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Merge tag 'media/v5.3-2' of git://git.kernel.org/pub/scm/linux/kernel/git/mchehab...
[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 "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_CSDDONE |  \
24                              V3D_INT_GMPV))
25
26 #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV |       \
27                             V3D_HUB_INT_MMU_PTI |       \
28                             V3D_HUB_INT_MMU_CAP |       \
29                             V3D_HUB_INT_TFUC))
30
31 static irqreturn_t
32 v3d_hub_irq(int irq, void *arg);
33
34 static void
35 v3d_overflow_mem_work(struct work_struct *work)
36 {
37         struct v3d_dev *v3d =
38                 container_of(work, struct v3d_dev, overflow_mem_work);
39         struct drm_device *dev = &v3d->drm;
40         struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
41         struct drm_gem_object *obj;
42         unsigned long irqflags;
43
44         if (IS_ERR(bo)) {
45                 DRM_ERROR("Couldn't allocate binner overflow mem\n");
46                 return;
47         }
48         obj = &bo->base.base;
49
50         /* We lost a race, and our work task came in after the bin job
51          * completed and exited.  This can happen because the HW
52          * signals OOM before it's fully OOM, so the binner might just
53          * barely complete.
54          *
55          * If we lose the race and our work task comes in after a new
56          * bin job got scheduled, that's fine.  We'll just give them
57          * some binner pool anyway.
58          */
59         spin_lock_irqsave(&v3d->job_lock, irqflags);
60         if (!v3d->bin_job) {
61                 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
62                 goto out;
63         }
64
65         drm_gem_object_get(obj);
66         list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
67         spin_unlock_irqrestore(&v3d->job_lock, irqflags);
68
69         V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
70         V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
71
72 out:
73         drm_gem_object_put_unlocked(obj);
74 }
75
76 static irqreturn_t
77 v3d_irq(int irq, void *arg)
78 {
79         struct v3d_dev *v3d = arg;
80         u32 intsts;
81         irqreturn_t status = IRQ_NONE;
82
83         intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
84
85         /* Acknowledge the interrupts we're handling here. */
86         V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
87
88         if (intsts & V3D_INT_OUTOMEM) {
89                 /* Note that the OOM status is edge signaled, so the
90                  * interrupt won't happen again until the we actually
91                  * add more memory.  Also, as of V3D 4.1, FLDONE won't
92                  * be reported until any OOM state has been cleared.
93                  */
94                 schedule_work(&v3d->overflow_mem_work);
95                 status = IRQ_HANDLED;
96         }
97
98         if (intsts & V3D_INT_FLDONE) {
99                 struct v3d_fence *fence =
100                         to_v3d_fence(v3d->bin_job->base.irq_fence);
101
102                 trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
103                 dma_fence_signal(&fence->base);
104                 status = IRQ_HANDLED;
105         }
106
107         if (intsts & V3D_INT_FRDONE) {
108                 struct v3d_fence *fence =
109                         to_v3d_fence(v3d->render_job->base.irq_fence);
110
111                 trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
112                 dma_fence_signal(&fence->base);
113                 status = IRQ_HANDLED;
114         }
115
116         if (intsts & V3D_INT_CSDDONE) {
117                 struct v3d_fence *fence =
118                         to_v3d_fence(v3d->csd_job->base.irq_fence);
119
120                 trace_v3d_csd_irq(&v3d->drm, fence->seqno);
121                 dma_fence_signal(&fence->base);
122                 status = IRQ_HANDLED;
123         }
124
125         /* We shouldn't be triggering these if we have GMP in
126          * always-allowed mode.
127          */
128         if (intsts & V3D_INT_GMPV)
129                 dev_err(v3d->dev, "GMP violation\n");
130
131         /* V3D 4.2 wires the hub and core IRQs together, so if we &
132          * didn't see the common one then check hub for MMU IRQs.
