a few things to try and make frequency scaling better match
the workload:
1) Longer polling interval to avoid whip-lashing between too-high and
too-low frequencies in certain workloads, like mobile games which
throttle themselves to 30fps.
Previously our polling interval was short enough to let things
ramp down to minimum freq in the "off" frame, but long enough to
not react quickly enough when rendering started on the next frame,
leading to uneven frame times. (Ie. rather than a consistent 33ms
it would alternate between 16/33/48ms.)
2) Awareness of when the GPU is active vs idle. Since we know when
the GPU is active vs idle, we can clamp the frequency down to the
minimum while it is idle. (If it is idle for long enough, then
the autosuspend delay will eventually kick in and power down the
GPU.)
Since devfreq has no knowledge of powered-but-idle, this takes a
small bit of trickery to maintain a "fake" frequency while idle.
This, combined with the longer polling period allows devfreq to
arrive at a reasonable "active" frequency, while still clamping
to minimum freq when idle to reduce power draw.
3) Boost. Because simple_ondemand needs to see a certain threshold
of busyness to ramp up, we could end up needing multiple polling
cycles before it reacts appropriately on interactive workloads
(ex. scrolling a web page after reading for some time), on top
of the already lengthened polling interval, when we see a idle
to active transition after a period of idle time we boost the
frequency that we return to.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Link: https://lore.kernel.org/r/20210726144653.2180096-4-robdclark@gmail.com
Signed-off-by: Rob Clark <robdclark@chromium.org>
2021-07-26 22:46:50 +08:00
|
|
|
|
2021-11-21 04:01:03 +08:00
|
|
|
static void msm_devfreq_boost_work(struct kthread_work *work)
|
|
|
|
{
|
|
|
|
struct msm_gpu_devfreq *df = container_of(work,
|
|
|
|
struct msm_gpu_devfreq, boost_work.work);
|
|
|
|
|
|
|
|
dev_pm_qos_update_request(&df->boost_freq, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void msm_devfreq_boost(struct msm_gpu *gpu, unsigned factor)
|
|
|
|
{
|
|
|
|
struct msm_gpu_devfreq *df = &gpu->devfreq;
|
|
|
|
uint64_t freq;
|
|
|
|
|
2022-03-09 02:48:44 +08:00
|
|
|
if (!has_devfreq(gpu))
|
|
|
|
return;
|
|
|
|
|
2021-11-21 04:01:03 +08:00
|
|
|
freq = get_freq(gpu);
|
|
|
|
freq *= factor;
|
|
|
|
|
|
|
|
/*
|
|
|
|
* A nice little trap is that PM QoS operates in terms of KHz,
|
|
|
|
* while devfreq operates in terms of Hz:
|
|
|
|
*/
|
|
|
|
do_div(freq, HZ_PER_KHZ);
|
|
|
|
|
|
|
|
dev_pm_qos_update_request(&df->boost_freq, freq);
|
|
|
|
|
|
|
|
msm_hrtimer_queue_work(&df->boost_work,
|
|
|
|
ms_to_ktime(msm_devfreq_profile.polling_ms),
|
|
|
|
HRTIMER_MODE_REL);
|
|
|
|
}
|
|
|
|
|
drm/msm: Devfreq tuning
This adds a few things to try and make frequency scaling better match
the workload:
1) Longer polling interval to avoid whip-lashing between too-high and
too-low frequencies in certain workloads, like mobile games which
throttle themselves to 30fps.
Previously our polling interval was short enough to let things
ramp down to minimum freq in the "off" frame, but long enough to
not react quickly enough when rendering started on the next frame,
leading to uneven frame times. (Ie. rather than a consistent 33ms
it would alternate between 16/33/48ms.)
2) Awareness of when the GPU is active vs idle. Since we know when
the GPU is active vs idle, we can clamp the frequency down to the
minimum while it is idle. (If it is idle for long enough, then
the autosuspend delay will eventually kick in and power down the
GPU.)
Since devfreq has no knowledge of powered-but-idle, this takes a
small bit of trickery to maintain a "fake" frequency while idle.
This, combined with the longer polling period allows devfreq to
arrive at a reasonable "active" frequency, while still clamping
to minimum freq when idle to reduce power draw.
