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path: root/drivers/gpu/drm/v3d/v3d_irq.c
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Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_irq.c')
-rw-r--r--drivers/gpu/drm/v3d/v3d_irq.c289
1 files changed, 289 insertions, 0 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_irq.c b/drivers/gpu/drm/v3d/v3d_irq.c
new file mode 100644
index 000000000..e714d5318
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_irq.c
@@ -0,0 +1,289 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2014-2018 Broadcom */
+
+/**
+ * DOC: Interrupt management for the V3D engine
+ *
+ * When we take a bin, render, TFU done, or CSD done interrupt, we
+ * need to signal the fence for that job so that the scheduler can
+ * queue up the next one and unblock any waiters.
+ *
+ * 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 <linux/platform_device.h>
+
+#include "v3d_drv.h"
+#include "v3d_regs.h"
+#include "v3d_trace.h"
+
+#define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
+ V3D_INT_FLDONE | \
+ V3D_INT_FRDONE | \
+ V3D_INT_CSDDONE | \
+ V3D_INT_GMPV))
+
+#define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
+ V3D_HUB_INT_MMU_PTI | \
+ V3D_HUB_INT_MMU_CAP | \
+ V3D_HUB_INT_TFUC))
+
+static irqreturn_t
+v3d_hub_irq(int irq, void *arg);
+
+static void
+v3d_overflow_mem_work(struct work_struct *work)
+{
+ struct v3d_dev *v3d =
+ container_of(work, struct v3d_dev, overflow_mem_work);
+ struct drm_device *dev = &v3d->drm;
+ struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
+ struct drm_gem_object *obj;
+ unsigned long irqflags;
+
+ if (IS_ERR(bo)) {
+ DRM_ERROR("Couldn't allocate binner overflow mem\n");
+ return;
+ }
+ obj = &bo->base.base;
+
+ /* We lost a race, and our work task came in after the bin job
+ * completed and exited. This can happen because the HW
+ * signals OOM before it's fully OOM, so the binner might just
+ * barely complete.
+ *
+ * If we lose the race and our work task comes in after a new
+ * bin job got scheduled, that's fine. We'll just give them
+ * some binner pool anyway.
+ */
+ spin_lock_irqsave(&v3d->job_lock, irqflags);
+ if (!v3d->bin_job) {
+ spin_unlock_irqrestore(&v3d->job_lock, irqflags);
+ goto out;
+ }
+
+ drm_gem_object_get(obj);
+ list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
+ spin_unlock_irqrestore(&v3d->job_lock, irqflags);
+
+ V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
+ V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
+
+out:
+ drm_gem_object_put(obj);
+}
+
+static irqreturn_t
+v3d_irq(int irq, void *arg)
+{
+ struct v3d_dev *v3d = arg;
+ u32 intsts;
+ irqreturn_t status = IRQ_NONE;
+
+ intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
+
+ /* Acknowledge the interrupts we're handling here. */
+ V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
+
+ if (intsts & V3D_INT_OUTOMEM) {
+ /* Note that the OOM status is edge signaled, so the
+ * interrupt won't happen again until the we actually
+ * add more memory. Also, as of V3D 4.1, FLDONE won't
+ * be reported until any OOM state has been cleared.
+ */
+ schedule_work(&v3d->overflow_mem_work);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & V3D_INT_FLDONE) {
+ struct v3d_fence *fence =
+ to_v3d_fence(v3d->bin_job->base.irq_fence);
+
+ trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & V3D_INT_FRDONE) {
+ struct v3d_fence *fence =
+ to_v3d_fence(v3d->render_job->base.irq_fence);
+
+ trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & V3D_INT_CSDDONE) {
+ struct v3d_fence *fence =
+ to_v3d_fence(v3d->csd_job->base.irq_fence);
+
+ trace_v3d_csd_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+ status = IRQ_HANDLED;
+ }
+
+ /* We shouldn't be triggering these if we have GMP in
+ * always-allowed mode.
+ */
+ if (intsts & V3D_INT_GMPV)
+ dev_err(v3d->drm.dev, "GMP violation\n");
+
+ /* V3D 4.2 wires the hub and core IRQs together, so if we &
+ * didn't see the common one then check hub for MMU IRQs.
