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_drv.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, bo->base.base.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 static void 245 vc4_irq_prepare(struct drm_device *dev) 246 { 247 struct vc4_dev *vc4 = to_vc4_dev(dev); 248 249 if (!vc4->v3d) 250 return; 251 252 init_waitqueue_head(&vc4->job_wait_queue); 253 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work); 254 255 /* Clear any pending interrupts someone might have left around 256 * for us. 257 */ 258 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); 259 } 260 261 void 262 vc4_irq_enable(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 /* Enable the render done interrupts. The out-of-memory interrupt is 273 * enabled as soon as we have a binner BO allocated. 274 */ 275 V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE); 276 } 277 278 void 279 vc4_irq_disable(struct drm_device *dev) 280 { 281 struct vc4_dev *vc4 = to_vc4_dev(dev); 282 283 if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4)) 284 return; 285 286 if (!vc4->v3d) 287 return; 288 289 /* Disable sending interrupts for our driver's IRQs. */ 290 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS); 291 292 /* Clear any pending interrupts we might have left. */ 293 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); 294 295 /* Finish any interrupt handler still in flight. */ 296 synchronize_irq(vc4->irq); 297 298 cancel_work_sync(&vc4->overflow_mem_work); 299 } 300 301 int vc4_irq_install(struct drm_device *dev, int irq) 302 { 303 struct vc4_dev *vc4 = to_vc4_dev(dev); 304 int ret; 305 306 if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4)) 307 return -ENODEV; 308 309 if (irq == IRQ_NOTCONNECTED) 310 return -ENOTCONN; 311 312 vc4_irq_prepare(dev); 313 314 ret = request_irq(irq, vc4_irq, 0, dev->driver->name, dev); 315 if (ret) 316 return ret; 317 318 vc4_irq_enable(dev); 319 320 return 0; 321 } 322 323 void vc4_irq_uninstall(struct drm_device *dev) 324 { 325 struct vc4_dev *vc4 = to_vc4_dev(dev); 326 327 if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4)) 328 return; 329 330 vc4_irq_disable(dev); 331 free_irq(vc4->irq, dev); 332 } 333 334 /** Reinitializes interrupt registers when a GPU reset is performed. */ 335 void vc4_irq_reset(struct drm_device *dev) 336 { 337 struct vc4_dev *vc4 = to_vc4_dev(dev); 338 unsigned long irqflags; 339 340 if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4)) 341 return; 342 343 /* Acknowledge any stale IRQs. */ 344 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); 345 346 /* 347 * Turn all our interrupts on. Binner out of memory is the 348 * only one we expect to trigger at this point, since we've 349 * just come from poweron and haven't supplied any overflow 350 * memory yet. 351 */ 352 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS); 353 354 spin_lock_irqsave(&vc4->job_lock, irqflags); 355 vc4_cancel_bin_job(dev); 356 vc4_irq_finish_render_job(dev); 357 spin_unlock_irqrestore(&vc4->job_lock, irqflags); 358 } 359