/* * Copyright © 2014 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** * DOC: Interrupt management for the V3D engine * * We have an interrupt status register (V3D_INTCTL) which reports * interrupts, and where writing 1 bits clears those interrupts. * There are also a pair of interrupt registers * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or * disables that specific interrupt, and 0s written are ignored * (reading either one returns the set of enabled interrupts). * * When we take a binning flush done interrupt, we need to submit the * next frame for binning and move the finished frame to the render * thread. * * When we take a render frame interrupt, we need to wake the * processes waiting for some frame to be done, and get the next frame * submitted ASAP (so the hardware doesn't sit idle when there's work * to do). * * When we take the binner out of memory interrupt, we need to * allocate some new memory and pass it to the binner so that the * current job can make progress. */ #include #include #include "vc4_drv.h" #include "vc4_regs.h" #include "vc4_trace.h" #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \ V3D_INT_FLDONE | \ V3D_INT_FRDONE) static void vc4_overflow_mem_work(struct work_struct *work) { struct vc4_dev *vc4 = container_of(work, struct vc4_dev, overflow_mem_work); struct vc4_bo *bo; int bin_bo_slot; struct vc4_exec_info *exec; unsigned long irqflags; mutex_lock(&vc4->bin_bo_lock); if (!vc4->bin_bo) goto complete; bo = vc4->bin_bo; bin_bo_slot = vc4_v3d_get_bin_slot(vc4); if (bin_bo_slot < 0) { drm_err(&vc4->base, "Couldn't allocate binner overflow mem\n"); goto complete; } spin_lock_irqsave(&vc4->job_lock, irqflags); if (vc4->bin_alloc_overflow) { /* If we had overflow memory allocated previously, * then that chunk will free when the current bin job * is done. If we don't have a bin job running, then * the chunk will be done whenever the list of render * jobs has drained. */ exec = vc4_first_bin_job(vc4); if (!exec) exec = vc4_last_render_job(vc4); if (exec) { exec->bin_slots |= vc4->bin_alloc_overflow; } else { /* There's nothing queued in the hardware, so * the old slot is free immediately. */ vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow; } } vc4->bin_alloc_overflow = BIT(bin_bo_slot); V3D_WRITE(V3D_BPOA, bo->base.dma_addr + bin_bo_slot * vc4->bin_alloc_size); V3D_WRITE(V3D_BPOS, bo->base.base.size); V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM); V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM); spin_unlock_irqrestore(&vc4->job_lock, irqflags); complete: mutex_unlock(&vc4->bin_bo_lock); } static void vc4_irq_finish_bin_job(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4); if (!exec) return; trace_vc4_bcl_end_irq(dev, exec->seqno); vc4_move_job_to_render(dev, exec); next = vc4_first_bin_job(vc4); /* Only submit the next job in the bin list if it matches the perfmon * attached to the one that just finished (or if both jobs don't have * perfmon attached to them). */ if (next && next->perfmon == exec->perfmon) vc4_submit_next_bin_job(dev); } static void vc4_cancel_bin_job(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); struct vc4_exec_info *exec = vc4_first_bin_job(vc4); if (!exec) return; /* Stop the perfmon so that the next bin job can be started. */ if (exec->perfmon) vc4_perfmon_stop(vc4, exec->perfmon, false); list_move_tail(&exec->head, &vc4->bin_job_list); vc4_submit_next_bin_job(dev); } static void vc4_irq_finish_render_job(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); struct vc4_exec_info *exec = vc4_first_render_job(vc4); struct vc4_exec_info *nextbin, *nextrender; if (!exec) return; trace_vc4_rcl_end_irq(dev, exec->seqno); vc4->finished_seqno++; list_move_tail(&exec->head, &vc4->job_done_list); nextbin = vc4_first_bin_job(vc4); nextrender = vc4_first_render_job(vc4); /* Only stop the perfmon if following jobs in the queue don't expect it * to be enabled. */ if (exec->perfmon && !nextrender && (!nextbin || nextbin->perfmon != exec->perfmon)) vc4_perfmon_stop(vc4, exec->perfmon, true); /* If there's a render job waiting, start it. If this is not the case * we may have to unblock the binner if it's been stalled because of * perfmon (this can be checked by comparing the perfmon attached to * the finished renderjob to the one attached to the next bin job: if * they don't match, this means the binner is stalled and should be * restarted). */ if (nextrender) vc4_submit_next_render_job(dev); else if (nextbin && nextbin->perfmon != exec->perfmon) vc4_submit_next_bin_job(dev); if (exec->fence) { dma_fence_signal_locked(exec->fence); dma_fence_put(exec->fence); exec->fence = NULL; } wake_up_all(&vc4->job_wait_queue); schedule_work(&vc4->job_done_work); } static irqreturn_t vc4_irq(int irq, void *arg) { struct drm_device *dev = arg; struct vc4_dev *vc4 = to_vc4_dev(dev); uint32_t intctl; irqreturn_t status = IRQ_NONE; barrier(); intctl = V3D_READ(V3D_INTCTL); /* Acknowledge the interrupts we're handling here. The binner * last flush / render frame done interrupt will be cleared, * while OUTOMEM will stay high until the underlying cause is * cleared. */ V3D_WRITE(V3D_INTCTL, intctl); if (intctl & V3D_INT_OUTOMEM) { /* Disable OUTOMEM until the work is done. */ V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM); schedule_work(&vc4->overflow_mem_work); status = IRQ_HANDLED; } if (intctl & V3D_INT_FLDONE) { spin_lock(&vc4->job_lock); vc4_irq_finish_bin_job(dev); spin_unlock(&vc4->job_lock); status = IRQ_HANDLED; } if (intctl & V3D_INT_FRDONE) { spin_lock(&vc4->job_lock); vc4_irq_finish_render_job(dev); spin_unlock(&vc4->job_lock); status = IRQ_HANDLED; } return status; } static void vc4_irq_prepare(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); if (!vc4->v3d) return; init_waitqueue_head(&vc4->job_wait_queue); INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work); /* Clear any pending interrupts someone might have left around * for us. */ V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); } void vc4_irq_enable(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4)) return; if (!vc4->v3d) return; /* Enable the render done interrupts. The out-of-memory interrupt is * enabled as soon as we have a binner BO allocated. */ V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE); } void vc4_irq_disable(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4)) return; if (!vc4->v3d) return; /* Disable sending interrupts for our driver's IRQs. */ V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS); /* Clear any pending interrupts we might have left. */ V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); /* Finish any interrupt handler still in flight. */ synchronize_irq(vc4->irq); cancel_work_sync(&vc4->overflow_mem_work); } int vc4_irq_install(struct drm_device *dev, int irq) { struct vc4_dev *vc4 = to_vc4_dev(dev); int ret; if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4)) return -ENODEV; if (irq == IRQ_NOTCONNECTED) return -ENOTCONN; vc4_irq_prepare(dev); ret = request_irq(irq, vc4_irq, 0, dev->driver->name, dev); if (ret) return ret; vc4_irq_enable(dev); return 0; } void vc4_irq_uninstall(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4)) return; vc4_irq_disable(dev); free_irq(vc4->irq, dev); } /** Reinitializes interrupt registers when a GPU reset is performed. */ void vc4_irq_reset(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); unsigned long irqflags; if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4)) return; /* Acknowledge any stale IRQs. */ V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); /* * Turn all our interrupts on. Binner out of memory is the * only one we expect to trigger at this point, since we've * just come from poweron and haven't supplied any overflow * memory yet. */ V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS); spin_lock_irqsave(&vc4->job_lock, irqflags); vc4_cancel_bin_job(dev); vc4_irq_finish_render_job(dev); spin_unlock_irqrestore(&vc4->job_lock, irqflags); }