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Merge tag 'kbuild-v5.1' of git://git.kernel.org/pub/scm/linux/kernel/git/masahiroy...
[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, or TFU done interrupt, we need to
8  * signal the fence for that job so that the scheduler can queue up
9  * 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_GMPV))
24
25 #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV |       \
26                             V3D_HUB_INT_MMU_PTI |       \
27                             V3D_HUB_INT_MMU_CAP |       \
28                             V3D_HUB_INT_TFUC))
29
30 static void
31 v3d_overflow_mem_work(struct work_struct *work)
32 {
33         struct v3d_dev *v3d =
34                 container_of(work, struct v3d_dev, overflow_mem_work);
35         struct drm_device *dev = &v3d->drm;
36         struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
37         unsigned long irqflags;
38
39         if (IS_ERR(bo)) {
40                 DRM_ERROR("Couldn't allocate binner overflow mem\n");
41                 return;
42         }
43
44         /* We lost a race, and our work task came in after the bin job
45          * completed and exited.  This can happen because the HW
46          * signals OOM before it's fully OOM, so the binner might just
47          * barely complete.
48          *
49          * If we lose the race and our work task comes in after a new
50          * bin job got scheduled, that's fine.  We'll just give them
51          * some binner pool anyway.
52          */
53         spin_lock_irqsave(&v3d->job_lock, irqflags);
54         if (!v3d->bin_job) {
55                 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
56                 goto out;
57         }
58
59         drm_gem_object_get(&bo->base);
60         list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
61         spin_unlock_irqrestore(&v3d->job_lock, irqflags);
62
63         V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
64         V3D_CORE_WRITE(0, V3D_PTB_BPOS, bo->base.size);
65
66 out:
67         drm_gem_object_put_unlocked(&bo->base);
68 }
69
70 static irqreturn_t
71 v3d_irq(int irq, void *arg)
72 {
73         struct v3d_dev *v3d = arg;
74         u32 intsts;
75         irqreturn_t status = IRQ_NONE;
76
77         intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
78
79         /* Acknowledge the interrupts we're handling here. */
80         V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
81
82         if (intsts & V3D_INT_OUTOMEM) {
83                 /* Note that the OOM status is edge signaled, so the
84                  * interrupt won't happen again until the we actually
85                  * add more memory.
86                  */
87                 schedule_work(&v3d->overflow_mem_work);
88                 status = IRQ_HANDLED;
89         }
90
91         if (intsts & V3D_INT_FLDONE) {
92                 struct v3d_fence *fence =
93                         to_v3d_fence(v3d->bin_job->bin.done_fence);
94
95                 trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
96                 dma_fence_signal(&fence->base);
97                 status = IRQ_HANDLED;
98         }
99
100         if (intsts & V3D_INT_FRDONE) {
101                 struct v3d_fence *fence =
102                         to_v3d_fence(v3d->render_job->render.done_fence);
103
104                 trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
105                 dma_fence_signal(&fence->base);
106                 status = IRQ_HANDLED;
107         }
108
109         /* We shouldn't be triggering these if we have GMP in
110          * always-allowed mode.
111          */
112         if (intsts & V3D_INT_GMPV)
113                 dev_err(v3d->dev, "GMP violation\n");
114
115         return status;
116 }
117
118 static irqreturn_t
119 v3d_hub_irq(int irq, void *arg)
120 {
121         struct v3d_dev *v3d = arg;
122         u32 intsts;
123         irqreturn_t status = IRQ_NONE;
124
125         intsts = V3D_READ(V3D_HUB_INT_STS);
126
127         /* Acknowledge the interrupts we're handling here. */
128         V3D_WRITE(V3D_HUB_INT_CLR, intsts);
129
130         if (intsts & V3D_HUB_INT_TFUC) {
131                 struct v3d_fence *fence =
132                         to_v3d_fence(v3d->tfu_job->done_fence);
133
134                 trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
135                 dma_fence_signal(&fence->base);
136                 status = IRQ_HANDLED;
137         }
138
139         if (intsts & (V3D_HUB_INT_MMU_WRV |
140                       V3D_HUB_INT_MMU_PTI |
141                       V3D_HUB_INT_MMU_CAP)) {
142                 u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
143                 u64 vio_addr = (u64)V3D_READ(V3D_MMU_VIO_ADDR) << 8;
144
145                 dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
146                         axi_id, (long long)vio_addr,
147                         ((intsts & V3D_HUB_INT_MMU_WRV) ?
148                          ", write violation" : ""),
149                         ((intsts & V3D_HUB_INT_MMU_PTI) ?
150                          ", pte invalid" : ""),
151                         ((intsts & V3D_HUB_INT_MMU_CAP) ?
152                          ", cap exceeded" : ""));
153                 status = IRQ_HANDLED;
154         }
155
156         return status;
157 }
158
159 void
160 v3d_irq_init(struct v3d_dev *v3d)
161 {
162         int ret, core;
163
164         INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
165
166         /* Clear any pending interrupts someone might have left around
167          * for us.
168          */
169         for (core = 0; core < v3d->cores; core++)
170                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
171         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
172
173         ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
174                                v3d_hub_irq, IRQF_SHARED,
175                                "v3d_hub", v3d);
176         ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 1),
177                                v3d_irq, IRQF_SHARED,
178                                "v3d_core0", v3d);
179         if (ret)
180                 dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
181
182         v3d_irq_enable(v3d);
183 }
184
185 void
186 v3d_irq_enable(struct v3d_dev *v3d)
187 {
188         int core;
189
190         /* Enable our set of interrupts, masking out any others. */
191         for (core = 0; core < v3d->cores; core++) {
192                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
193                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
194         }
195
196         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
197         V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
198 }
199
200 void
201 v3d_irq_disable(struct v3d_dev *v3d)
202 {
203         int core;
204
205         /* Disable all interrupts. */
206         for (core = 0; core < v3d->cores; core++)
207                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
208         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
209
210         /* Clear any pending interrupts we might have left. */
211         for (core = 0; core < v3d->cores; core++)
212                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
213         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
214
215         cancel_work_sync(&v3d->overflow_mem_work);
216 }
217
218 /** Reinitializes interrupt registers when a GPU reset is performed. */
219 void v3d_irq_reset(struct v3d_dev *v3d)
220 {
221         v3d_irq_enable(v3d);
222 }
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