3) Boost. Because simple_ondemand needs to see a certain threshold
of busyness to ramp up, we could end up needing multiple polling
cycles before it reacts appropriately on interactive workloads
(ex. scrolling a web page after reading for some time), on top
of the already lengthened polling interval, when we see a idle
to active transition after a period of idle time we boost the
frequency that we return to.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Link: https://lore.kernel.org/r/20210726144653.2180096-4-robdclark@gmail.com
Signed-off-by: Rob Clark <robdclark@chromium.org>
2021-07-26 22:46:50 +08:00
|
|
|
void msm_devfreq_active(struct msm_gpu *gpu)
|
|
|
|
{
|
|
|
|
struct msm_gpu_devfreq *df = &gpu->devfreq;
|
|
|
|
unsigned int idle_time;
|
|
|
|
|
2022-03-09 02:48:44 +08:00
|
|
|
if (!has_devfreq(gpu))
|
2021-09-14 00:45:56 +08:00
|
|
|
return;
|
|
|
|
|
2021-09-28 07:04:54 +08:00
|
|
|
/*
|
|
|
|
* Cancel any pending transition to idle frequency:
|
|
|
|
*/
|
2022-01-09 02:09:11 +08:00
|
|
|
cancel_idle_work(df);
|
2021-09-28 07:04:54 +08:00
|
|
|
|
drm/msm: Devfreq tuning
This adds a few things to try and make frequency scaling better match
the workload:
1) Longer polling interval to avoid whip-lashing between too-high and
too-low frequencies in certain workloads, like mobile games which
throttle themselves to 30fps.
Previously our polling interval was short enough to let things
ramp down to minimum freq in the "off" frame, but long enough to
not react quickly enough when rendering started on the next frame,
leading to uneven frame times. (Ie. rather than a consistent 33ms
it would alternate between 16/33/48ms.)
2) Awareness of when the GPU is active vs idle. Since we know when
the GPU is active vs idle, we can clamp the frequency down to the
minimum while it is idle. (If it is idle for long enough, then
the autosuspend delay will eventually kick in and power down the
GPU.)
Since devfreq has no knowledge of powered-but-idle, this takes a
small bit of trickery to maintain a "fake" frequency while idle.
This, combined with the longer polling period allows devfreq to
arrive at a reasonable "active" frequency, while still clamping
to minimum freq when idle to reduce power draw.
3) Boost. Because simple_ondemand needs to see a certain threshold
of busyness to ramp up, we could end up needing multiple polling
cycles before it reacts appropriately on interactive workloads
(ex. scrolling a web page after reading for some time), on top
of the already lengthened polling interval, when we see a idle
to active transition after a period of idle time we boost the
frequency that we return to.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Link: https://lore.kernel.org/r/20210726144653.2180096-4-robdclark@gmail.com
Signed-off-by: Rob Clark <robdclark@chromium.org>
2021-07-26 22:46:50 +08:00
|
|
|
idle_time = ktime_to_ms(ktime_sub(ktime_get(), df->idle_time));
|
|
|
|
|
|
|
|
/*
|
|
|
|
* If we've been idle for a significant fraction of a polling
|
|
|
|
* interval, then we won't meet the threshold of busyness for
|
|
|
|
* the governor to ramp up the freq.. so give some boost
|
|
|
|
*/
|
2021-11-18 18:20:29 +08:00
|
|
|
if (idle_time > msm_devfreq_profile.polling_ms) {
|
2021-11-21 04:01:03 +08:00
|
|
|
msm_devfreq_boost(gpu, 2);
|
drm/msm: Devfreq tuning
This adds a few things to try and make frequency scaling better match
the workload:
1) Longer polling interval to avoid whip-lashing between too-high and
too-low frequencies in certain workloads, like mobile games which
throttle themselves to 30fps.
Previously our polling interval was short enough to let things
ramp down to minimum freq in the "off" frame, but long enough to
not react quickly enough when rendering started on the next frame,
leading to uneven frame times. (Ie. rather than a consistent 33ms
it would alternate between 16/33/48ms.)
2) Awareness of when the GPU is active vs idle. Since we know when
the GPU is active vs idle, we can clamp the frequency down to the
minimum while it is idle. (If it is idle for long enough, then
the autosuspend delay will eventually kick in and power down the
GPU.)
Since devfreq has no knowledge of powered-but-idle, this takes a
small bit of trickery to maintain a "fake" frequency while idle.
This, combined with the longer polling period allows devfreq to
arrive at a reasonable "active" frequency, while still clamping
to minimum freq when idle to reduce power draw.
