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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, TFU done, or CSD done interrupt, we
8  * need to signal the fence for that job so that the scheduler can
9  * queue up 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 <linux/platform_device.h>
17 #include <linux/sched/clock.h>
18
19 #include "v3d_drv.h"
20 #include "v3d_regs.h"
21 #include "v3d_trace.h"
22
23 #define V3D_CORE_IRQS(ver) ((u32)(V3D_INT_OUTOMEM |     \
24                                   V3D_INT_FLDONE |      \
25                                   V3D_INT_FRDONE |      \
26                                   V3D_INT_CSDDONE(ver) |        \
27                                   (ver < 71 ? V3D_INT_GMPV : 0)))
28
29 #define V3D_HUB_IRQS(ver) ((u32)(V3D_HUB_INT_MMU_WRV |  \
30                                  V3D_HUB_INT_MMU_PTI |  \
31                                  V3D_HUB_INT_MMU_CAP |  \
32                                  V3D_HUB_INT_TFUC |             \
33                                  (ver >= 71 ? V3D_V7_HUB_INT_GMPV : 0)))
34
35 static irqreturn_t
36 v3d_hub_irq(int irq, void *arg);
37
38 static void
39 v3d_overflow_mem_work(struct work_struct *work)
40 {
41         struct v3d_dev *v3d =
42                 container_of(work, struct v3d_dev, overflow_mem_work);
43         struct drm_device *dev = &v3d->drm;
44         struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
45         struct drm_gem_object *obj;
46         unsigned long irqflags;
47
48         if (IS_ERR(bo)) {
49                 DRM_ERROR("Couldn't allocate binner overflow mem\n");
50                 return;
51         }
52         obj = &bo->base.base;
53
54         /* We lost a race, and our work task came in after the bin job
55          * completed and exited.  This can happen because the HW
56          * signals OOM before it's fully OOM, so the binner might just
57          * barely complete.
58          *
59          * If we lose the race and our work task comes in after a new
60          * bin job got scheduled, that's fine.  We'll just give them
61          * some binner pool anyway.
62          */
63         spin_lock_irqsave(&v3d->job_lock, irqflags);
64         if (!v3d->bin_job) {
65                 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
66                 goto out;
67         }
68
69         drm_gem_object_get(obj);
70         list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
71         spin_unlock_irqrestore(&v3d->job_lock, irqflags);
72
73         V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << V3D_MMU_PAGE_SHIFT);
74         V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
75
76 out:
77         drm_gem_object_put(obj);
78 }
79
80 static irqreturn_t
81 v3d_irq(int irq, void *arg)
82 {
83         struct v3d_dev *v3d = arg;
84         u32 intsts;
85         irqreturn_t status = IRQ_NONE;
86
87         intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
88
89         /* Acknowledge the interrupts we're handling here. */
90         V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
91
92         if (intsts & V3D_INT_OUTOMEM) {
93                 /* Note that the OOM status is edge signaled, so the
94                  * interrupt won't happen again until the we actually
95                  * add more memory.  Also, as of V3D 4.1, FLDONE won't
96                  * be reported until any OOM state has been cleared.
