xref: /linux/drivers/gpu/drm/v3d/v3d_irq.c (revision 55d0969c451159cff86949b38c39171cab962069)
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