xref: /linux/drivers/gpu/drm/v3d/v3d_irq.c (revision 42bb9b630c4c6c0964cddca98d9d30aa992826de)
1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2014-2018 Broadcom */
3 
4 /**
5  * DOC: Interrupt management for the V3D engine
6  *
7  * When we take a bin, render, TFU done, or CSD done interrupt, we
8  * need to signal the fence for that job so that the scheduler can
9  * queue up the next one and unblock any waiters.
10  *
11  * When we take the binner out of memory interrupt, we need to
12  * allocate some new memory and pass it to the binner so that the
13  * current job can make progress.
14  */
15 
16 #include <linux/platform_device.h>
17 #include <linux/sched/clock.h>
18 
19 #include "v3d_drv.h"
20 #include "v3d_regs.h"
21 #include "v3d_trace.h"
22 
23 #define V3D_CORE_IRQS(ver) ((u32)(V3D_INT_OUTOMEM |	\
24 				  V3D_INT_FLDONE |	\
25 				  V3D_INT_FRDONE |	\
26 				  V3D_INT_CSDDONE(ver) |	\
27 				  (ver < 71 ? V3D_INT_GMPV : 0)))
28 
29 #define V3D_HUB_IRQS(ver) ((u32)(V3D_HUB_INT_MMU_WRV |	\
30 				 V3D_HUB_INT_MMU_PTI |	\
31 				 V3D_HUB_INT_MMU_CAP |	\
32 				 V3D_HUB_INT_TFUC |		\
33 				 (ver >= 71 ? V3D_V7_HUB_INT_GMPV : 0)))
34 
35 static irqreturn_t
36 v3d_hub_irq(int irq, void *arg);
37 
38 static void
v3d_overflow_mem_work(struct work_struct * work)39 v3d_overflow_mem_work(struct work_struct *work)
40 {
41 	struct v3d_dev *v3d =
42 		container_of(work, struct v3d_dev, overflow_mem_work);
43 	struct drm_device *dev = &v3d->drm;
44 	struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
45 	struct drm_gem_object *obj;
46 	unsigned long irqflags;
47 
48 	if (IS_ERR(bo)) {
49 		DRM_ERROR("Couldn't allocate binner overflow mem\n");
50 		return;
51 	}
52 	obj = &bo->base.base;
53 
54 	/* We lost a race, and our work task came in after the bin job
55 	 * completed and exited.  This can happen because the HW
56 	 * signals OOM before it's fully OOM, so the binner might just
57 	 * barely complete.
58 	 *
59 	 * If we lose the race and our work task comes in after a new
60 	 * bin job got scheduled, that's fine.  We'll just give them
61 	 * some binner pool anyway.
62 	 */
63 	spin_lock_irqsave(&v3d->job_lock, irqflags);
64 	if (!v3d->bin_job) {
65 		spin_unlock_irqrestore(&v3d->job_lock, irqflags);
66 		goto out;
67 	}
68 
69 	drm_gem_object_get(obj);
70 	list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
71 	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
72 
73 	v3d_mmu_flush_all(v3d);
74 
75 	V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << V3D_MMU_PAGE_SHIFT);
76 	V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
77 
78 out:
79 	drm_gem_object_put(obj);
80 }
81 
82 static irqreturn_t
v3d_irq(int irq,void * arg)83 v3d_irq(int irq, void *arg)
84 {
85 	struct v3d_dev *v3d = arg;
86 	u32 intsts;
87 	irqreturn_t status = IRQ_NONE;
88 
89 	intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
90 
91 	/* Acknowledge the interrupts we're handling here. */
92 	V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
93 
94 	if (intsts & V3D_INT_OUTOMEM) {
95 		/* Note that the OOM status is edge signaled, so the
96 		 * interrupt won't happen again until the we actually
97 		 * add more memory.  Also, as of V3D 4.1, FLDONE won't
98 		 * be reported until any OOM state has been cleared.
