123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206 |
- // SPDX-License-Identifier: GPL-2.0+
- /* Copyright (C) 2014-2018 Broadcom */
- /**
- * DOC: Interrupt management for the V3D engine
- *
- * When we take a binning or rendering flush 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 "v3d_drv.h"
- #include "v3d_regs.h"
- #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
- V3D_INT_FLDONE | \
- V3D_INT_FRDONE | \
- V3D_INT_GMPV))
- #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
- V3D_HUB_INT_MMU_PTI | \
- V3D_HUB_INT_MMU_CAP))
- 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);
- unsigned long irqflags;
- if (IS_ERR(bo)) {
- DRM_ERROR("Couldn't allocate binner overflow mem\n");
- return;
- }
- /* 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(&bo->base);
- list_add_tail(&bo->unref_head, &v3d->bin_job->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, bo->base.size);
- out:
- drm_gem_object_put_unlocked(&bo->base);
- }
- 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.
- */
- schedule_work(&v3d->overflow_mem_work);
- status = IRQ_HANDLED;
- }
- if (intsts & V3D_INT_FLDONE) {
- v3d->queue[V3D_BIN].finished_seqno++;
- dma_fence_signal(v3d->bin_job->bin.done_fence);
- status = IRQ_HANDLED;
- }
- if (intsts & V3D_INT_FRDONE) {
- v3d->queue[V3D_RENDER].finished_seqno++;
- dma_fence_signal(v3d->render_job->render.done_fence);
- 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->dev, "GMP violation\n");
- 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_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) << 8;
- dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
- 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;
- }
- void
- v3d_irq_init(struct v3d_dev *v3d)
- {
- int 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);
- ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
- v3d_hub_irq, IRQF_SHARED,
- "v3d_hub", v3d);
- ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 1),
- v3d_irq, IRQF_SHARED,
- "v3d_core0", v3d);
- if (ret)
- dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
- v3d_irq_enable(v3d);
- }
- 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);
- }
|