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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_mmu_flush_all(v3d);
74
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);
77
78 out:
79         drm_gem_object_put(obj);
80 }
81
82 static irqreturn_t
83 v3d_irq(int irq, void *arg)
84 {
85         struct v3d_dev *v3d = arg;
86         u32 intsts;
87         irqreturn_t status = IRQ_NONE;
88
89         intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
90
91         /* Acknowledge the interrupts we're handling here. */
92         V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
93
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.
99                  */
100                 schedule_work(&v3d->overflow_mem_work);
101                 status = IRQ_HANDLED;
102         }
103
104         if (intsts & V3D_INT_FLDONE) {
105                 struct v3d_fence *fence =
106                         to_v3d_fence(v3d->bin_job->base.irq_fence);
107
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;
112         }
113
114         if (intsts & V3D_INT_FRDONE) {
115                 struct v3d_fence *fence =
116                         to_v3d_fence(v3d->render_job->base.irq_fence);
117
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;
122         }
123
124         if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
125                 struct v3d_fence *fence =
126                         to_v3d_fence(v3d->csd_job->base.irq_fence);
127
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;
132         }
133
134         /* We shouldn't be triggering these if we have GMP in
135          * always-allowed mode.
136          */
137         if (v3d->ver < 71 && (intsts & V3D_INT_GMPV))
138                 dev_err(v3d->drm.dev, "GMP violation\n");
139
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.
142          */
143         if (v3d->single_irq_line && status == IRQ_NONE)
144                 return v3d_hub_irq(irq, arg);
145
146         return status;
147 }
148
149 static irqreturn_t
150 v3d_hub_irq(int irq, void *arg)
151 {
152         struct v3d_dev *v3d = arg;
153         u32 intsts;
154         irqreturn_t status = IRQ_NONE;
155
156         intsts = V3D_READ(V3D_HUB_INT_STS);
157
158         /* Acknowledge the interrupts we're handling here. */
159         V3D_WRITE(V3D_HUB_INT_CLR, intsts);
160
161         if (intsts & V3D_HUB_INT_TFUC) {
162                 struct v3d_fence *fence =
163                         to_v3d_fence(v3d->tfu_job->base.irq_fence);
164
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;
169         }
170
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[] = {
178                         "L2T",
179                         "PTB",
180                         "PSE",
181                         "TLB",
182                         "CLE",
183                         "TFU",
184                         "MMU",
185                         "GMP",
186                 };
187                 const char *client = "?";
188
189                 V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
190
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];
195                 }
196
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;
206         }
207
208         if (v3d->ver >= 71 && (intsts & V3D_V7_HUB_INT_GMPV)) {
209                 dev_err(v3d->drm.dev, "GMP Violation\n");
210                 status = IRQ_HANDLED;
211         }
212
213         return status;
214 }
215
216 int
217 v3d_irq_init(struct v3d_dev *v3d)
218 {
219         int irq1, ret, core;
220
221         INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
222
223         /* Clear any pending interrupts someone might have left around
224          * for us.
225          */
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));
229
230         irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
231         if (irq1 == -EPROBE_DEFER)
232                 return irq1;
233         if (irq1 > 0) {
234                 ret = devm_request_irq(v3d->drm.dev, irq1,
235                                        v3d_irq, IRQF_SHARED,
236                                        "v3d_core0", v3d);
237                 if (ret)
238                         goto fail;
239                 ret = devm_request_irq(v3d->drm.dev,
240                                        platform_get_irq(v3d_to_pdev(v3d), 0),
241                                        v3d_hub_irq, IRQF_SHARED,
242                                        "v3d_hub", v3d);
243                 if (ret)
244                         goto fail;
245         } else {
246                 v3d->single_irq_line = true;
247
248                 ret = devm_request_irq(v3d->drm.dev,
249                                        platform_get_irq(v3d_to_pdev(v3d), 0),
250                                        v3d_irq, IRQF_SHARED,
251                                        "v3d", v3d);
252                 if (ret)
253                         goto fail;
254         }
255
256         v3d_irq_enable(v3d);
257         return 0;
258
259 fail:
260         if (ret != -EPROBE_DEFER)
261                 dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
262         return ret;
263 }
264
265 void
266 v3d_irq_enable(struct v3d_dev *v3d)
267 {
268         int core;
269
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));
274         }
275
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));
278 }
279
280 void
281 v3d_irq_disable(struct v3d_dev *v3d)
282 {
283         int core;
284
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);
289
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));
294
295         cancel_work_sync(&v3d->overflow_mem_work);
296 }
297
298 /** Reinitializes interrupt registers when a GPU reset is performed. */
299 void v3d_irq_reset(struct v3d_dev *v3d)
300 {
301         v3d_irq_enable(v3d);
302 }
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