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25 * DOC: Interrupt management for the V3D engine
27 * We have an interrupt status register (V3D_INTCTL) which reports
28 * interrupts, and where writing 1 bits clears those interrupts.
29 * There are also a pair of interrupt registers
30 * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
31 * disables that specific interrupt, and 0s written are ignored
32 * (reading either one returns the set of enabled interrupts).
34 * When we take a binning flush done interrupt, we need to submit the
35 * next frame for binning and move the finished frame to the render
38 * When we take a render frame interrupt, we need to wake the
39 * processes waiting for some frame to be done, and get the next frame
40 * submitted ASAP (so the hardware doesn't sit idle when there's work
43 * When we take the binner out of memory interrupt, we need to
44 * allocate some new memory and pass it to the binner so that the
45 * current job can make progress.
48 #include <linux/platform_device.h>
50 #include <drm/drm_drv.h>
54 #include "vc4_trace.h"
56 #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
61 vc4_overflow_mem_work(struct work_struct *work)
64 container_of(work, struct vc4_dev, overflow_mem_work);
67 struct vc4_exec_info *exec;
68 unsigned long irqflags;
70 mutex_lock(&vc4->bin_bo_lock);
77 bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
78 if (bin_bo_slot < 0) {
79 drm_err(&vc4->base, "Couldn't allocate binner overflow mem\n");
83 spin_lock_irqsave(&vc4->job_lock, irqflags);
85 if (vc4->bin_alloc_overflow) {
86 /* If we had overflow memory allocated previously,
87 * then that chunk will free when the current bin job
88 * is done. If we don't have a bin job running, then
89 * the chunk will be done whenever the list of render
92 exec = vc4_first_bin_job(vc4);
94 exec = vc4_last_render_job(vc4);
96 exec->bin_slots |= vc4->bin_alloc_overflow;
98 /* There's nothing queued in the hardware, so
99 * the old slot is free immediately.
101 vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
104 vc4->bin_alloc_overflow = BIT(bin_bo_slot);
106 V3D_WRITE(V3D_BPOA, bo->base.dma_addr + bin_bo_slot * vc4->bin_alloc_size);
107 V3D_WRITE(V3D_BPOS, bo->base.base.size);
108 V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
109 V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
110 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
113 mutex_unlock(&vc4->bin_bo_lock);
117 vc4_irq_finish_bin_job(struct drm_device *dev)
119 struct vc4_dev *vc4 = to_vc4_dev(dev);
120 struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4);
125 trace_vc4_bcl_end_irq(dev, exec->seqno);
127 vc4_move_job_to_render(dev, exec);
128 next = vc4_first_bin_job(vc4);
130 /* Only submit the next job in the bin list if it matches the perfmon
131 * attached to the one that just finished (or if both jobs don't have
132 * perfmon attached to them).
134 if (next && next->perfmon == exec->perfmon)
135 vc4_submit_next_bin_job(dev);
139 vc4_cancel_bin_job(struct drm_device *dev)
141 struct vc4_dev *vc4 = to_vc4_dev(dev);
142 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
147 /* Stop the perfmon so that the next bin job can be started. */
149 vc4_perfmon_stop(vc4, exec->perfmon, false);
151 list_move_tail(&exec->head, &vc4->bin_job_list);
152 vc4_submit_next_bin_job(dev);
156 vc4_irq_finish_render_job(struct drm_device *dev)
158 struct vc4_dev *vc4 = to_vc4_dev(dev);
159 struct vc4_exec_info *exec = vc4_first_render_job(vc4);
160 struct vc4_exec_info *nextbin, *nextrender;
165 trace_vc4_rcl_end_irq(dev, exec->seqno);
167 vc4->finished_seqno++;
168 list_move_tail(&exec->head, &vc4->job_done_list);
170 nextbin = vc4_first_bin_job(vc4);
171 nextrender = vc4_first_render_job(vc4);
173 /* Only stop the perfmon if following jobs in the queue don't expect it
176 if (exec->perfmon && !nextrender &&
177 (!nextbin || nextbin->perfmon != exec->perfmon))
178 vc4_perfmon_stop(vc4, exec->perfmon, true);