97                  */
98                 schedule_work(&v3d->overflow_mem_work);
99                 status = IRQ_HANDLED;
100         }
101
102         if (intsts & V3D_INT_FLDONE) {
103                 struct v3d_fence *fence =
104                         to_v3d_fence(v3d->bin_job->base.irq_fence);
105                 struct v3d_file_priv *file = v3d->bin_job->base.file->driver_priv;
106                 u64 runtime = local_clock() - file->start_ns[V3D_BIN];
107
108                 file->enabled_ns[V3D_BIN] += local_clock() - file->start_ns[V3D_BIN];
109                 file->jobs_sent[V3D_BIN]++;
110                 v3d->queue[V3D_BIN].jobs_sent++;
111
112                 file->start_ns[V3D_BIN] = 0;
113                 v3d->queue[V3D_BIN].start_ns = 0;
114
115                 file->enabled_ns[V3D_BIN] += runtime;
116                 v3d->queue[V3D_BIN].enabled_ns += runtime;
117
118                 trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
119                 dma_fence_signal(&fence->base);
120                 status = IRQ_HANDLED;
121         }
122
123         if (intsts & V3D_INT_FRDONE) {
124                 struct v3d_fence *fence =
125                         to_v3d_fence(v3d->render_job->base.irq_fence);
126                 struct v3d_file_priv *file = v3d->render_job->base.file->driver_priv;
127                 u64 runtime = local_clock() - file->start_ns[V3D_RENDER];
128
129                 file->enabled_ns[V3D_RENDER] += local_clock() - file->start_ns[V3D_RENDER];
130                 file->jobs_sent[V3D_RENDER]++;
131                 v3d->queue[V3D_RENDER].jobs_sent++;
132
133                 file->start_ns[V3D_RENDER] = 0;
134                 v3d->queue[V3D_RENDER].start_ns = 0;
135
136                 file->enabled_ns[V3D_RENDER] += runtime;
137                 v3d->queue[V3D_RENDER].enabled_ns += runtime;
138
139                 trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
140                 dma_fence_signal(&fence->base);
141                 status = IRQ_HANDLED;
142         }
143
144         if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
145                 struct v3d_fence *fence =
146                         to_v3d_fence(v3d->csd_job->base.irq_fence);
147                 struct v3d_file_priv *file = v3d->csd_job->base.file->driver_priv;
148                 u64 runtime = local_clock() - file->start_ns[V3D_CSD];
149
150                 file->enabled_ns[V3D_CSD] += local_clock() - file->start_ns[V3D_CSD];
151                 file->jobs_sent[V3D_CSD]++;
152                 v3d->queue[V3D_CSD].jobs_sent++;
153
154                 file->start_ns[V3D_CSD] = 0;
155                 v3d->queue[V3D_CSD].start_ns = 0;
156
157                 file->enabled_ns[V3D_CSD] += runtime;
158                 v3d->queue[V3D_CSD].enabled_ns += runtime;
159
160                 trace_v3d_csd_irq(&v3d->drm, fence->seqno);
161                 dma_fence_signal(&fence->base);
162                 status = IRQ_HANDLED;
163         }
164
165         /* We shouldn't be triggering these if we have GMP in
166          * always-allowed mode.
167          */
168         if (v3d->ver < 71 && (intsts & V3D_INT_GMPV))
169                 dev_err(v3d->drm.dev, "GMP violation\n");
170
171         /* V3D 4.2 wires the hub and core IRQs together, so if we &
172          * didn't see the common one then check hub for MMU IRQs.
173          */
174         if (v3d->single_irq_line && status == IRQ_NONE)
175                 return v3d_hub_irq(irq, arg);
176
177         return status;
178 }
179
180 static irqreturn_t
181 v3d_hub_irq(int irq, void *arg)
182 {
183         struct v3d_dev *v3d = arg;
184         u32 intsts;
185         irqreturn_t status = IRQ_NONE;
186
187         intsts = V3D_READ(V3D_HUB_INT_STS);
188
189         /* Acknowledge the interrupts we're handling here. */
190         V3D_WRITE(V3D_HUB_INT_CLR, intsts);
191
192         if (intsts & V3D_HUB_INT_TFUC) {
193                 struct v3d_fence *fence =
194                         to_v3d_fence(v3d->tfu_job->base.irq_fence);
195                 struct v3d_file_priv *file = v3d->tfu_job->base.file->driver_priv;
196                 u64 runtime = local_clock() - file->start_ns[V3D_TFU];
197
198                 file->enabled_ns[V3D_TFU] += local_clock() - file->start_ns[V3D_TFU];
199                 file->jobs_sent[V3D_TFU]++;
200                 v3d->queue[V3D_TFU].jobs_sent++;
201
202                 file->start_ns[V3D_TFU] = 0;
203                 v3d->queue[V3D_TFU].start_ns = 0;
204
205                 file->enabled_ns[V3D_TFU] += runtime;
206                 v3d->queue[V3D_TFU].enabled_ns += runtime;
207
208                 trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
209                 dma_fence_signal(&fence->base);
210                 status = IRQ_HANDLED;
211         }
212
213         if (intsts & (V3D_HUB_INT_MMU_WRV |
214                       V3D_HUB_INT_MMU_PTI |
215                       V3D_HUB_INT_MMU_CAP)) {
216                 u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
217                 u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
218                                 (v3d->va_width - 32));
219                 static const char *const v3d41_axi_ids[] = {
220                         "L2T",
221                         "PTB",
222                         "PSE",
223                         "TLB",
224                         "CLE",
225                         "TFU",
226                         "MMU",
227                         "GMP",
228                 };
229                 const char *client = "?";
230
231                 V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
232
233                 if (v3d->ver >= 41) {
234                         axi_id = axi_id >> 5;
235                         if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
236                                 client = v3d41_axi_ids[axi_id];
237                 }
238
239                 dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
240                         client, axi_id, (long long)vio_addr,
241                         ((intsts & V3D_HUB_INT_MMU_WRV) ?
