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 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.
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.
16 #include <linux/platform_device.h>
17 #include <linux/sched/clock.h>
21 #include "v3d_trace.h"
23 #define V3D_CORE_IRQS(ver) ((u32)(V3D_INT_OUTOMEM | \
26 V3D_INT_CSDDONE(ver) | \
27 (ver < 71 ? V3D_INT_GMPV : 0)))
29 #define V3D_HUB_IRQS(ver) ((u32)(V3D_HUB_INT_MMU_WRV | \
30 V3D_HUB_INT_MMU_PTI | \
31 V3D_HUB_INT_MMU_CAP | \
33 (ver >= 71 ? V3D_V7_HUB_INT_GMPV : 0)))
36 v3d_hub_irq(int irq, void *arg);
39 v3d_overflow_mem_work(struct work_struct *work)
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;
49 DRM_ERROR("Couldn't allocate binner overflow mem\n");
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
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.
63 spin_lock_irqsave(&v3d->job_lock, irqflags);
65 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
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);
73 v3d_mmu_flush_all(v3d);
75 V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << V3D_MMU_PAGE_SHIFT);
76 V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
79 drm_gem_object_put(obj);
83 v3d_irq(int irq, void *arg)
85 struct v3d_dev *v3d = arg;
87 irqreturn_t status = IRQ_NONE;
89 intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
91 /* Acknowledge the interrupts we're handling here. */
92 V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
94 if (intsts & V3D_INT_OUTOMEM) {
95 /* Note that the OOM status is edge signaled, so the
96 * interrupt won't happen again until the we actually
97 * add more memory. Also, as of V3D 4.1, FLDONE won't
98 * be reported until any OOM state has been cleared.
100 schedule_work(&v3d->overflow_mem_work);
101 status = IRQ_HANDLED;
104 if (intsts & V3D_INT_FLDONE) {
105 struct v3d_fence *fence =
106 to_v3d_fence(v3d->bin_job->base.irq_fence);
108 v3d_job_update_stats(&v3d->bin_job->base, V3D_BIN);
109 trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
110 dma_fence_signal(&fence->base);
111 status = IRQ_HANDLED;
114 if (intsts & V3D_INT_FRDONE) {
115 struct v3d_fence *fence =
116 to_v3d_fence(v3d->render_job->base.irq_fence);
118 v3d_job_update_stats(&v3d->render_job->base, V3D_RENDER);
119 trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
120 dma_fence_signal(&fence->base);
121 status = IRQ_HANDLED;
124 if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
125 struct v3d_fence *fence =
126 to_v3d_fence(v3d->csd_job->base.irq_fence);
128 v3d_job_update_stats(&v3d->csd_job->base, V3D_CSD);
129 trace_v3d_csd_irq(&v3d->drm, fence->seqno);
130 dma_fence_signal(&fence->base);
131 status = IRQ_HANDLED;
134 /* We shouldn't be triggering these if we have GMP in
135 * always-allowed mode.
137 if (v3d->ver < 71 && (intsts & V3D_INT_GMPV))
138 dev_err(v3d->drm.dev, "GMP violation\n");
140 /* V3D 4.2 wires the hub and core IRQs together, so if we &
141 * didn't see the common one then check hub for MMU IRQs.
143 if (v3d->single_irq_line && status == IRQ_NONE)
144 return v3d_hub_irq(irq, arg);
150 v3d_hub_irq(int irq, void *arg)
152 struct v3d_dev *v3d = arg;
154 irqreturn_t status = IRQ_NONE;
156 intsts = V3D_READ(V3D_HUB_INT_STS);
158 /* Acknowledge the interrupts we're handling here. */
159 V3D_WRITE(V3D_HUB_INT_CLR, intsts);
161 if (intsts & V3D_HUB_INT_TFUC) {
162 struct v3d_fence *fence =
163 to_v3d_fence(v3d->tfu_job->base.irq_fence);
165 v3d_job_update_stats(&v3d->tfu_job->base, V3D_TFU);
166 trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
167 dma_fence_signal(&fence->base);
168 status = IRQ_HANDLED;
171 if (intsts & (V3D_HUB_INT_MMU_WRV |
172 V3D_HUB_INT_MMU_PTI |
173 V3D_HUB_INT_MMU_CAP)) {
174 u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
175 u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
176 (v3d->va_width - 32));
177 static const char *const v3d41_axi_ids[] = {
187 const char *client = "?";
189 V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
191 if (v3d->ver >= 41) {
192 axi_id = axi_id >> 5;
193 if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
194 client = v3d41_axi_ids[axi_id];
197 dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
198 client, axi_id, (long long)vio_addr,
199 ((intsts & V3D_HUB_INT_MMU_WRV) ?
200 ", write violation" : ""),
201 ((intsts & V3D_HUB_INT_MMU_PTI) ?
202 ", pte invalid" : ""),
203 ((intsts & V3D_HUB_INT_MMU_CAP) ?
204 ", cap exceeded" : ""));
205 status = IRQ_HANDLED;
208 if (v3d->ver >= 71 && (intsts & V3D_V7_HUB_INT_GMPV)) {
209 dev_err(v3d->drm.dev, "GMP Violation\n");
210 status = IRQ_HANDLED;
217 v3d_irq_init(struct v3d_dev *v3d)
221 INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
223 /* Clear any pending interrupts someone might have left around
226 for (core = 0; core < v3d->cores; core++)
227 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
228 V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
230 irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
231 if (irq1 == -EPROBE_DEFER)
234 ret = devm_request_irq(v3d->drm.dev, irq1,
235 v3d_irq, IRQF_SHARED,
239 ret = devm_request_irq(v3d->drm.dev,
240 platform_get_irq(v3d_to_pdev(v3d), 0),
241 v3d_hub_irq, IRQF_SHARED,
246 v3d->single_irq_line = true;
248 ret = devm_request_irq(v3d->drm.dev,
249 platform_get_irq(v3d_to_pdev(v3d), 0),
250 v3d_irq, IRQF_SHARED,
260 if (ret != -EPROBE_DEFER)
261 dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
266 v3d_irq_enable(struct v3d_dev *v3d)
270 /* Enable our set of interrupts, masking out any others. */
271 for (core = 0; core < v3d->cores; core++) {
272 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS(v3d->ver));
273 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver));
276 V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver));
277 V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver));
281 v3d_irq_disable(struct v3d_dev *v3d)
285 /* Disable all interrupts. */
286 for (core = 0; core < v3d->cores; core++)
287 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
288 V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
290 /* Clear any pending interrupts we might have left. */
291 for (core = 0; core < v3d->cores; core++)
292 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));
293 V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
295 cancel_work_sync(&v3d->overflow_mem_work);
298 /** Reinitializes interrupt registers when a GPU reset is performed. */
299 void v3d_irq_reset(struct v3d_dev *v3d)