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 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_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << V3D_MMU_PAGE_SHIFT); 74 V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size); 75 76 out: 77 drm_gem_object_put(obj); 78 } 79 80 static irqreturn_t 81 v3d_irq(int irq, void *arg) 82 { 83 struct v3d_dev *v3d = arg; 84 u32 intsts; 85 irqreturn_t status = IRQ_NONE; 86 87 intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS); 88 89 /* Acknowledge the interrupts we're handling here. */ 90 V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts); 91 92 if (intsts & V3D_INT_OUTOMEM) { 93 /* Note that the OOM status is edge signaled, so the 94 * interrupt won't happen again until the we actually 95 * add more memory. Also, as of V3D 4.1, FLDONE won't 96 * be reported until any OOM state has been cleared. 97 */ 98 schedule_work(&v3d->overflow_mem_work); 99 status = IRQ_HANDLED; 100 } 101 102 if (intsts & V3D_INT_FLDONE) { 103 struct v3d_fence *fence = 104 to_v3d_fence(v3d->bin_job->base.irq_fence); 105 106 v3d_job_update_stats(&v3d->bin_job->base, V3D_BIN); 107 trace_v3d_bcl_irq(&v3d->drm, fence->seqno); 108 dma_fence_signal(&fence->base); 109 status = IRQ_HANDLED; 110 } 111 112 if (intsts & V3D_INT_FRDONE) { 113 struct v3d_fence *fence = 114 to_v3d_fence(v3d->render_job->base.irq_fence); 115 116 v3d_job_update_stats(&v3d->render_job->base, V3D_RENDER); 117 trace_v3d_rcl_irq(&v3d->drm, fence->seqno); 118 dma_fence_signal(&fence->base); 119 status = IRQ_HANDLED; 120 } 121 122 if (intsts & V3D_INT_CSDDONE(v3d->ver)) { 123 struct v3d_fence *fence = 124 to_v3d_fence(v3d->csd_job->base.irq_fence); 125 126 v3d_job_update_stats(&v3d->csd_job->base, V3D_CSD); 127 trace_v3d_csd_irq(&v3d->drm, fence->seqno); 128 dma_fence_signal(&fence->base); 129 status = IRQ_HANDLED; 130 } 131 132 /* We shouldn't be triggering these if we have GMP in 133 * always-allowed mode. 134 */ 135 if (v3d->ver < 71 && (intsts & V3D_INT_GMPV)) 136 dev_err(v3d->drm.dev, "GMP violation\n"); 137 138 /* V3D 4.2 wires the hub and core IRQs together, so if we & 139 * didn't see the common one then check hub for MMU IRQs. 140 */ 141 if (v3d->single_irq_line && status == IRQ_NONE) 142 return v3d_hub_irq(irq, arg); 143 144 return status; 145 } 146 147 static irqreturn_t 148 v3d_hub_irq(int irq, void *arg) 149 { 150 struct v3d_dev *v3d = arg; 151 u32 intsts; 152 irqreturn_t status = IRQ_NONE; 153 154 intsts = V3D_READ(V3D_HUB_INT_STS); 155 156 /* Acknowledge the interrupts we're handling here. */ 157 V3D_WRITE(V3D_HUB_INT_CLR, intsts); 158 159 if (intsts & V3D_HUB_INT_TFUC) { 160 struct v3d_fence *fence = 161 to_v3d_fence(v3d->tfu_job->base.irq_fence); 162 163 v3d_job_update_stats(&v3d->tfu_job->base, V3D_TFU); 164 trace_v3d_tfu_irq(&v3d->drm, fence->seqno); 165 dma_fence_signal(&fence->base); 166 status = IRQ_HANDLED; 167 } 168 169 if (intsts & (V3D_HUB_INT_MMU_WRV | 170 V3D_HUB_INT_MMU_PTI | 171 V3D_HUB_INT_MMU_CAP)) { 172 u32 axi_id = V3D_READ(V3D_MMU_VIO_ID); 173 u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) << 174 (v3d->va_width - 32)); 175 static const char *const v3d41_axi_ids[] = { 176 "L2T", 177 "PTB", 178 "PSE", 179 "TLB", 180 "CLE", 181 "TFU", 182 "MMU", 183 "GMP", 184 }; 185 const char *client = "?"; 186 187 V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL)); 188 189 if (v3d->ver >= 41) { 190 axi_id = axi_id >> 5; 191 if (axi_id < ARRAY_SIZE(v3d41_axi_ids)) 192 client = v3d41_axi_ids[axi_id]; 193 } 194 195 dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n", 196 client, axi_id, (long long)vio_addr, 197 ((intsts & V3D_HUB_INT_MMU_WRV) ? 198 ", write violation" : ""), 199 ((intsts & V3D_HUB_INT_MMU_PTI) ? 200 ", pte invalid" : ""), 201 ((intsts & V3D_HUB_INT_MMU_CAP) ? 202 ", cap exceeded" : "")); 203 status = IRQ_HANDLED; 204 } 205 206 if (v3d->ver >= 71 && (intsts & V3D_V7_HUB_INT_GMPV)) { 207 dev_err(v3d->drm.dev, "GMP Violation\n"); 208 status = IRQ_HANDLED; 209 } 210 211 return status; 212 } 213 214 int 215 v3d_irq_init(struct v3d_dev *v3d) 216 { 217 int irq1, ret, core; 218 219 INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work); 220 221 /* Clear any pending interrupts someone might have left around 222 * for us. 223 */ 224 for (core = 0; core < v3d->cores; core++) 225 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver)); 226 V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver)); 227 228 irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1); 229 if (irq1 == -EPROBE_DEFER) 230 return irq1; 231 if (irq1 > 0) { 232 ret = devm_request_irq(v3d->drm.dev, irq1, 233 v3d_irq, IRQF_SHARED, 234 "v3d_core0", v3d); 235 if (ret) 236 goto fail; 237 ret = devm_request_irq(v3d->drm.dev, 238 platform_get_irq(v3d_to_pdev(v3d), 0), 239 v3d_hub_irq, IRQF_SHARED, 240 "v3d_hub", v3d); 241 if (ret) 242 goto fail; 243 } else { 244 v3d->single_irq_line = true; 245 246 ret = devm_request_irq(v3d->drm.dev, 247 platform_get_irq(v3d_to_pdev(v3d), 0), 248 v3d_irq, IRQF_SHARED, 249 "v3d", v3d); 250 if (ret) 251 goto fail; 252 } 253 254 v3d_irq_enable(v3d); 255 return 0; 256 257 fail: 258 if (ret != -EPROBE_DEFER) 259 dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret); 260 return ret; 261 } 262 263 void 264 v3d_irq_enable(struct v3d_dev *v3d) 265 { 266 int core; 267 268 /* Enable our set of interrupts, masking out any others. */ 269 for (core = 0; core < v3d->cores; core++) { 270 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS(v3d->ver)); 271 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver)); 272 } 273 274 V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver)); 275 V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver)); 276 } 277 278 void 279 v3d_irq_disable(struct v3d_dev *v3d) 280 { 281 int core; 282 283 /* Disable all interrupts. */ 284 for (core = 0; core < v3d->cores; core++) 285 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0); 286 V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0); 287 288 /* Clear any pending interrupts we might have left. */ 289 for (core = 0; core < v3d->cores; core++) 290 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver)); 291 V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver)); 292 293 cancel_work_sync(&v3d->overflow_mem_work); 294 } 295 296 /** Reinitializes interrupt registers when a GPU reset is performed. */ 297 void v3d_irq_reset(struct v3d_dev *v3d) 298 { 299 v3d_irq_enable(v3d); 300 } 301