xref: /linux/drivers/gpu/drm/v3d/v3d_irq.c (revision 7f4f3b14e8079ecde096bd734af10e30d40c27b7)
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_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
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 		dma_fence_signal(&fence->base);
111 		status = IRQ_HANDLED;
112 	}
113 
114 	if (intsts & V3D_INT_FRDONE) {
115 		struct v3d_fence *fence =
116 			to_v3d_fence(v3d->render_job->base.irq_fence);
117 
118 		v3d_job_update_stats(&v3d->render_job->base, V3D_RENDER);
119 		trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
120 		dma_fence_signal(&fence->base);
121 		status = IRQ_HANDLED;
122 	}
123 
124 	if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
125 		struct v3d_fence *fence =
126 			to_v3d_fence(v3d->csd_job->base.irq_fence);
127 
128 		v3d_job_update_stats(&v3d->csd_job->base, V3D_CSD);
129 		trace_v3d_csd_irq(&v3d->drm, fence->seqno);
130 		dma_fence_signal(&fence->base);
131 		status = IRQ_HANDLED;
132 	}
133 
134 	/* We shouldn't be triggering these if we have GMP in
135 	 * always-allowed mode.
136 	 */
137 	if (v3d->ver < 71 && (intsts & V3D_INT_GMPV))
138 		dev_err(v3d->drm.dev, "GMP violation\n");
139 
140 	/* V3D 4.2 wires the hub and core IRQs together, so if we &
141 	 * didn't see the common one then check hub for MMU IRQs.
142 	 */
143 	if (v3d->single_irq_line && status == IRQ_NONE)
144 		return v3d_hub_irq(irq, arg);
145 
146 	return status;
147 }
148 
149 static irqreturn_t
150 v3d_hub_irq(int irq, void *arg)
151 {
152 	struct v3d_dev *v3d = arg;
153 	u32 intsts;
154 	irqreturn_t status = IRQ_NONE;
155 
156 	intsts = V3D_READ(V3D_HUB_INT_STS);
157 
158 	/* Acknowledge the interrupts we're handling here. */
159 	V3D_WRITE(V3D_HUB_INT_CLR, intsts);
160 
161 	if (intsts & V3D_HUB_INT_TFUC) {
162 		struct v3d_fence *fence =
163 			to_v3d_fence(v3d->tfu_job->base.irq_fence);
164 
165 		v3d_job_update_stats(&v3d->tfu_job->base, V3D_TFU);
166 		trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
167 		dma_fence_signal(&fence->base);
168 		status = IRQ_HANDLED;
169 	}
170 
171 	if (intsts & (V3D_HUB_INT_MMU_WRV |
172 		      V3D_HUB_INT_MMU_PTI |
173 		      V3D_HUB_INT_MMU_CAP)) {
174 		u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
175 		u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
176 				(v3d->va_width - 32));
177 		static const char *const v3d41_axi_ids[] = {
178 			"L2T",
179 			"PTB",
180 			"PSE",
181 			"TLB",
182 			"CLE",
183 			"TFU",
184 			"MMU",
185 			"GMP",
186 		};
187 		const char *client = "?";
188 
189 		V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
190 
191 		if (v3d->ver >= 41) {
192 			axi_id = axi_id >> 5;
193 			if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
194 				client = v3d41_axi_ids[axi_id];
195 		}
196 
197 		dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
198 			client, axi_id, (long long)vio_addr,
199 			((intsts & V3D_HUB_INT_MMU_WRV) ?
200 			 ", write violation" : ""),
201 			((intsts & V3D_HUB_INT_MMU_PTI) ?
202 			 ", pte invalid" : ""),
203 			((intsts & V3D_HUB_INT_MMU_CAP) ?
204 			 ", cap exceeded" : ""));
205 		status = IRQ_HANDLED;
206 	}
207 
208 	if (v3d->ver >= 71 && (intsts & V3D_V7_HUB_INT_GMPV)) {
209 		dev_err(v3d->drm.dev, "GMP Violation\n");
210 		status = IRQ_HANDLED;
211 	}
212 
213 	return status;
214 }
215 
216 int
217 v3d_irq_init(struct v3d_dev *v3d)
218 {
219 	int irq1, ret, core;
220 
221 	INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
222 
223 	/* Clear any pending interrupts someone might have left around
224 	 * for us.
225 	 */
226 	for (core = 0; core < v3d->cores; core++)
227 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
228 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
229 
230 	irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
231 	if (irq1 == -EPROBE_DEFER)
232 		return irq1;
233 	if (irq1 > 0) {
234 		ret = devm_request_irq(v3d->drm.dev, irq1,
235 				       v3d_irq, IRQF_SHARED,
236 				       "v3d_core0", v3d);
237 		if (ret)
238 			goto fail;
239 		ret = devm_request_irq(v3d->drm.dev,
240 				       platform_get_irq(v3d_to_pdev(v3d), 0),
241 				       v3d_hub_irq, IRQF_SHARED,
242 				       "v3d_hub", v3d);
243 		if (ret)
244 			goto fail;
245 	} else {
246 		v3d->single_irq_line = true;
247 
248 		ret = devm_request_irq(v3d->drm.dev,
249 				       platform_get_irq(v3d_to_pdev(v3d), 0),
250 				       v3d_irq, IRQF_SHARED,
251 				       "v3d", v3d);
252 		if (ret)
253 			goto fail;
254 	}
255 
256 	v3d_irq_enable(v3d);
257 	return 0;
258 
259 fail:
260 	if (ret != -EPROBE_DEFER)
261 		dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
262 	return ret;
263 }
264 
265 void
266 v3d_irq_enable(struct v3d_dev *v3d)
267 {
268 	int core;
269 
270 	/* Enable our set of interrupts, masking out any others. */
271 	for (core = 0; core < v3d->cores; core++) {
272 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS(v3d->ver));
273 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver));
274 	}
275 
276 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver));
277 	V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver));
278 }
279 
280 void
281 v3d_irq_disable(struct v3d_dev *v3d)
282 {
283 	int core;
284 
285 	/* Disable all interrupts. */
286 	for (core = 0; core < v3d->cores; core++)
287 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
288 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
289 
290 	/* Clear any pending interrupts we might have left. */
291 	for (core = 0; core < v3d->cores; core++)
292 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
293 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
294 
295 	cancel_work_sync(&v3d->overflow_mem_work);
296 }
297 
298 /** Reinitializes interrupt registers when a GPU reset is performed. */
299 void v3d_irq_reset(struct v3d_dev *v3d)
300 {
301 	v3d_irq_enable(v3d);
302 }
303