xref: /linux/drivers/gpu/drm/vc4/vc4_irq.c (revision 3a2c4d55e32ad65efebdb6de44eef3bfa08bb49d)
1 /*
2  * Copyright © 2014 Broadcom
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 /**
25  * DOC: Interrupt management for the V3D engine
26  *
27  * We have an interrupt status register (V3D_INTCTL) which reports
28  * interrupts, and where writing 1 bits clears those interrupts.
29  * There are also a pair of interrupt registers
30  * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
31  * disables that specific interrupt, and 0s written are ignored
32  * (reading either one returns the set of enabled interrupts).
33  *
34  * When we take a binning flush done interrupt, we need to submit the
35  * next frame for binning and move the finished frame to the render
36  * thread.
37  *
38  * When we take a render frame interrupt, we need to wake the
39  * processes waiting for some frame to be done, and get the next frame
40  * submitted ASAP (so the hardware doesn't sit idle when there's work
41  * to do).
42  *
43  * When we take the binner out of memory interrupt, we need to
44  * allocate some new memory and pass it to the binner so that the
45  * current job can make progress.
46  */
47 
48 #include <linux/platform_device.h>
49 
50 #include <drm/drm_print.h>
51 
52 #include "vc4_drv.h"
53 #include "vc4_regs.h"
54 #include "vc4_trace.h"
55 
56 #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
57 			 V3D_INT_FLDONE | \
58 			 V3D_INT_FRDONE)
59 
60 static void
61 vc4_overflow_mem_work(struct work_struct *work)
62 {
63 	struct vc4_dev *vc4 =
64 		container_of(work, struct vc4_dev, overflow_mem_work);
65 	struct vc4_bo *bo;
66 	int bin_bo_slot;
67 	struct vc4_exec_info *exec;
68 	unsigned long irqflags;
69 
70 	mutex_lock(&vc4->bin_bo_lock);
71 
72 	if (!vc4->bin_bo)
73 		goto complete;
74 
75 	bo = vc4->bin_bo;
76 
77 	bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
78 	if (bin_bo_slot < 0) {
79 		drm_err(&vc4->base, "Couldn't allocate binner overflow mem\n");
80 		goto complete;
81 	}
82 
83 	spin_lock_irqsave(&vc4->job_lock, irqflags);
84 
85 	if (vc4->bin_alloc_overflow) {
86 		/* If we had overflow memory allocated previously,
87 		 * then that chunk will free when the current bin job
88 		 * is done.  If we don't have a bin job running, then
89 		 * the chunk will be done whenever the list of render
90 		 * jobs has drained.
91 		 */
92 		exec = vc4_first_bin_job(vc4);
93 		if (!exec)
94 			exec = vc4_last_render_job(vc4);
95 		if (exec) {
96 			exec->bin_slots |= vc4->bin_alloc_overflow;
97 		} else {
98 			/* There's nothing queued in the hardware, so
99 			 * the old slot is free immediately.
100 			 */
101 			vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
102 		}
103 	}
104 	vc4->bin_alloc_overflow = BIT(bin_bo_slot);
105 
106 	V3D_WRITE(V3D_BPOA, bo->base.dma_addr + bin_bo_slot * vc4->bin_alloc_size);
107 	V3D_WRITE(V3D_BPOS, vc4->bin_alloc_size);
108 	V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
109 	V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
110 	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
111 
112 complete:
113 	mutex_unlock(&vc4->bin_bo_lock);
114 }
115 
116 static void
117 vc4_irq_finish_bin_job(struct drm_device *dev)
118 {
119 	struct vc4_dev *vc4 = to_vc4_dev(dev);
120 	struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4);
121 
122 	if (!exec)
123 		return;
124 
125 	trace_vc4_bcl_end_irq(dev, exec->seqno);
126 
127 	vc4_move_job_to_render(dev, exec);
128 	next = vc4_first_bin_job(vc4);
129 
130 	/* Only submit the next job in the bin list if it matches the perfmon
131 	 * attached to the one that just finished (or if both jobs don't have
132 	 * perfmon attached to them).
133 	 */
134 	if (next && next->perfmon == exec->perfmon)
135 		vc4_submit_next_bin_job(dev);
136 }
137 
138 static void
139 vc4_cancel_bin_job(struct drm_device *dev)
140 {
141 	struct vc4_dev *vc4 = to_vc4_dev(dev);
142 	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
143 
144 	if (!exec)
145 		return;
146 
147 	/* Stop the perfmon so that the next bin job can be started. */
148 	if (exec->perfmon)
149 		vc4_perfmon_stop(vc4, exec->perfmon, false);
150 
151 	list_move_tail(&exec->head, &vc4->bin_job_list);
152 	vc4_submit_next_bin_job(dev);
153 }
154 
155 static void
156 vc4_irq_finish_render_job(struct drm_device *dev)
157 {
158 	struct vc4_dev *vc4 = to_vc4_dev(dev);
159 	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
160 	struct vc4_exec_info *nextbin, *nextrender;
161 
162 	if (!exec)
163 		return;
164 
165 	trace_vc4_rcl_end_irq(dev, exec->seqno);
166 
167 	vc4->finished_seqno++;
168 	list_move_tail(&exec->head, &vc4->job_done_list);
169 
170 	nextbin = vc4_first_bin_job(vc4);
171 	nextrender = vc4_first_render_job(vc4);
172 
173 	/* Only stop the perfmon if following jobs in the queue don't expect it
174 	 * to be enabled.
