xref: /openbmc/linux/drivers/gpu/drm/v3d/v3d_irq.c (revision 6d99a79c)
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 binning or rendering flush done interrupt, we need
8  * to 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 
19 #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM |	\
20 			     V3D_INT_FLDONE |	\
21 			     V3D_INT_FRDONE |	\
22 			     V3D_INT_GMPV))
23 
24 #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV |	\
25 			    V3D_HUB_INT_MMU_PTI |	\
26 			    V3D_HUB_INT_MMU_CAP))
27 
28 static void
29 v3d_overflow_mem_work(struct work_struct *work)
30 {
31 	struct v3d_dev *v3d =
32 		container_of(work, struct v3d_dev, overflow_mem_work);
33 	struct drm_device *dev = &v3d->drm;
34 	struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
35 	unsigned long irqflags;
36 
37 	if (IS_ERR(bo)) {
38 		DRM_ERROR("Couldn't allocate binner overflow mem\n");
39 		return;
40 	}
41 
42 	/* We lost a race, and our work task came in after the bin job
43 	 * completed and exited.  This can happen because the HW
44 	 * signals OOM before it's fully OOM, so the binner might just
45 	 * barely complete.
46 	 *
47 	 * If we lose the race and our work task comes in after a new
48 	 * bin job got scheduled, that's fine.  We'll just give them
49 	 * some binner pool anyway.
50 	 */
51 	spin_lock_irqsave(&v3d->job_lock, irqflags);
52 	if (!v3d->bin_job) {
53 		spin_unlock_irqrestore(&v3d->job_lock, irqflags);
54 		goto out;
55 	}
56 
57 	drm_gem_object_get(&bo->base);
58 	list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
59 	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
60 
61 	V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
62 	V3D_CORE_WRITE(0, V3D_PTB_BPOS, bo->base.size);
63 
64 out:
65 	drm_gem_object_put_unlocked(&bo->base);
66 }
67 
68 static irqreturn_t
69 v3d_irq(int irq, void *arg)
70 {
71 	struct v3d_dev *v3d = arg;
72 	u32 intsts;
73 	irqreturn_t status = IRQ_NONE;
74 
75 	intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
76 
77 	/* Acknowledge the interrupts we're handling here. */
78 	V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
79 
80 	if (intsts & V3D_INT_OUTOMEM) {
81 		/* Note that the OOM status is edge signaled, so the
82 		 * interrupt won't happen again until the we actually
83 		 * add more memory.
84 		 */
85 		schedule_work(&v3d->overflow_mem_work);
86 		status = IRQ_HANDLED;
87 	}
88 
89 	if (intsts & V3D_INT_FLDONE) {
90 		dma_fence_signal(v3d->bin_job->bin.done_fence);
91 		status = IRQ_HANDLED;
92 	}
93 
94 	if (intsts & V3D_INT_FRDONE) {
95 		dma_fence_signal(v3d->render_job->render.done_fence);
96 		status = IRQ_HANDLED;
97 	}
98 
99 	/* We shouldn't be triggering these if we have GMP in
100 	 * always-allowed mode.
101 	 */
102 	if (intsts & V3D_INT_GMPV)
103 		dev_err(v3d->dev, "GMP violation\n");
104 
105 	return status;
106 }
107 
108 static irqreturn_t
109 v3d_hub_irq(int irq, void *arg)
110 {
111 	struct v3d_dev *v3d = arg;
112 	u32 intsts;
113 	irqreturn_t status = IRQ_NONE;
114 
115 	intsts = V3D_READ(V3D_HUB_INT_STS);
116 
117 	/* Acknowledge the interrupts we're handling here. */
118 	V3D_WRITE(V3D_HUB_INT_CLR, intsts);
119 
120 	if (intsts & (V3D_HUB_INT_MMU_WRV |
121 		      V3D_HUB_INT_MMU_PTI |
122 		      V3D_HUB_INT_MMU_CAP)) {
123 		u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
124 		u64 vio_addr = (u64)V3D_READ(V3D_MMU_VIO_ADDR) << 8;
125 
126 		dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
127 			axi_id, (long long)vio_addr,
128 			((intsts & V3D_HUB_INT_MMU_WRV) ?
129 			 ", write violation" : ""),
130 			((intsts & V3D_HUB_INT_MMU_PTI) ?
131 			 ", pte invalid" : ""),
132 			((intsts & V3D_HUB_INT_MMU_CAP) ?
133 			 ", cap exceeded" : ""));
134 		status = IRQ_HANDLED;
135 	}
136 
137 	return status;
138 }
139 
140 void
141 v3d_irq_init(struct v3d_dev *v3d)
142 {
143 	int ret, core;
144 
145 	INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
146 
147 	/* Clear any pending interrupts someone might have left around
148 	 * for us.
149 	 */
150 	for (core = 0; core < v3d->cores; core++)
151 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
152 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
153 
154 	ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
155 			       v3d_hub_irq, IRQF_SHARED,
156 			       "v3d_hub", v3d);
157 	ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 1),
158 			       v3d_irq, IRQF_SHARED,
159 			       "v3d_core0", v3d);
160 	if (ret)
161 		dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
162 
163 	v3d_irq_enable(v3d);
164 }
165 
166 void
167 v3d_irq_enable(struct v3d_dev *v3d)
168 {
169 	int core;
170 
171 	/* Enable our set of interrupts, masking out any others. */
172 	for (core = 0; core < v3d->cores; core++) {
173 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
174 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
175 	}
176 
177 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
178 	V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
179 }
180 
181 void
182 v3d_irq_disable(struct v3d_dev *v3d)
183 {
184 	int core;
185 
186 	/* Disable all interrupts. */
187 	for (core = 0; core < v3d->cores; core++)
188 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
189 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
190 
191 	/* Clear any pending interrupts we might have left. */
192 	for (core = 0; core < v3d->cores; core++)
193 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
194 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
195 
196 	cancel_work_sync(&v3d->overflow_mem_work);
197 }
198 
199 /** Reinitializes interrupt registers when a GPU reset is performed. */
200 void v3d_irq_reset(struct v3d_dev *v3d)
201 {
202 	v3d_irq_enable(v3d);
203 }
204