1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2014-2018 Broadcom */
5 * DOC: Interrupt management for the V3D engine
7 * When we take a binning or rendering flush done interrupt, we need
8 * to signal the fence for that job so that the scheduler can queue up
9 * the next one and unblock any waiters.
11 * When we take the binner out of memory interrupt, we need to
12 * allocate some new memory and pass it to the binner so that the
13 * current job can make progress.
19 #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
24 #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
25 V3D_HUB_INT_MMU_PTI | \
29 v3d_overflow_mem_work(struct work_struct *work)
32 container_of(work, struct v3d_dev, overflow_mem_work);
33 struct drm_device *dev = &v3d->drm;
34 struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
35 unsigned long irqflags;
38 DRM_ERROR("Couldn't allocate binner overflow mem\n");
42 /* We lost a race, and our work task came in after the bin job
43 * completed and exited. This can happen because the HW
44 * signals OOM before it's fully OOM, so the binner might just
47 * If we lose the race and our work task comes in after a new
48 * bin job got scheduled, that's fine. We'll just give them
49 * some binner pool anyway.
51 spin_lock_irqsave(&v3d->job_lock, irqflags);
53 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
57 drm_gem_object_get(&bo->base);
58 list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
59 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
61 V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
62 V3D_CORE_WRITE(0, V3D_PTB_BPOS, bo->base.size);
65 drm_gem_object_put_unlocked(&bo->base);
69 v3d_irq(int irq, void *arg)
71 struct v3d_dev *v3d = arg;
73 irqreturn_t status = IRQ_NONE;
75 intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
77 /* Acknowledge the interrupts we're handling here. */
78 V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
80 if (intsts & V3D_INT_OUTOMEM) {
81 /* Note that the OOM status is edge signaled, so the
82 * interrupt won't happen again until the we actually
85 schedule_work(&v3d->overflow_mem_work);
89 if (intsts & V3D_INT_FLDONE) {
90 v3d->queue[V3D_BIN].finished_seqno++;
91 dma_fence_signal(v3d->bin_job->bin.done_fence);
95 if (intsts & V3D_INT_FRDONE) {
96 v3d->queue[V3D_RENDER].finished_seqno++;
97 dma_fence_signal(v3d->render_job->render.done_fence);
102 /* We shouldn't be triggering these if we have GMP in
103 * always-allowed mode.
105 if (intsts & V3D_INT_GMPV)
106 dev_err(v3d->dev, "GMP violation\n");
112 v3d_hub_irq(int irq, void *arg)
114 struct v3d_dev *v3d = arg;
116 irqreturn_t status = IRQ_NONE;
118 intsts = V3D_READ(V3D_HUB_INT_STS);
120 /* Acknowledge the interrupts we're handling here. */
121 V3D_WRITE(V3D_HUB_INT_CLR, intsts);
123 if (intsts & (V3D_HUB_INT_MMU_WRV |
124 V3D_HUB_INT_MMU_PTI |
125 V3D_HUB_INT_MMU_CAP)) {
126 u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
127 u64 vio_addr = (u64)V3D_READ(V3D_MMU_VIO_ADDR) << 8;
129 dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
130 axi_id, (long long)vio_addr,
131 ((intsts & V3D_HUB_INT_MMU_WRV) ?
132 ", write violation" : ""),
133 ((intsts & V3D_HUB_INT_MMU_PTI) ?
134 ", pte invalid" : ""),
135 ((intsts & V3D_HUB_INT_MMU_CAP) ?
136 ", cap exceeded" : ""));
137 status = IRQ_HANDLED;
144 v3d_irq_init(struct v3d_dev *v3d)
148 INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
150 /* Clear any pending interrupts someone might have left around
153 for (core = 0; core < v3d->cores; core++)
154 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
155 V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
157 ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
158 v3d_hub_irq, IRQF_SHARED,
160 ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 1),
161 v3d_irq, IRQF_SHARED,
164 dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
170 v3d_irq_enable(struct v3d_dev *v3d)
174 /* Enable our set of interrupts, masking out any others. */
175 for (core = 0; core < v3d->cores; core++) {
176 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
177 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
180 V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
181 V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
185 v3d_irq_disable(struct v3d_dev *v3d)
189 /* Disable all interrupts. */
190 for (core = 0; core < v3d->cores; core++)
191 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
192 V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
194 /* Clear any pending interrupts we might have left. */
195 for (core = 0; core < v3d->cores; core++)
196 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
197 V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
199 cancel_work_sync(&v3d->overflow_mem_work);
202 /** Reinitializes interrupt registers when a GPU reset is performed. */
203 void v3d_irq_reset(struct v3d_dev *v3d)