xref: /linux/drivers/gpu/drm/v3d/v3d_irq.c (revision 87c9c16317882dd6dbbc07e349bc3223e14f3244)
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 
18 #include "v3d_drv.h"
19 #include "v3d_regs.h"
20 #include "v3d_trace.h"
21 
22 #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM |	\
23 			     V3D_INT_FLDONE |	\
24 			     V3D_INT_FRDONE |	\
25 			     V3D_INT_CSDDONE |	\
26 			     V3D_INT_GMPV))
27 
28 #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV |	\
29 			    V3D_HUB_INT_MMU_PTI |	\
30 			    V3D_HUB_INT_MMU_CAP |	\
31 			    V3D_HUB_INT_TFUC))
32 
33 static irqreturn_t
34 v3d_hub_irq(int irq, void *arg);
35 
36 static void
37 v3d_overflow_mem_work(struct work_struct *work)
38 {
39 	struct v3d_dev *v3d =
40 		container_of(work, struct v3d_dev, overflow_mem_work);
41 	struct drm_device *dev = &v3d->drm;
42 	struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
43 	struct drm_gem_object *obj;
44 	unsigned long irqflags;
45 
46 	if (IS_ERR(bo)) {
47 		DRM_ERROR("Couldn't allocate binner overflow mem\n");
48 		return;
49 	}
50 	obj = &bo->base.base;
51 
52 	/* We lost a race, and our work task came in after the bin job
53 	 * completed and exited.  This can happen because the HW
54 	 * signals OOM before it's fully OOM, so the binner might just
55 	 * barely complete.
56 	 *
57 	 * If we lose the race and our work task comes in after a new
58 	 * bin job got scheduled, that's fine.  We'll just give them
59 	 * some binner pool anyway.
60 	 */
61 	spin_lock_irqsave(&v3d->job_lock, irqflags);
62 	if (!v3d->bin_job) {
63 		spin_unlock_irqrestore(&v3d->job_lock, irqflags);
64 		goto out;
65 	}
66 
67 	drm_gem_object_get(obj);
68 	list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
69 	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
70 
71 	V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
72 	V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
73 
74 out:
75 	drm_gem_object_put(obj);
76 }
77 
78 static irqreturn_t
79 v3d_irq(int irq, void *arg)
80 {
81 	struct v3d_dev *v3d = arg;
82 	u32 intsts;
83 	irqreturn_t status = IRQ_NONE;
84 
85 	intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
86 
87 	/* Acknowledge the interrupts we're handling here. */
88 	V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
89 
90 	if (intsts & V3D_INT_OUTOMEM) {
91 		/* Note that the OOM status is edge signaled, so the
92 		 * interrupt won't happen again until the we actually
93 		 * add more memory.  Also, as of V3D 4.1, FLDONE won't
94 		 * be reported until any OOM state has been cleared.
95 		 */
96 		schedule_work(&v3d->overflow_mem_work);
97 		status = IRQ_HANDLED;
98 	}
99 
100 	if (intsts & V3D_INT_FLDONE) {
101 		struct v3d_fence *fence =
102 			to_v3d_fence(v3d->bin_job->base.irq_fence);
103 
104 		trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
105 		dma_fence_signal(&fence->base);
106 		status = IRQ_HANDLED;
107 	}
108 
109 	if (intsts & V3D_INT_FRDONE) {
110 		struct v3d_fence *fence =
111 			to_v3d_fence(v3d->render_job->base.irq_fence);
112 
113 		trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
114 		dma_fence_signal(&fence->base);
115 		status = IRQ_HANDLED;
116 	}
117 
118 	if (intsts & V3D_INT_CSDDONE) {
119 		struct v3d_fence *fence =
120 			to_v3d_fence(v3d->csd_job->base.irq_fence);
121 
122 		trace_v3d_csd_irq(&v3d->drm, fence->seqno);
123 		dma_fence_signal(&fence->base);
124 		status = IRQ_HANDLED;
125 	}
126 
127 	/* We shouldn't be triggering these if we have GMP in
128 	 * always-allowed mode.
129 	 */
130 	if (intsts & V3D_INT_GMPV)
131 		dev_err(v3d->drm.dev, "GMP violation\n");
132 
133 	/* V3D 4.2 wires the hub and core IRQs together, so if we &
134 	 * didn't see the common one then check hub for MMU IRQs.
