xref: /linux/drivers/gpu/drm/v3d/v3d_irq.c (revision 8b40a46966d294bc64bad0feb13d3304fde738f2)
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 		struct v3d_file_priv *file = v3d->bin_job->base.file->driver_priv;
106 		u64 runtime = local_clock() - file->start_ns[V3D_BIN];
107 
108 		file->enabled_ns[V3D_BIN] += local_clock() - file->start_ns[V3D_BIN];
109 		file->jobs_sent[V3D_BIN]++;
110 		v3d->queue[V3D_BIN].jobs_sent++;
111 
112 		file->start_ns[V3D_BIN] = 0;
113 		v3d->queue[V3D_BIN].start_ns = 0;
114 
115 		file->enabled_ns[V3D_BIN] += runtime;
116 		v3d->queue[V3D_BIN].enabled_ns += runtime;
117 
118 		trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
119 		dma_fence_signal(&fence->base);
120 		status = IRQ_HANDLED;
121 	}
122 
123 	if (intsts & V3D_INT_FRDONE) {
124 		struct v3d_fence *fence =
125 			to_v3d_fence(v3d->render_job->base.irq_fence);
126 		struct v3d_file_priv *file = v3d->render_job->base.file->driver_priv;
127 		u64 runtime = local_clock() - file->start_ns[V3D_RENDER];
128 
129 		file->enabled_ns[V3D_RENDER] += local_clock() - file->start_ns[V3D_RENDER];
130 		file->jobs_sent[V3D_RENDER]++;
131 		v3d->queue[V3D_RENDER].jobs_sent++;
132 
133 		file->start_ns[V3D_RENDER] = 0;
134 		v3d->queue[V3D_RENDER].start_ns = 0;
135 
136 		file->enabled_ns[V3D_RENDER] += runtime;
137 		v3d->queue[V3D_RENDER].enabled_ns += runtime;
138 
139 		trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
140 		dma_fence_signal(&fence->base);
141 		status = IRQ_HANDLED;
142 	}
143 
144 	if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
145 		struct v3d_fence *fence =
146 			to_v3d_fence(v3d->csd_job->base.irq_fence);
147 		struct v3d_file_priv *file = v3d->csd_job->base.file->driver_priv;
148 		u64 runtime = local_clock() - file->start_ns[V3D_CSD];
149 
150 		file->enabled_ns[V3D_CSD] += local_clock() - file->start_ns[V3D_CSD];
151 		file->jobs_sent[V3D_CSD]++;
152 		v3d->queue[V3D_CSD].jobs_sent++;
153 
154 		file->start_ns[V3D_CSD] = 0;
155 		v3d->queue[V3D_CSD].start_ns = 0;
156 
157 		file->enabled_ns[V3D_CSD] += runtime;
158 		v3d->queue[V3D_CSD].enabled_ns += runtime;
159 
160 		trace_v3d_csd_irq(&v3d->drm, fence->seqno);
161 		dma_fence_signal(&fence->base);
162 		status = IRQ_HANDLED;
163 	}
164 
165 	/* We shouldn't be triggering these if we have GMP in
166 	 * always-allowed mode.
167 	 */
168 	if (v3d->ver < 71 && (intsts & V3D_INT_GMPV))
169 		dev_err(v3d->drm.dev, "GMP violation\n");
170 
171 	/* V3D 4.2 wires the hub and core IRQs together, so if we &
172 	 * didn't see the common one then check hub for MMU IRQs.