242                          ", write violation" : ""),
243                         ((intsts & V3D_HUB_INT_MMU_PTI) ?
244                          ", pte invalid" : ""),
245                         ((intsts & V3D_HUB_INT_MMU_CAP) ?
246                          ", cap exceeded" : ""));
247                 status = IRQ_HANDLED;
248         }
249
250         if (v3d->ver >= 71 && (intsts & V3D_V7_HUB_INT_GMPV)) {
251                 dev_err(v3d->drm.dev, "GMP Violation\n");
252                 status = IRQ_HANDLED;
253         }
254
255         return status;
256 }
257
258 int
259 v3d_irq_init(struct v3d_dev *v3d)
260 {
261         int irq1, ret, core;
262
263         INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
264
265         /* Clear any pending interrupts someone might have left around
266          * for us.
267          */
268         for (core = 0; core < v3d->cores; core++)
269                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
270         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
271
272         irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
273         if (irq1 == -EPROBE_DEFER)
274                 return irq1;
275         if (irq1 > 0) {
276                 ret = devm_request_irq(v3d->drm.dev, irq1,
277                                        v3d_irq, IRQF_SHARED,
278                                        "v3d_core0", v3d);
279                 if (ret)
280                         goto fail;
281                 ret = devm_request_irq(v3d->drm.dev,
282                                        platform_get_irq(v3d_to_pdev(v3d), 0),
283                                        v3d_hub_irq, IRQF_SHARED,
284                                        "v3d_hub", v3d);
285                 if (ret)
286                         goto fail;
287         } else {
288                 v3d->single_irq_line = true;
289
290                 ret = devm_request_irq(v3d->drm.dev,
291                                        platform_get_irq(v3d_to_pdev(v3d), 0),
292                                        v3d_irq, IRQF_SHARED,
293                                        "v3d", v3d);
294                 if (ret)
295                         goto fail;
296         }
297
298         v3d_irq_enable(v3d);
299         return 0;
300
301 fail:
302         if (ret != -EPROBE_DEFER)
303                 dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
304         return ret;
305 }
306
307 void
308 v3d_irq_enable(struct v3d_dev *v3d)
309 {
310         int core;
311
312         /* Enable our set of interrupts, masking out any others. */
313         for (core = 0; core < v3d->cores; core++) {
314                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS(v3d->ver));
315                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver));
316         }
317
318         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver));
319         V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver));
320 }
321
322 void
323 v3d_irq_disable(struct v3d_dev *v3d)
324 {
325         int core;
326
327         /* Disable all interrupts. */
328         for (core = 0; core < v3d->cores; core++)
329                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
330         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
331
332         /* Clear any pending interrupts we might have left. */
333         for (core = 0; core < v3d->cores; core++)
334                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
335         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
336
337         cancel_work_sync(&v3d->overflow_mem_work);
338 }
339
340 /** Reinitializes interrupt registers when a GPU reset is performed. */
341 void v3d_irq_reset(struct v3d_dev *v3d)
342 {
343         v3d_irq_enable(v3d);
344 }
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