3) Boost. Because simple_ondemand needs to see a certain threshold
of busyness to ramp up, we could end up needing multiple polling
cycles before it reacts appropriately on interactive workloads
(ex. scrolling a web page after reading for some time), on top
of the already lengthened polling interval, when we see a idle
to active transition after a period of idle time we boost the
frequency that we return to.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Link: https://lore.kernel.org/r/20210726144653.2180096-4-robdclark@gmail.com
Signed-off-by: Rob Clark <robdclark@chromium.org>
2021-07-26 22:46:50 +08:00
|
|
|
}
|
|
|
|
|
2021-11-21 04:01:03 +08:00
|
|
|
dev_pm_qos_update_request(&df->idle_freq,
|
|
|
|
PM_QOS_MAX_FREQUENCY_DEFAULT_VALUE);
|
drm/msm: Devfreq tuning
This adds a few things to try and make frequency scaling better match
the workload:
1) Longer polling interval to avoid whip-lashing between too-high and
too-low frequencies in certain workloads, like mobile games which
throttle themselves to 30fps.
Previously our polling interval was short enough to let things
ramp down to minimum freq in the "off" frame, but long enough to
not react quickly enough when rendering started on the next frame,
leading to uneven frame times. (Ie. rather than a consistent 33ms
it would alternate between 16/33/48ms.)
2) Awareness of when the GPU is active vs idle. Since we know when
the GPU is active vs idle, we can clamp the frequency down to the
minimum while it is idle. (If it is idle for long enough, then
the autosuspend delay will eventually kick in and power down the
GPU.)
Since devfreq has no knowledge of powered-but-idle, this takes a
small bit of trickery to maintain a "fake" frequency while idle.
This, combined with the longer polling period allows devfreq to
arrive at a reasonable "active" frequency, while still clamping
to minimum freq when idle to reduce power draw.
3) Boost. Because simple_ondemand needs to see a certain threshold
of busyness to ramp up, we could end up needing multiple polling
cycles before it reacts appropriately on interactive workloads
(ex. scrolling a web page after reading for some time), on top
of the already lengthened polling interval, when we see a idle
to active transition after a period of idle time we boost the
frequency that we return to.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Link: https://lore.kernel.org/r/20210726144653.2180096-4-robdclark@gmail.com
Signed-off-by: Rob Clark <robdclark@chromium.org>
2021-07-26 22:46:50 +08:00
|
|
|
}
|
|
|
|
|
2021-09-28 07:04:54 +08:00
|
|
|
|
|
|
|
static void msm_devfreq_idle_work(struct kthread_work *work)
|
drm/msm: Devfreq tuning
This adds a few things to try and make frequency scaling better match
the workload:
1) Longer polling interval to avoid whip-lashing between too-high and
too-low frequencies in certain workloads, like mobile games which
throttle themselves to 30fps.
Previously our polling interval was short enough to let things
ramp down to minimum freq in the "off" frame, but long enough to
not react quickly enough when rendering started on the next frame,
leading to uneven frame times. (Ie. rather than a consistent 33ms
it would alternate between 16/33/48ms.)
2) Awareness of when the GPU is active vs idle. Since we know when
the GPU is active vs idle, we can clamp the frequency down to the
minimum while it is idle. (If it is idle for long enough, then
the autosuspend delay will eventually kick in and power down the
GPU.)
Since devfreq has no knowledge of powered-but-idle, this takes a
small bit of trickery to maintain a "fake" frequency while idle.
This, combined with the longer polling period allows devfreq to
arrive at a reasonable "active" frequency, while still clamping
to minimum freq when idle to reduce power draw.
3) Boost. Because simple_ondemand needs to see a certain threshold
of busyness to ramp up, we could end up needing multiple polling
cycles before it reacts appropriately on interactive workloads
(ex. scrolling a web page after reading for some time), on top
of the already lengthened polling interval, when we see a idle
to active transition after a period of idle time we boost the
frequency that we return to.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Link: https://lore.kernel.org/r/20210726144653.2180096-4-robdclark@gmail.com
Signed-off-by: Rob Clark <robdclark@chromium.org>
2021-07-26 22:46:50 +08:00
|
|
|
{
|
2021-09-28 07:04:54 +08:00
|
|
|
struct msm_gpu_devfreq *df = container_of(work,
|
|
|
|
struct msm_gpu_devfreq, idle_work.work);
|
|
|
|
struct msm_gpu *gpu = container_of(df, struct msm_gpu, devfreq);
|
drm/msm: Devfreq tuning
This adds a few things to try and make frequency scaling better match
the workload:
1) Longer polling interval to avoid whip-lashing between too-high and
too-low frequencies in certain workloads, like mobile games which
throttle themselves to 30fps.
