xref: /linux/drivers/gpu/drm/v3d/v3d_irq.c (revision f96a974170b749e3a56844e25b31d46a7233b6f6)
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 		v3d->bin_job = NULL;
112 		status = IRQ_HANDLED;
113 	}
114 
115 	if (intsts & V3D_INT_FRDONE) {
116 		struct v3d_fence *fence =
117 			to_v3d_fence(v3d->render_job->base.irq_fence);
118 
119 		v3d_job_update_stats(&v3d->render_job->base, V3D_RENDER);
120 		trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
121 		dma_fence_signal(&fence->base);
122 		v3d->render_job = NULL;
123 		status = IRQ_HANDLED;
124 	}
125 
126 	if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
127 		struct v3d_fence *fence =
128 			to_v3d_fence(v3d->csd_job->base.irq_fence);
129 
130 		v3d_job_update_stats(&v3d->csd_job->base, V3D_CSD);
131 		trace_v3d_csd_irq(&v3d->drm, fence->seqno);
132 		dma_fence_signal(&fence->base);
133 		v3d->csd_job = NULL;
134 		status = IRQ_HANDLED;
135 	}
136 
137 	/* We shouldn't be triggering these if we have GMP in
138 	 * always-allowed mode.
139 	 */
140 	if (v3d->ver < 71 && (intsts & V3D_INT_GMPV))
141 		dev_err(v3d->drm.dev, "GMP violation\n");
142 
143 	/* V3D 4.2 wires the hub and core IRQs together, so if we &
144 	 * didn't see the common one then check hub for MMU IRQs.
145 	 */
146 	if (v3d->single_irq_line && status == IRQ_NONE)
147 		return v3d_hub_irq(irq, arg);
148 
149 	return status;
150 }
151 
152 static irqreturn_t
153 v3d_hub_irq(int irq, void *arg)
154 {
155 	struct v3d_dev *v3d = arg;
156 	u32 intsts;
157 	irqreturn_t status = IRQ_NONE;
158 
159 	intsts = V3D_READ(V3D_HUB_INT_STS);
160 
161 	/* Acknowledge the interrupts we're handling here. */
162 	V3D_WRITE(V3D_HUB_INT_CLR, intsts);
163 
164 	if (intsts & V3D_HUB_INT_TFUC) {
165 		struct v3d_fence *fence =
166 			to_v3d_fence(v3d->tfu_job->base.irq_fence);
167 
168 		v3d_job_update_stats(&v3d->tfu_job->base, V3D_TFU);
169 		trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
170 		dma_fence_signal(&fence->base);
171 		v3d->tfu_job = NULL;
172 		status = IRQ_HANDLED;
173 	}
174 
175 	if (intsts & (V3D_HUB_INT_MMU_WRV |
176 		      V3D_HUB_INT_MMU_PTI |
177 		      V3D_HUB_INT_MMU_CAP)) {
178 		u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
179 		u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
180 				(v3d->va_width - 32));
181 		static const char *const v3d41_axi_ids[] = {
182 			"L2T",
183 			"PTB",
184 			"PSE",
185 			"TLB",
186 			"CLE",
187 			"TFU",
188 			"MMU",
189 			"GMP",
190 		};
191 		const char *client = "?";
192 
193 		V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
194 
195 		if (v3d->ver >= 41) {
196 			axi_id = axi_id >> 5;
197 			if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
198 				client = v3d41_axi_ids[axi_id];
199 		}
200 
201 		dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
202 			client, axi_id, (long long)vio_addr,
203 			((intsts & V3D_HUB_INT_MMU_WRV) ?
204 			 ", write violation" : ""),
205 			((intsts & V3D_HUB_INT_MMU_PTI) ?
206 			 ", pte invalid" : ""),
207 			((intsts & V3D_HUB_INT_MMU_CAP) ?
208 			 ", cap exceeded" : ""));
209 		status = IRQ_HANDLED;
210 	}
211 
212 	if (v3d->ver >= 71 && (intsts & V3D_V7_HUB_INT_GMPV)) {
213 		dev_err(v3d->drm.dev, "GMP Violation\n");
214 		status = IRQ_HANDLED;
215 	}
216 
217 	return status;
218 }
219 
220 int
221 v3d_irq_init(struct v3d_dev *v3d)
222 {
223 	int irq1, ret, core;
224 
225 	INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
226 
227 	/* Clear any pending interrupts someone might have left around
228 	 * for us.
229 	 */
230 	for (core = 0; core < v3d->cores; core++)
231 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
232 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
233 
234 	irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
235 	if (irq1 == -EPROBE_DEFER)
236 		return irq1;
237 	if (irq1 > 0) {
238 		ret = devm_request_irq(v3d->drm.dev, irq1,
239 				       v3d_irq, IRQF_SHARED,
240 				       "v3d_core0", v3d);
241 		if (ret)
242 			goto fail;
243 		ret = devm_request_irq(v3d->drm.dev,
244 				       platform_get_irq(v3d_to_pdev(v3d), 0),
245 				       v3d_hub_irq, IRQF_SHARED,
246 				       "v3d_hub", v3d);
247 		if (ret)
248 			goto fail;
249 	} else {
250 		v3d->single_irq_line = true;
251 
252 		ret = devm_request_irq(v3d->drm.dev,
253 				       platform_get_irq(v3d_to_pdev(v3d), 0),
254 				       v3d_irq, IRQF_SHARED,
255 				       "v3d", v3d);
256 		if (ret)
257 			goto fail;
258 	}
259 
260 	v3d_irq_enable(v3d);
261 	return 0;
262 
263 fail:
264 	if (ret != -EPROBE_DEFER)
265 		dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
266 	return ret;
267 }
268 
269 void
270 v3d_irq_enable(struct v3d_dev *v3d)
271 {
272 	int core;
273 
274 	/* Enable our set of interrupts, masking out any others. */
275 	for (core = 0; core < v3d->cores; core++) {
276 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS(v3d->ver));
277 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver));
278 	}
279 
280 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver));
281 	V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver));
282 }
283 
284 void
285 v3d_irq_disable(struct v3d_dev *v3d)
286 {
287 	int core;
288 
289 	/* Disable all interrupts. */
290 	for (core = 0; core < v3d->cores; core++)
291 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
292 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
293 
294 	/* Clear any pending interrupts we might have left. */
295 	for (core = 0; core < v3d->cores; core++)
296 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
297 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
298 
299 	cancel_work_sync(&v3d->overflow_mem_work);
300 }
301 
302 /** Reinitializes interrupt registers when a GPU reset is performed. */
303 void v3d_irq_reset(struct v3d_dev *v3d)
304 {
305 	v3d_irq_enable(v3d);
306 }
307