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;
                                   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;
 
  * 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>
        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;
        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 struct drm_driver v3d_drm_driver = {
 
        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;
        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];
 
         */
        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;
        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;
        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
  *
                        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);
 
                return "v3d-render";
        case V3D_TFU:
                return "v3d-tfu";
+       case V3D_CSD:
+               return "v3d-csd";
        default:
                return NULL;
        }
 
        /* 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. */
 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;
        int i;
        /* 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);
        }
 }
        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);
 
        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);
 
        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->base.bo,
+                                      clean_job->base.bo_count,
+                                      &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;
+
+       clean_job->in_fence = dma_fence_get(job->base.done_fence);
+       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);
+       drm_gem_unlock_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)
 {
        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
 
 /**
  * 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
 #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 |      \
                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.
         */
 
 #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
 #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)
 #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 */
 
        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)
 {
        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)
 {
 }
 
 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,
 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)
 {
        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;
        }
 
        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;
 }
 
 {
        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.ready)
+                       drm_sched_fini(&v3d->queue[q].sched);
+       }
 }
 
                      __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),
                      __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),
 
 #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)
 #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
        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 {
        __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