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[linux.git] / drivers / gpu / drm / v3d / v3d_irq.c
1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2014-2018 Broadcom */
3
4 /**
5  * DOC: Interrupt management for the V3D engine
6  *
7  * When we take a bin, render, or TFU done interrupt, we need to
8  * signal the fence for that job so that the scheduler can queue up
9  * the next one and unblock any waiters.
10  *
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.
14  */
15
16 #include "v3d_drv.h"
17 #include "v3d_regs.h"
18 #include "v3d_trace.h"
19
20 #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM |  \
21                              V3D_INT_FLDONE |   \
22                              V3D_INT_FRDONE |   \
23                              V3D_INT_GMPV))
24
25 #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV |       \
26                             V3D_HUB_INT_MMU_PTI |       \
27                             V3D_HUB_INT_MMU_CAP |       \
28                             V3D_HUB_INT_TFUC))
29
30 static irqreturn_t
31 v3d_hub_irq(int irq, void *arg);
32
33 static void
34 v3d_overflow_mem_work(struct work_struct *work)
35 {
36         struct v3d_dev *v3d =
37                 container_of(work, struct v3d_dev, overflow_mem_work);
38         struct drm_device *dev = &v3d->drm;
39         struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
40         struct drm_gem_object *obj;
41         unsigned long irqflags;
42
43         if (IS_ERR(bo)) {
44                 DRM_ERROR("Couldn't allocate binner overflow mem\n");
45                 return;
46         }
47         obj = &bo->base.base;
48
49         /* We lost a race, and our work task came in after the bin job
50          * completed and exited.  This can happen because the HW
51          * signals OOM before it's fully OOM, so the binner might just
52          * barely complete.
53          *
54          * If we lose the race and our work task comes in after a new
55          * bin job got scheduled, that's fine.  We'll just give them
56          * some binner pool anyway.
57          */
58         spin_lock_irqsave(&v3d->job_lock, irqflags);
59         if (!v3d->bin_job) {
60                 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
61                 goto out;
62         }
63
64         drm_gem_object_get(obj);
65         list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
66         spin_unlock_irqrestore(&v3d->job_lock, irqflags);
67
68         V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
69         V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
70
71 out:
72         drm_gem_object_put_unlocked(obj);
73 }
74
75 static irqreturn_t
76 v3d_irq(int irq, void *arg)
77 {
78         struct v3d_dev *v3d = arg;
79         u32 intsts;
80         irqreturn_t status = IRQ_NONE;
81
82         intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
83
84         /* Acknowledge the interrupts we're handling here. */
85         V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
86
87         if (intsts & V3D_INT_OUTOMEM) {
88                 /* Note that the OOM status is edge signaled, so the
89                  * interrupt won't happen again until the we actually
90                  * add more memory.  Also, as of V3D 4.1, FLDONE won't
91                  * be reported until any OOM state has been cleared.
92                  */
93                 schedule_work(&v3d->overflow_mem_work);
94                 status = IRQ_HANDLED;
95         }
96
97         if (intsts & V3D_INT_FLDONE) {
98                 struct v3d_fence *fence =
99                         to_v3d_fence(v3d->bin_job->bin.irq_fence);
100
101                 trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
102                 dma_fence_signal(&fence->base);
103                 status = IRQ_HANDLED;
104         }
105
106         if (intsts & V3D_INT_FRDONE) {
107                 struct v3d_fence *fence =
108                         to_v3d_fence(v3d->render_job->render.irq_fence);
109
110                 trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
111                 dma_fence_signal(&fence->base);
112                 status = IRQ_HANDLED;
113         }
114
115         /* We shouldn't be triggering these if we have GMP in
116          * always-allowed mode.
117          */
118         if (intsts & V3D_INT_GMPV)
119                 dev_err(v3d->dev, "GMP violation\n");
120
121         /* V3D 4.2 wires the hub and core IRQs together, so if we &
122          * didn't see the common one then check hub for MMU IRQs.