175 	 */
176 	if (exec->perfmon && !nextrender &&
177 	    (!nextbin || nextbin->perfmon != exec->perfmon))
178 		vc4_perfmon_stop(vc4, exec->perfmon, true);
179 
180 	/* If there's a render job waiting, start it. If this is not the case
181 	 * we may have to unblock the binner if it's been stalled because of
182 	 * perfmon (this can be checked by comparing the perfmon attached to
183 	 * the finished renderjob to the one attached to the next bin job: if
184 	 * they don't match, this means the binner is stalled and should be
185 	 * restarted).
186 	 */
187 	if (nextrender)
188 		vc4_submit_next_render_job(dev);
189 	else if (nextbin && nextbin->perfmon != exec->perfmon)
190 		vc4_submit_next_bin_job(dev);
191 
192 	if (exec->fence) {
193 		dma_fence_signal_locked(exec->fence);
194 		dma_fence_put(exec->fence);
195 		exec->fence = NULL;
196 	}
197 
198 	wake_up_all(&vc4->job_wait_queue);
199 	schedule_work(&vc4->job_done_work);
200 }
201 
202 static irqreturn_t
203 vc4_irq(int irq, void *arg)
204 {
205 	struct drm_device *dev = arg;
206 	struct vc4_dev *vc4 = to_vc4_dev(dev);
207 	uint32_t intctl;
208 	irqreturn_t status = IRQ_NONE;
209 
210 	barrier();
211 	intctl = V3D_READ(V3D_INTCTL);
212 
213 	/* Acknowledge the interrupts we're handling here. The binner
214 	 * last flush / render frame done interrupt will be cleared,
215 	 * while OUTOMEM will stay high until the underlying cause is
216 	 * cleared.
217 	 */
218 	V3D_WRITE(V3D_INTCTL, intctl);
219 
220 	if (intctl & V3D_INT_OUTOMEM) {
221 		/* Disable OUTOMEM until the work is done. */
222 		V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
223 		schedule_work(&vc4->overflow_mem_work);
224 		status = IRQ_HANDLED;
225 	}
226 
227 	if (intctl & V3D_INT_FLDONE) {
228 		spin_lock(&vc4->job_lock);
229 		vc4_irq_finish_bin_job(dev);
230 		spin_unlock(&vc4->job_lock);
231 		status = IRQ_HANDLED;
232 	}
233 
234 	if (intctl & V3D_INT_FRDONE) {
235 		spin_lock(&vc4->job_lock);
236 		vc4_irq_finish_render_job(dev);
237 		spin_unlock(&vc4->job_lock);
238 		status = IRQ_HANDLED;
239 	}
240 
241 	return status;
242 }
243 
244 void
245 vc4_irq_enable(struct drm_device *dev)
246 {
247 	struct vc4_dev *vc4 = to_vc4_dev(dev);
248 
249 	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
250 		return;
251 
252 	if (!vc4->v3d)
253 		return;
254 
255 	/* Enable the render done interrupts. The out-of-memory interrupt is
256 	 * enabled as soon as we have a binner BO allocated.
257 	 */
258 	V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE);
259 }
260 
261 void
262 vc4_irq_disable(struct drm_device *dev)
263 {
264 	struct vc4_dev *vc4 = to_vc4_dev(dev);
265 
266 	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
267 		return;
268 
269 	if (!vc4->v3d)
270 		return;
271 
272 	/* Disable sending interrupts for our driver's IRQs. */
273 	V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
274 
275 	/* Clear any pending interrupts we might have left. */
276 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
277 
278 	/* Finish any interrupt handler still in flight. */
279 	synchronize_irq(vc4->irq);
280 
281 	cancel_work_sync(&vc4->overflow_mem_work);
282 }
283 
284 int vc4_irq_install(struct drm_device *dev, int irq)
285 {
286 	struct vc4_dev *vc4 = to_vc4_dev(dev);
287 	int ret;
288 
289 	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
290 		return -ENODEV;
291 
292 	if (!vc4->v3d)
293 		return -ENODEV;
294 
295 	if (irq == IRQ_NOTCONNECTED)
296 		return -ENOTCONN;
297 
298 	init_waitqueue_head(&vc4->job_wait_queue);
299 	INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
300 
301 	/* Clear any pending interrupts someone might have left around
302 	 * for us.
303 	 */
304 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
305 
306 	ret = devm_request_irq(dev->dev, irq, vc4_irq, 0,
307 			       dev_name(dev->dev), dev);
308 	if (ret)
309 		return ret;
310 
311 	vc4_irq_enable(dev);
312 
313 	return 0;
314 }
315 
316 void vc4_irq_uninstall(struct drm_device *dev)
317 {
318 	struct vc4_dev *vc4 = to_vc4_dev(dev);
319 
320 	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
321 		return;
322 
323 	vc4_irq_disable(dev);
324 }
325 
326 /** Reinitializes interrupt registers when a GPU reset is performed. */
327 void vc4_irq_reset(struct drm_device *dev)
328 {
329 	struct vc4_dev *vc4 = to_vc4_dev(dev);
330 	unsigned long irqflags;
331 
332 	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
333 		return;
334 
335 	/* Acknowledge any stale IRQs. */
336 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
337 
338 	/*
339 	 * Turn all our interrupts on.  Binner out of memory is the
340 	 * only one we expect to trigger at this point, since we've
341 	 * just come from poweron and haven't supplied any overflow
342 	 * memory yet.
343 	 */
344 	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
345 
346 	spin_lock_irqsave(&vc4->job_lock, irqflags);
347 	vc4_cancel_bin_job(dev);
348 	vc4_irq_finish_render_job(dev);
349 	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
350 }
351