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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 18:49:45 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 18:49:45 +0000 |
commit | 2c3c1048746a4622d8c89a29670120dc8fab93c4 (patch) | |
tree | 848558de17fb3008cdf4d861b01ac7781903ce39 /drivers/gpu/drm/v3d/v3d_irq.c | |
parent | Initial commit. (diff) | |
download | linux-upstream.tar.xz linux-upstream.zip |
Adding upstream version 6.1.76.upstream/6.1.76upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_irq.c')
-rw-r--r-- | drivers/gpu/drm/v3d/v3d_irq.c | 289 |
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); +} |