123          */
124         if (v3d->single_irq_line && status == IRQ_NONE)
125                 return v3d_hub_irq(irq, arg);
126
127         return status;
128 }
129
130 static irqreturn_t
131 v3d_hub_irq(int irq, void *arg)
132 {
133         struct v3d_dev *v3d = arg;
134         u32 intsts;
135         irqreturn_t status = IRQ_NONE;
136
137         intsts = V3D_READ(V3D_HUB_INT_STS);
138
139         /* Acknowledge the interrupts we're handling here. */
140         V3D_WRITE(V3D_HUB_INT_CLR, intsts);
141
142         if (intsts & V3D_HUB_INT_TFUC) {
143                 struct v3d_fence *fence =
144                         to_v3d_fence(v3d->tfu_job->irq_fence);
145
146                 trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
147                 dma_fence_signal(&fence->base);
148                 status = IRQ_HANDLED;
149         }
150
151         if (intsts & (V3D_HUB_INT_MMU_WRV |
152                       V3D_HUB_INT_MMU_PTI |
153                       V3D_HUB_INT_MMU_CAP)) {
154                 u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
155                 u64 vio_addr = (u64)V3D_READ(V3D_MMU_VIO_ADDR) << 8;
156
157                 dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
158                         axi_id, (long long)vio_addr,
159                         ((intsts & V3D_HUB_INT_MMU_WRV) ?
160                          ", write violation" : ""),
161                         ((intsts & V3D_HUB_INT_MMU_PTI) ?
162                          ", pte invalid" : ""),
163                         ((intsts & V3D_HUB_INT_MMU_CAP) ?
164                          ", cap exceeded" : ""));
165                 status = IRQ_HANDLED;
166         }
167
168         return status;
169 }
170
171 int
172 v3d_irq_init(struct v3d_dev *v3d)
173 {
174         int irq1, ret, core;
175
176         INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
177
178         /* Clear any pending interrupts someone might have left around
179          * for us.
180          */
181         for (core = 0; core < v3d->cores; core++)
182                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
183         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
184
185         irq1 = platform_get_irq(v3d->pdev, 1);
186         if (irq1 == -EPROBE_DEFER)
187                 return irq1;
188         if (irq1 > 0) {
189                 ret = devm_request_irq(v3d->dev, irq1,
190                                        v3d_irq, IRQF_SHARED,
191                                        "v3d_core0", v3d);
192                 if (ret)
193                         goto fail;
194                 ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
195                                        v3d_hub_irq, IRQF_SHARED,
196                                        "v3d_hub", v3d);
197                 if (ret)
198                         goto fail;
199         } else {
200                 v3d->single_irq_line = true;
201
202                 ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
203                                        v3d_irq, IRQF_SHARED,
204                                        "v3d", v3d);
205                 if (ret)
206                         goto fail;
207         }
208
209         v3d_irq_enable(v3d);
210         return 0;
211
212 fail:
213         if (ret != -EPROBE_DEFER)
214                 dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
215         return ret;
216 }
217
218 void
219 v3d_irq_enable(struct v3d_dev *v3d)
220 {
221         int core;
222
223         /* Enable our set of interrupts, masking out any others. */
224         for (core = 0; core < v3d->cores; core++) {
225                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
226                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
227         }
228
229         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
230         V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
231 }
232
233 void
234 v3d_irq_disable(struct v3d_dev *v3d)
235 {
236         int core;
237
238         /* Disable all interrupts. */
239         for (core = 0; core < v3d->cores; core++)
240                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
241         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
242
243         /* Clear any pending interrupts we might have left. */
244         for (core = 0; core < v3d->cores; core++)
245                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
246         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
247
248         cancel_work_sync(&v3d->overflow_mem_work);
249 }
250
251 /** Reinitializes interrupt registers when a GPU reset is performed. */
252 void v3d_irq_reset(struct v3d_dev *v3d)
253 {
254         v3d_irq_enable(v3d);
255 }
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