133          */
134         if (v3d->single_irq_line && status == IRQ_NONE)
135                 return v3d_hub_irq(irq, arg);
136
137         return status;
138 }
139
140 static irqreturn_t
141 v3d_hub_irq(int irq, void *arg)
142 {
143         struct v3d_dev *v3d = arg;
144         u32 intsts;
145         irqreturn_t status = IRQ_NONE;
146
147         intsts = V3D_READ(V3D_HUB_INT_STS);
148
149         /* Acknowledge the interrupts we're handling here. */
150         V3D_WRITE(V3D_HUB_INT_CLR, intsts);
151
152         if (intsts & V3D_HUB_INT_TFUC) {
153                 struct v3d_fence *fence =
154                         to_v3d_fence(v3d->tfu_job->base.irq_fence);
155
156                 trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
157                 dma_fence_signal(&fence->base);
158                 status = IRQ_HANDLED;
159         }
160
161         if (intsts & (V3D_HUB_INT_MMU_WRV |
162                       V3D_HUB_INT_MMU_PTI |
163                       V3D_HUB_INT_MMU_CAP)) {
164                 u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
165                 u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
166                                 (v3d->va_width - 32));
167                 static const char *const v3d41_axi_ids[] = {
168                         "L2T",
169                         "PTB",
170                         "PSE",
171                         "TLB",
172                         "CLE",
173                         "TFU",
174                         "MMU",
175                         "GMP",
176                 };
177                 const char *client = "?";
178
179                 V3D_WRITE(V3D_MMU_CTL,
180                           V3D_READ(V3D_MMU_CTL) & (V3D_MMU_CTL_CAP_EXCEEDED |
181                                                    V3D_MMU_CTL_PT_INVALID |
182                                                    V3D_MMU_CTL_WRITE_VIOLATION));
183
184                 if (v3d->ver >= 41) {
185                         axi_id = axi_id >> 5;
186                         if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
187                                 client = v3d41_axi_ids[axi_id];
188                 }
189
190                 dev_err(v3d->dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
191                         client, axi_id, (long long)vio_addr,
192                         ((intsts & V3D_HUB_INT_MMU_WRV) ?
193                          ", write violation" : ""),
194                         ((intsts & V3D_HUB_INT_MMU_PTI) ?
195                          ", pte invalid" : ""),
196                         ((intsts & V3D_HUB_INT_MMU_CAP) ?
197                          ", cap exceeded" : ""));
198                 status = IRQ_HANDLED;
199         }
200
201         return status;
202 }
203
204 int
205 v3d_irq_init(struct v3d_dev *v3d)
206 {
207         int irq1, ret, core;
208
209         INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
210
211         /* Clear any pending interrupts someone might have left around
212          * for us.
213          */
214         for (core = 0; core < v3d->cores; core++)
215                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
216         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
217
218         irq1 = platform_get_irq(v3d->pdev, 1);
219         if (irq1 == -EPROBE_DEFER)
220                 return irq1;
221         if (irq1 > 0) {
222                 ret = devm_request_irq(v3d->dev, irq1,
223                                        v3d_irq, IRQF_SHARED,
224                                        "v3d_core0", v3d);
225                 if (ret)
226                         goto fail;
227                 ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
228                                        v3d_hub_irq, IRQF_SHARED,
229                                        "v3d_hub", v3d);
230                 if (ret)
231                         goto fail;
232         } else {
233                 v3d->single_irq_line = true;
234
235                 ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
236                                        v3d_irq, IRQF_SHARED,
237                                        "v3d", v3d);
238                 if (ret)
239                         goto fail;
240         }
241
242         v3d_irq_enable(v3d);
243         return 0;
244
245 fail:
246         if (ret != -EPROBE_DEFER)
247                 dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
248         return ret;
249 }
250
251 void
252 v3d_irq_enable(struct v3d_dev *v3d)
253 {
254         int core;
255
256         /* Enable our set of interrupts, masking out any others. */
257         for (core = 0; core < v3d->cores; core++) {
258                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
259                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
260         }
261
262         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
263         V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
264 }
265
266 void
267 v3d_irq_disable(struct v3d_dev *v3d)
268 {
269         int core;
270
271         /* Disable all interrupts. */
272         for (core = 0; core < v3d->cores; core++)
273                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
274         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
275
276         /* Clear any pending interrupts we might have left. */
277         for (core = 0; core < v3d->cores; core++)
278                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
279         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
280
281         cancel_work_sync(&v3d->overflow_mem_work);
282 }
283
284 /** Reinitializes interrupt registers when a GPU reset is performed. */
285 void v3d_irq_reset(struct v3d_dev *v3d)
286 {
287         v3d_irq_enable(v3d);
288 }
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