diff options
Diffstat (limited to 'drivers/gpu/drm/vc4/vc4_irq.c')
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_irq.c | 360 |
1 files changed, 360 insertions, 0 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_irq.c b/drivers/gpu/drm/vc4/vc4_irq.c new file mode 100644 index 000000000..1e6db0121 --- /dev/null +++ b/drivers/gpu/drm/vc4/vc4_irq.c @@ -0,0 +1,360 @@ +/* + * 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 <linux/platform_device.h> + +#include <drm/drm_drv.h> + +#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) + +DECLARE_WAIT_QUEUE_HEAD(render_wait); + +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_ERROR("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->is_vc5)) + 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->is_vc5)) + 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->is_vc5)) + 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->is_vc5)) + 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->is_vc5)) + 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); +} |