180 /* If there's a render job waiting, start it. If this is not the case
181 * we may have to unblock the binner if it's been stalled because of
182 * perfmon (this can be checked by comparing the perfmon attached to
183 * the finished renderjob to the one attached to the next bin job: if
184 * they don't match, this means the binner is stalled and should be
188 vc4_submit_next_render_job(dev);
189 else if (nextbin && nextbin->perfmon != exec->perfmon)
190 vc4_submit_next_bin_job(dev);
193 dma_fence_signal_locked(exec->fence);
194 dma_fence_put(exec->fence);
198 wake_up_all(&vc4->job_wait_queue);
199 schedule_work(&vc4->job_done_work);
203 vc4_irq(int irq, void *arg)
205 struct drm_device *dev = arg;
206 struct vc4_dev *vc4 = to_vc4_dev(dev);
208 irqreturn_t status = IRQ_NONE;
211 intctl = V3D_READ(V3D_INTCTL);
213 /* Acknowledge the interrupts we're handling here. The binner
214 * last flush / render frame done interrupt will be cleared,
215 * while OUTOMEM will stay high until the underlying cause is
218 V3D_WRITE(V3D_INTCTL, intctl);
220 if (intctl & V3D_INT_OUTOMEM) {
221 /* Disable OUTOMEM until the work is done. */
222 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
223 schedule_work(&vc4->overflow_mem_work);
224 status = IRQ_HANDLED;
227 if (intctl & V3D_INT_FLDONE) {
228 spin_lock(&vc4->job_lock);
229 vc4_irq_finish_bin_job(dev);
230 spin_unlock(&vc4->job_lock);
231 status = IRQ_HANDLED;
234 if (intctl & V3D_INT_FRDONE) {
235 spin_lock(&vc4->job_lock);
236 vc4_irq_finish_render_job(dev);
237 spin_unlock(&vc4->job_lock);
238 status = IRQ_HANDLED;
245 vc4_irq_prepare(struct drm_device *dev)
247 struct vc4_dev *vc4 = to_vc4_dev(dev);
252 init_waitqueue_head(&vc4->job_wait_queue);
253 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
255 /* Clear any pending interrupts someone might have left around
258 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
262 vc4_irq_enable(struct drm_device *dev)
264 struct vc4_dev *vc4 = to_vc4_dev(dev);
266 if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
272 /* Enable the render done interrupts. The out-of-memory interrupt is
273 * enabled as soon as we have a binner BO allocated.
275 V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE);
279 vc4_irq_disable(struct drm_device *dev)
281 struct vc4_dev *vc4 = to_vc4_dev(dev);
283 if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
289 /* Disable sending interrupts for our driver's IRQs. */
290 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
292 /* Clear any pending interrupts we might have left. */
293 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
295 /* Finish any interrupt handler still in flight. */
296 synchronize_irq(vc4->irq);
298 cancel_work_sync(&vc4->overflow_mem_work);
301 int vc4_irq_install(struct drm_device *dev, int irq)
303 struct vc4_dev *vc4 = to_vc4_dev(dev);
306 if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
309 if (irq == IRQ_NOTCONNECTED)
312 vc4_irq_prepare(dev);
314 ret = request_irq(irq, vc4_irq, 0, dev->driver->name, dev);
323 void vc4_irq_uninstall(struct drm_device *dev)
325 struct vc4_dev *vc4 = to_vc4_dev(dev);
327 if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
330 vc4_irq_disable(dev);
331 free_irq(vc4->irq, dev);
334 /** Reinitializes interrupt registers when a GPU reset is performed. */
335 void vc4_irq_reset(struct drm_device *dev)
337 struct vc4_dev *vc4 = to_vc4_dev(dev);
338 unsigned long irqflags;
340 if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
343 /* Acknowledge any stale IRQs. */
344 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
347 * Turn all our interrupts on. Binner out of memory is the
348 * only one we expect to trigger at this point, since we've
349 * just come from poweron and haven't supplied any overflow
352 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
354 spin_lock_irqsave(&vc4->job_lock, irqflags);
355 vc4_cancel_bin_job(dev);
356 vc4_irq_finish_render_job(dev);
357 spin_unlock_irqrestore(&vc4->job_lock, irqflags);