Previously our polling interval was short enough to let things
ramp down to minimum freq in the "off" frame, but long enough to
not react quickly enough when rendering started on the next frame,
leading to uneven frame times. (Ie. rather than a consistent 33ms
it would alternate between 16/33/48ms.)
2) Awareness of when the GPU is active vs idle. Since we know when
the GPU is active vs idle, we can clamp the frequency down to the
minimum while it is idle. (If it is idle for long enough, then
the autosuspend delay will eventually kick in and power down the
GPU.)
Since devfreq has no knowledge of powered-but-idle, this takes a
small bit of trickery to maintain a "fake" frequency while idle.
This, combined with the longer polling period allows devfreq to
arrive at a reasonable "active" frequency, while still clamping
to minimum freq when idle to reduce power draw.
3) Boost. Because simple_ondemand needs to see a certain threshold
of busyness to ramp up, we could end up needing multiple polling
cycles before it reacts appropriately on interactive workloads
(ex. scrolling a web page after reading for some time), on top
of the already lengthened polling interval, when we see a idle
to active transition after a period of idle time we boost the
frequency that we return to.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Link: https://lore.kernel.org/r/20210726144653.2180096-4-robdclark@gmail.com
Signed-off-by: Rob Clark <robdclark@chromium.org>
2021-07-26 22:46:50 +08:00
|
|
|
|
|
|
|
df->idle_time = ktime_get();
|
|
|
|
|
2021-11-21 04:01:03 +08:00
|
|
|
if (gpu->clamp_to_idle)
|
|
|
|
dev_pm_qos_update_request(&df->idle_freq, 0);
|
drm/msm: Devfreq tuning
This adds a few things to try and make frequency scaling better match
the workload:
1) Longer polling interval to avoid whip-lashing between too-high and
too-low frequencies in certain workloads, like mobile games which
throttle themselves to 30fps.
Previously our polling interval was short enough to let things
ramp down to minimum freq in the "off" frame, but long enough to
not react quickly enough when rendering started on the next frame,
leading to uneven frame times. (Ie. rather than a consistent 33ms
it would alternate between 16/33/48ms.)
2) Awareness of when the GPU is active vs idle. Since we know when
the GPU is active vs idle, we can clamp the frequency down to the
minimum while it is idle. (If it is idle for long enough, then
the autosuspend delay will eventually kick in and power down the
GPU.)
Since devfreq has no knowledge of powered-but-idle, this takes a
small bit of trickery to maintain a "fake" frequency while idle.
This, combined with the longer polling period allows devfreq to
arrive at a reasonable "active" frequency, while still clamping
to minimum freq when idle to reduce power draw.
3) Boost. Because simple_ondemand needs to see a certain threshold
of busyness to ramp up, we could end up needing multiple polling
cycles before it reacts appropriately on interactive workloads
(ex. scrolling a web page after reading for some time), on top
of the already lengthened polling interval, when we see a idle
to active transition after a period of idle time we boost the
frequency that we return to.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Link: https://lore.kernel.org/r/20210726144653.2180096-4-robdclark@gmail.com
Signed-off-by: Rob Clark <robdclark@chromium.org>
2021-07-26 22:46:50 +08:00
|
|
|
}
|
2021-09-28 07:04:54 +08:00
|
|
|
|
|
|
|
void msm_devfreq_idle(struct msm_gpu *gpu)
|
|
|
|
{
|
|
|
|
struct msm_gpu_devfreq *df = &gpu->devfreq;
|
|
|
|
|
2022-03-09 02:48:44 +08:00
|
|
|
if (!has_devfreq(gpu))
|
2021-11-21 04:01:02 +08:00
|
|
|
return;
|
|
|
|
|
2021-09-28 07:04:54 +08:00
|
|
|
msm_hrtimer_queue_work(&df->idle_work, ms_to_ktime(1),
|
2021-11-21 04:01:01 +08:00
|
|
|
HRTIMER_MODE_REL);
|
2021-09-28 07:04:54 +08:00
|
|
|
}
|