+ */
+ if (v3d->single_irq_line && status == IRQ_NONE)
+ return v3d_hub_irq(irq, arg);
+
+ return status;
+}
+
+static irqreturn_t
+v3d_hub_irq(int irq, void *arg)
+{
+ struct v3d_dev *v3d = arg;
+ u32 intsts;
+ irqreturn_t status = IRQ_NONE;
+
+ intsts = V3D_READ(V3D_HUB_INT_STS);
+
+ /* Acknowledge the interrupts we're handling here. */
+ V3D_WRITE(V3D_HUB_INT_CLR, intsts);
+
+ if (intsts & V3D_HUB_INT_TFUC) {
+ struct v3d_fence *fence =
+ to_v3d_fence(v3d->tfu_job->base.irq_fence);
+
+ trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
+ dma_fence_signal(&fence->base);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & (V3D_HUB_INT_MMU_WRV |
+ V3D_HUB_INT_MMU_PTI |
+ V3D_HUB_INT_MMU_CAP)) {
+ u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
+ u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
+ (v3d->va_width - 32));
+ static const char *const v3d41_axi_ids[] = {
+ "L2T",
+ "PTB",
+ "PSE",
+ "TLB",
+ "CLE",
+ "TFU",
+ "MMU",
+ "GMP",
+ };
+ const char *client = "?";
+
+ V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
+
+ if (v3d->ver >= 41) {
+ axi_id = axi_id >> 5;
+ if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
+ client = v3d41_axi_ids[axi_id];
+ }
+
+ dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
+ client, axi_id, (long long)vio_addr,
+ ((intsts & V3D_HUB_INT_MMU_WRV) ?
+ ", write violation" : ""),
+ ((intsts & V3D_HUB_INT_MMU_PTI) ?
+ ", pte invalid" : ""),
+ ((intsts & V3D_HUB_INT_MMU_CAP) ?
+ ", cap exceeded" : ""));
+ status = IRQ_HANDLED;
+ }
+
+ return status;
+}
+
+int
+v3d_irq_init(struct v3d_dev *v3d)
+{
+ int irq1, ret, core;
+
+ INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
+
+ /* Clear any pending interrupts someone might have left around
+ * for us.
+ */
+ for (core = 0; core < v3d->cores; core++)
+ V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
+ V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
+
+ irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
+ if (irq1 == -EPROBE_DEFER)
+ return irq1;
+ if (irq1 > 0) {
+ ret = devm_request_irq(v3d->drm.dev, irq1,
+ v3d_irq, IRQF_SHARED,
+ "v3d_core0", v3d);
+ if (ret)
+ goto fail;
+ ret = devm_request_irq(v3d->drm.dev,
+ platform_get_irq(v3d_to_pdev(v3d), 0),
+ v3d_hub_irq, IRQF_SHARED,
+ "v3d_hub", v3d);
+ if (ret)
+ goto fail;
+ } else {
+ v3d->single_irq_line = true;
+
+ ret = devm_request_irq(v3d->drm.dev,
+ platform_get_irq(v3d_to_pdev(v3d), 0),
+ v3d_irq, IRQF_SHARED,
+ "v3d", v3d);
+ if (ret)
+ goto fail;
+ }
+
+ v3d_irq_enable(v3d);
+ return 0;
+
+fail:
+ if (ret != -EPROBE_DEFER)
+ dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
+ return ret;
+}
+
+void
+v3d_irq_enable(struct v3d_dev *v3d)
+{
+ int core;
+
+ /* Enable our set of interrupts, masking out any others. */
+ for (core = 0; core < v3d->cores; core++) {
+ V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
+ V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
+ }
+
+ V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
+ V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
+}
+
+void
+v3d_irq_disable(struct v3d_dev *v3d)
+{
+ int core;
+
+ /* Disable all interrupts. */
+ for (core = 0; core < v3d->cores; core++)
+ V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
+ V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
+
+ /* Clear any pending interrupts we might have left. */
+ for (core = 0; core < v3d->cores; core++)
+ V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
+ V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
+
+ cancel_work_sync(&v3d->overflow_mem_work);
+}
+
+/** Reinitializes interrupt registers when a GPU reset is performed. */
+void v3d_irq_reset(struct v3d_dev *v3d)
+{
+ v3d_irq_enable(v3d);
+}