135 	 */
136 	if (v3d->single_irq_line && status == IRQ_NONE)
137 		return v3d_hub_irq(irq, arg);
138 
139 	return status;
140 }
141 
142 static irqreturn_t
143 v3d_hub_irq(int irq, void *arg)
144 {
145 	struct v3d_dev *v3d = arg;
146 	u32 intsts;
147 	irqreturn_t status = IRQ_NONE;
148 
149 	intsts = V3D_READ(V3D_HUB_INT_STS);
150 
151 	/* Acknowledge the interrupts we're handling here. */
152 	V3D_WRITE(V3D_HUB_INT_CLR, intsts);
153 
154 	if (intsts & V3D_HUB_INT_TFUC) {
155 		struct v3d_fence *fence =
156 			to_v3d_fence(v3d->tfu_job->base.irq_fence);
157 
158 		trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
159 		dma_fence_signal(&fence->base);
160 		status = IRQ_HANDLED;
161 	}
162 
163 	if (intsts & (V3D_HUB_INT_MMU_WRV |
164 		      V3D_HUB_INT_MMU_PTI |
165 		      V3D_HUB_INT_MMU_CAP)) {
166 		u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
167 		u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
168 				(v3d->va_width - 32));
169 		static const char *const v3d41_axi_ids[] = {
170 			"L2T",
171 			"PTB",
172 			"PSE",
173 			"TLB",
174 			"CLE",
175 			"TFU",
176 			"MMU",
177 			"GMP",
178 		};
179 		const char *client = "?";
180 
181 		V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
182 
183 		if (v3d->ver >= 41) {
184 			axi_id = axi_id >> 5;
185 			if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
186 				client = v3d41_axi_ids[axi_id];
187 		}
188 
189 		dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
190 			client, axi_id, (long long)vio_addr,
191 			((intsts & V3D_HUB_INT_MMU_WRV) ?
192 			 ", write violation" : ""),
193 			((intsts & V3D_HUB_INT_MMU_PTI) ?
194 			 ", pte invalid" : ""),
195 			((intsts & V3D_HUB_INT_MMU_CAP) ?
196 			 ", cap exceeded" : ""));
197 		status = IRQ_HANDLED;
198 	}
199 
200 	return status;
201 }
202 
203 int
204 v3d_irq_init(struct v3d_dev *v3d)
205 {
206 	int irq1, ret, core;
207 
208 	INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
209 
210 	/* Clear any pending interrupts someone might have left around
211 	 * for us.
212 	 */
213 	for (core = 0; core < v3d->cores; core++)
214 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
215 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
216 
217 	irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
218 	if (irq1 == -EPROBE_DEFER)
219 		return irq1;
220 	if (irq1 > 0) {
221 		ret = devm_request_irq(v3d->drm.dev, irq1,
222 				       v3d_irq, IRQF_SHARED,
223 				       "v3d_core0", v3d);
224 		if (ret)
225 			goto fail;
226 		ret = devm_request_irq(v3d->drm.dev,
227 				       platform_get_irq(v3d_to_pdev(v3d), 0),
228 				       v3d_hub_irq, IRQF_SHARED,
229 				       "v3d_hub", v3d);
230 		if (ret)
231 			goto fail;
232 	} else {
233 		v3d->single_irq_line = true;
234 
235 		ret = devm_request_irq(v3d->drm.dev,
236 				       platform_get_irq(v3d_to_pdev(v3d), 0),
237 				       v3d_irq, IRQF_SHARED,
238 				       "v3d", v3d);
239 		if (ret)
240 			goto fail;
241 	}
242 
243 	v3d_irq_enable(v3d);
244 	return 0;
245 
246 fail:
247 	if (ret != -EPROBE_DEFER)
248 		dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
249 	return ret;
250 }
251 
252 void
253 v3d_irq_enable(struct v3d_dev *v3d)
254 {
255 	int core;
256 
257 	/* Enable our set of interrupts, masking out any others. */
258 	for (core = 0; core < v3d->cores; core++) {
259 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
260 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
261 	}
262 
263 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
264 	V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
265 }
266 
267 void
268 v3d_irq_disable(struct v3d_dev *v3d)
269 {
270 	int core;
271 
272 	/* Disable all interrupts. */
273 	for (core = 0; core < v3d->cores; core++)
274 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
275 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
276 
277 	/* Clear any pending interrupts we might have left. */
278 	for (core = 0; core < v3d->cores; core++)
279 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
280 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
281 
282 	cancel_work_sync(&v3d->overflow_mem_work);
283 }
284 
285 /** Reinitializes interrupt registers when a GPU reset is performed. */
286 void v3d_irq_reset(struct v3d_dev *v3d)
287 {
288 	v3d_irq_enable(v3d);
289 }
290