99 		 */
100 		schedule_work(&v3d->overflow_mem_work);
101 		status = IRQ_HANDLED;
102 	}
103 
104 	if (intsts & V3D_INT_FLDONE) {
105 		struct v3d_fence *fence =
106 			to_v3d_fence(v3d->bin_job->base.irq_fence);
107 
108 		v3d_job_update_stats(&v3d->bin_job->base, V3D_BIN);
109 		trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
110 
111 		v3d->bin_job = NULL;
112 		dma_fence_signal(&fence->base);
113 
114 		status = IRQ_HANDLED;
115 	}
116 
117 	if (intsts & V3D_INT_FRDONE) {
118 		struct v3d_fence *fence =
119 			to_v3d_fence(v3d->render_job->base.irq_fence);
120 
121 		v3d_job_update_stats(&v3d->render_job->base, V3D_RENDER);
122 		trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
123 
124 		v3d->render_job = NULL;
125 		dma_fence_signal(&fence->base);
126 
127 		status = IRQ_HANDLED;
128 	}
129 
130 	if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
131 		struct v3d_fence *fence =
132 			to_v3d_fence(v3d->csd_job->base.irq_fence);
133 
134 		v3d_job_update_stats(&v3d->csd_job->base, V3D_CSD);
135 		trace_v3d_csd_irq(&v3d->drm, fence->seqno);
136 
137 		v3d->csd_job = NULL;
138 		dma_fence_signal(&fence->base);
139 
140 		status = IRQ_HANDLED;
141 	}
142 
143 	/* We shouldn't be triggering these if we have GMP in
144 	 * always-allowed mode.
145 	 */
146 	if (v3d->ver < V3D_GEN_71 && (intsts & V3D_INT_GMPV))
147 		dev_err(v3d->drm.dev, "GMP violation\n");
148 
149 	/* V3D 4.2 wires the hub and core IRQs together, so if we &
150 	 * didn't see the common one then check hub for MMU IRQs.
151 	 */
152 	if (v3d->single_irq_line && status == IRQ_NONE)
153 		return v3d_hub_irq(irq, arg);
154 
155 	return status;
156 }
157 
158 static irqreturn_t
v3d_hub_irq(int irq,void * arg)159 v3d_hub_irq(int irq, void *arg)
160 {
161 	struct v3d_dev *v3d = arg;
162 	u32 intsts;
163 	irqreturn_t status = IRQ_NONE;
164 
165 	intsts = V3D_READ(V3D_HUB_INT_STS);
166 
167 	/* Acknowledge the interrupts we're handling here. */
168 	V3D_WRITE(V3D_HUB_INT_CLR, intsts);
169 
170 	if (intsts & V3D_HUB_INT_TFUC) {
171 		struct v3d_fence *fence =
172 			to_v3d_fence(v3d->tfu_job->base.irq_fence);
173 
174 		v3d_job_update_stats(&v3d->tfu_job->base, V3D_TFU);
175 		trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
176 
177 		v3d->tfu_job = NULL;
178 		dma_fence_signal(&fence->base);
179 
180 		status = IRQ_HANDLED;
181 	}
182 
183 	if (intsts & (V3D_HUB_INT_MMU_WRV |
184 		      V3D_HUB_INT_MMU_PTI |
185 		      V3D_HUB_INT_MMU_CAP)) {
186 		u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
187 		u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
188 				(v3d->va_width - 32));
189 		static const struct {
190 			u32 begin;
191 			u32 end;
192 			const char *client;
193 		} v3d41_axi_ids[] = {
194 			{0x00, 0x20, "L2T"},
195 			{0x20, 0x21, "PTB"},
196 			{0x40, 0x41, "PSE"},
197 			{0x60, 0x80, "TLB"},
198 			{0x80, 0x88, "CLE"},
199 			{0xA0, 0xA1, "TFU"},
200 			{0xC0, 0xE0, "MMU"},
201 			{0xE0, 0xE1, "GMP"},
202 		}, v3d71_axi_ids[] = {
203 			{0x00, 0x30, "L2T"},
204 			{0x30, 0x38, "CLE"},
205 			{0x38, 0x39, "PTB"},
206 			{0x39, 0x3A, "PSE"},
207 			{0x3A, 0x3B, "CSD"},
208 			{0x40, 0x60, "TLB"},
209 			{0x60, 0x70, "MMU"},
210 			{0x7C, 0x7E, "TFU"},
211 			{0x7F, 0x80, "GMP"},
212 		};
213 		const char *client = "?";
214 
215 		V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
216 
217 		if (v3d->ver >= V3D_GEN_71) {
218 			size_t i;
219 
220 			axi_id = axi_id & 0x7F;
221 			for (i = 0; i < ARRAY_SIZE(v3d71_axi_ids); i++) {
222 				if (axi_id >= v3d71_axi_ids[i].begin &&
223 				    axi_id < v3d71_axi_ids[i].end) {
224 					client = v3d71_axi_ids[i].client;
225 					break;
226 				}
227 			}
228 		} else if (v3d->ver >= V3D_GEN_41) {
229 			size_t i;
230 
231 			axi_id = axi_id & 0xFF;
232 			for (i = 0; i < ARRAY_SIZE(v3d41_axi_ids); i++) {
233 				if (axi_id >= v3d41_axi_ids[i].begin &&
234 				    axi_id < v3d41_axi_ids[i].end) {
235 					client = v3d41_axi_ids[i].client;
236 					break;
237 				}
238 			}
239 		}
240 
241 		dev_err(v3d->drm.dev, "MMU error from client %s (0x%x) at 0x%llx%s%s%s\n",
242 			client, axi_id, (long long)vio_addr,
243 			((intsts & V3D_HUB_INT_MMU_WRV) ?