173 	 */
174 	if (v3d->single_irq_line && status == IRQ_NONE)
175 		return v3d_hub_irq(irq, arg);
176 
177 	return status;
178 }
179 
180 static irqreturn_t
181 v3d_hub_irq(int irq, void *arg)
182 {
183 	struct v3d_dev *v3d = arg;
184 	u32 intsts;
185 	irqreturn_t status = IRQ_NONE;
186 
187 	intsts = V3D_READ(V3D_HUB_INT_STS);
188 
189 	/* Acknowledge the interrupts we're handling here. */
190 	V3D_WRITE(V3D_HUB_INT_CLR, intsts);
191 
192 	if (intsts & V3D_HUB_INT_TFUC) {
193 		struct v3d_fence *fence =
194 			to_v3d_fence(v3d->tfu_job->base.irq_fence);
195 		struct v3d_file_priv *file = v3d->tfu_job->base.file->driver_priv;
196 		u64 runtime = local_clock() - file->start_ns[V3D_TFU];
197 
198 		file->enabled_ns[V3D_TFU] += local_clock() - file->start_ns[V3D_TFU];
199 		file->jobs_sent[V3D_TFU]++;
200 		v3d->queue[V3D_TFU].jobs_sent++;
201 
202 		file->start_ns[V3D_TFU] = 0;
203 		v3d->queue[V3D_TFU].start_ns = 0;
204 
205 		file->enabled_ns[V3D_TFU] += runtime;
206 		v3d->queue[V3D_TFU].enabled_ns += runtime;
207 
208 		trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
209 		dma_fence_signal(&fence->base);
210 		status = IRQ_HANDLED;
211 	}
212 
213 	if (intsts & (V3D_HUB_INT_MMU_WRV |
214 		      V3D_HUB_INT_MMU_PTI |
215 		      V3D_HUB_INT_MMU_CAP)) {
216 		u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
217 		u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
218 				(v3d->va_width - 32));
219 		static const char *const v3d41_axi_ids[] = {
220 			"L2T",
221 			"PTB",
222 			"PSE",
223 			"TLB",
224 			"CLE",
225 			"TFU",
226 			"MMU",
227 			"GMP",
228 		};
229 		const char *client = "?";
230 
231 		V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
232 
233 		if (v3d->ver >= 41) {
234 			axi_id = axi_id >> 5;
235 			if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
236 				client = v3d41_axi_ids[axi_id];
237 		}
238 
239 		dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
240 			client, axi_id, (long long)vio_addr,
241 			((intsts & V3D_HUB_INT_MMU_WRV) ?
242 			 ", write violation" : ""),
243 			((intsts & V3D_HUB_INT_MMU_PTI) ?
244 			 ", pte invalid" : ""),
245 			((intsts & V3D_HUB_INT_MMU_CAP) ?
246 			 ", cap exceeded" : ""));
247 		status = IRQ_HANDLED;
248 	}
249 
250 	if (v3d->ver >= 71 && (intsts & V3D_V7_HUB_INT_GMPV)) {
251 		dev_err(v3d->drm.dev, "GMP Violation\n");
252 		status = IRQ_HANDLED;
253 	}
254 
255 	return status;
256 }
257 
258 int
259 v3d_irq_init(struct v3d_dev *v3d)
260 {
261 	int irq1, ret, core;
262 
263 	INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
264 
265 	/* Clear any pending interrupts someone might have left around
266 	 * for us.
267 	 */
268 	for (core = 0; core < v3d->cores; core++)
269 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
270 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
271 
272 	irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
273 	if (irq1 == -EPROBE_DEFER)
274 		return irq1;
275 	if (irq1 > 0) {
276 		ret = devm_request_irq(v3d->drm.dev, irq1,
277 				       v3d_irq, IRQF_SHARED,
278 				       "v3d_core0", v3d);
279 		if (ret)
280 			goto fail;
281 		ret = devm_request_irq(v3d->drm.dev,
282 				       platform_get_irq(v3d_to_pdev(v3d), 0),
283 				       v3d_hub_irq, IRQF_SHARED,
284 				       "v3d_hub", v3d);
285 		if (ret)
286 			goto fail;
287 	} else {
288 		v3d->single_irq_line = true;
289 
290 		ret = devm_request_irq(v3d->drm.dev,
291 				       platform_get_irq(v3d_to_pdev(v3d), 0),
292 				       v3d_irq, IRQF_SHARED,
293 				       "v3d", v3d);
294 		if (ret)
295 			goto fail;
296 	}
297 
298 	v3d_irq_enable(v3d);
299 	return 0;
300 
301 fail:
302 	if (ret != -EPROBE_DEFER)
303 		dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
304 	return ret;
305 }
306 
307 void
308 v3d_irq_enable(struct v3d_dev *v3d)
309 {
310 	int core;
311 
312 	/* Enable our set of interrupts, masking out any others. */
313 	for (core = 0; core < v3d->cores; core++) {
314 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS(v3d->ver));
315 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver));
316 	}
317 
318 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver));
319 	V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver));
320 }
321 
322 void
323 v3d_irq_disable(struct v3d_dev *v3d)
324 {
325 	int core;
326 
327 	/* Disable all interrupts. */
328 	for (core = 0; core < v3d->cores; core++)
329 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
330 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
331 
332 	/* Clear any pending interrupts we might have left. */
333 	for (core = 0; core < v3d->cores; core++)
334 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
335 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
336 
337 	cancel_work_sync(&v3d->overflow_mem_work);
338 }
339 
340 /** Reinitializes interrupt registers when a GPU reset is performed. */
341 void v3d_irq_reset(struct v3d_dev *v3d)
342 {
343 	v3d_irq_enable(v3d);
344 }
345