244 			 ", write violation" : ""),
245 			((intsts & V3D_HUB_INT_MMU_PTI) ?
246 			 ", pte invalid" : ""),
247 			((intsts & V3D_HUB_INT_MMU_CAP) ?
248 			 ", cap exceeded" : ""));
249 		status = IRQ_HANDLED;
250 	}
251 
252 	if (v3d->ver >= V3D_GEN_71 && (intsts & V3D_V7_HUB_INT_GMPV)) {
253 		dev_err(v3d->drm.dev, "GMP Violation\n");
254 		status = IRQ_HANDLED;
255 	}
256 
257 	return status;
258 }
259 
260 int
v3d_irq_init(struct v3d_dev * v3d)261 v3d_irq_init(struct v3d_dev *v3d)
262 {
263 	int irq, ret, core;
264 
265 	INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
266 
267 	/* Clear any pending interrupts someone might have left around
268 	 * for us.
269 	 */
270 	for (core = 0; core < v3d->cores; core++)
271 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
272 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
273 
274 	irq = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
275 	if (irq == -EPROBE_DEFER)
276 		return irq;
277 	if (irq > 0) {
278 		v3d->irq[V3D_CORE_IRQ] = irq;
279 
280 		ret = devm_request_irq(v3d->drm.dev, v3d->irq[V3D_CORE_IRQ],
281 				       v3d_irq, IRQF_SHARED,
282 				       "v3d_core0", v3d);
283 		if (ret)
284 			goto fail;
285 
286 		irq = platform_get_irq(v3d_to_pdev(v3d), 0);
287 		if (irq < 0)
288 			return irq;
289 		v3d->irq[V3D_HUB_IRQ] = irq;
290 
291 		ret = devm_request_irq(v3d->drm.dev, v3d->irq[V3D_HUB_IRQ],
292 				       v3d_hub_irq, IRQF_SHARED,
293 				       "v3d_hub", v3d);
294 		if (ret)
295 			goto fail;
296 	} else {
297 		v3d->single_irq_line = true;
298 
299 		irq = platform_get_irq(v3d_to_pdev(v3d), 0);
300 		if (irq < 0)
301 			return irq;
302 		v3d->irq[V3D_CORE_IRQ] = irq;
303 
304 		ret = devm_request_irq(v3d->drm.dev, v3d->irq[V3D_CORE_IRQ],
305 				       v3d_irq, IRQF_SHARED,
306 				       "v3d", v3d);
307 		if (ret)
308 			goto fail;
309 	}
310 
311 	v3d_irq_enable(v3d);
312 	return 0;
313 
314 fail:
315 	if (ret != -EPROBE_DEFER)
316 		dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
317 	return ret;
318 }
319 
320 void
v3d_irq_enable(struct v3d_dev * v3d)321 v3d_irq_enable(struct v3d_dev *v3d)
322 {
323 	int core;
324 
325 	/* Enable our set of interrupts, masking out any others. */
326 	for (core = 0; core < v3d->cores; core++) {
327 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS(v3d->ver));
328 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver));
329 	}
330 
331 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver));
332 	V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver));
333 }
334 
335 void
v3d_irq_disable(struct v3d_dev * v3d)336 v3d_irq_disable(struct v3d_dev *v3d)
337 {
338 	int core;
339 
340 	/* Disable all interrupts. */
341 	for (core = 0; core < v3d->cores; core++)
342 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
343 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
344 
345 	/* Finish any interrupt handler still in flight. */
346 	for (int i = 0; i < V3D_MAX_IRQS; i++) {
347 		if (v3d->irq[i])
348 			synchronize_irq(v3d->irq[i]);
349 	}
350 
351 	/* Clear any pending interrupts we might have left. */
352 	for (core = 0; core < v3d->cores; core++)
353 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
354 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
355 
356 	cancel_work_sync(&v3d->overflow_mem_work);
357 }
358 
359 /** Reinitializes interrupt registers when a GPU reset is performed. */
v3d_irq_reset(struct v3d_dev * v3d)360 void v3d_irq_reset(struct v3d_dev *v3d)
361 {
362 	v3d_irq_enable(v3d);
363 }
364