xref: /openbmc/linux/drivers/gpu/drm/vc4/vc4_irq.c (revision 1491eaf9)
1 /*
2  * Copyright © 2014 Broadcom
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 /** DOC: Interrupt management for the V3D engine.
25  *
26  * We have an interrupt status register (V3D_INTCTL) which reports
27  * interrupts, and where writing 1 bits clears those interrupts.
28  * There are also a pair of interrupt registers
29  * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
30  * disables that specific interrupt, and 0s written are ignored
31  * (reading either one returns the set of enabled interrupts).
32  *
33  * When we take a binning flush done interrupt, we need to submit the
34  * next frame for binning and move the finished frame to the render
35  * thread.
36  *
37  * When we take a render frame interrupt, we need to wake the
38  * processes waiting for some frame to be done, and get the next frame
39  * submitted ASAP (so the hardware doesn't sit idle when there's work
40  * to do).
41  *
42  * When we take the binner out of memory interrupt, we need to
43  * allocate some new memory and pass it to the binner so that the
44  * current job can make progress.
45  */
46 
47 #include "vc4_drv.h"
48 #include "vc4_regs.h"
49 
50 #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
51 			 V3D_INT_FLDONE | \
52 			 V3D_INT_FRDONE)
53 
54 DECLARE_WAIT_QUEUE_HEAD(render_wait);
55 
56 static void
57 vc4_overflow_mem_work(struct work_struct *work)
58 {
59 	struct vc4_dev *vc4 =
60 		container_of(work, struct vc4_dev, overflow_mem_work);
61 	struct drm_device *dev = vc4->dev;
62 	struct vc4_bo *bo;
63 
64 	bo = vc4_bo_create(dev, 256 * 1024, true);
65 	if (IS_ERR(bo)) {
66 		DRM_ERROR("Couldn't allocate binner overflow mem\n");
67 		return;
68 	}
69 
70 	/* If there's a job executing currently, then our previous
71 	 * overflow allocation is getting used in that job and we need
72 	 * to queue it to be released when the job is done.  But if no
73 	 * job is executing at all, then we can free the old overflow
74 	 * object direcctly.
75 	 *
76 	 * No lock necessary for this pointer since we're the only
77 	 * ones that update the pointer, and our workqueue won't
78 	 * reenter.
79 	 */
80 	if (vc4->overflow_mem) {
81 		struct vc4_exec_info *current_exec;
82 		unsigned long irqflags;
83 
84 		spin_lock_irqsave(&vc4->job_lock, irqflags);
85 		current_exec = vc4_first_bin_job(vc4);
86 		if (!current_exec)
87 			current_exec = vc4_last_render_job(vc4);
88 		if (current_exec) {
89 			vc4->overflow_mem->seqno = current_exec->seqno;
90 			list_add_tail(&vc4->overflow_mem->unref_head,
91 				      &current_exec->unref_list);
92 			vc4->overflow_mem = NULL;
93 		}
94 		spin_unlock_irqrestore(&vc4->job_lock, irqflags);
95 	}
96 
97 	if (vc4->overflow_mem)
98 		drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
99 	vc4->overflow_mem = bo;
100 
101 	V3D_WRITE(V3D_BPOA, bo->base.paddr);
102 	V3D_WRITE(V3D_BPOS, bo->base.base.size);
103 	V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
104 	V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
105 }
106 
107 static void
108 vc4_irq_finish_bin_job(struct drm_device *dev)
109 {
110 	struct vc4_dev *vc4 = to_vc4_dev(dev);
111 	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
112 
113 	if (!exec)
114 		return;
115 
116 	vc4_move_job_to_render(dev, exec);
117 	vc4_submit_next_bin_job(dev);
118 }
119 
120 static void
121 vc4_cancel_bin_job(struct drm_device *dev)
122 {
123 	struct vc4_dev *vc4 = to_vc4_dev(dev);
124 	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
125 
126 	if (!exec)
127 		return;
128 
129 	list_move_tail(&exec->head, &vc4->bin_job_list);
130 	vc4_submit_next_bin_job(dev);
131 }
132 
133 static void
134 vc4_irq_finish_render_job(struct drm_device *dev)
135 {
136 	struct vc4_dev *vc4 = to_vc4_dev(dev);
137 	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
138 
139 	if (!exec)
140 		return;
141 
142 	vc4->finished_seqno++;
143 	list_move_tail(&exec->head, &vc4->job_done_list);
144 	vc4_submit_next_render_job(dev);
145 
146 	wake_up_all(&vc4->job_wait_queue);
147 	schedule_work(&vc4->job_done_work);
148 }
149 
150 irqreturn_t
151 vc4_irq(int irq, void *arg)
152 {
153 	struct drm_device *dev = arg;
154 	struct vc4_dev *vc4 = to_vc4_dev(dev);
155 	uint32_t intctl;
156 	irqreturn_t status = IRQ_NONE;
157 
158 	barrier();
159 	intctl = V3D_READ(V3D_INTCTL);
160 
161 	/* Acknowledge the interrupts we're handling here. The binner
162 	 * last flush / render frame done interrupt will be cleared,
163 	 * while OUTOMEM will stay high until the underlying cause is
164 	 * cleared.
165 	 */
166 	V3D_WRITE(V3D_INTCTL, intctl);
167 
168 	if (intctl & V3D_INT_OUTOMEM) {
169 		/* Disable OUTOMEM until the work is done. */
170 		V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
171 		schedule_work(&vc4->overflow_mem_work);
172 		status = IRQ_HANDLED;
173 	}
174 
175 	if (intctl & V3D_INT_FLDONE) {
176 		spin_lock(&vc4->job_lock);
177 		vc4_irq_finish_bin_job(dev);
178 		spin_unlock(&vc4->job_lock);
179 		status = IRQ_HANDLED;
180 	}
181 
182 	if (intctl & V3D_INT_FRDONE) {
183 		spin_lock(&vc4->job_lock);
184 		vc4_irq_finish_render_job(dev);
185 		spin_unlock(&vc4->job_lock);
186 		status = IRQ_HANDLED;
187 	}
188 
189 	return status;
190 }
191 
192 void
193 vc4_irq_preinstall(struct drm_device *dev)
194 {
195 	struct vc4_dev *vc4 = to_vc4_dev(dev);
196 
197 	init_waitqueue_head(&vc4->job_wait_queue);
198 	INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
199 
200 	/* Clear any pending interrupts someone might have left around
201 	 * for us.
202 	 */
203 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
204 }
205 
206 int
207 vc4_irq_postinstall(struct drm_device *dev)
208 {
209 	struct vc4_dev *vc4 = to_vc4_dev(dev);
210 
211 	/* Enable both the render done and out of memory interrupts. */
212 	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
213 
214 	return 0;
215 }
216 
217 void
218 vc4_irq_uninstall(struct drm_device *dev)
219 {
220 	struct vc4_dev *vc4 = to_vc4_dev(dev);
221 
222 	/* Disable sending interrupts for our driver's IRQs. */
223 	V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
224 
225 	/* Clear any pending interrupts we might have left. */
226 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
227 
228 	cancel_work_sync(&vc4->overflow_mem_work);
229 }
230 
231 /** Reinitializes interrupt registers when a GPU reset is performed. */
232 void vc4_irq_reset(struct drm_device *dev)
233 {
234 	struct vc4_dev *vc4 = to_vc4_dev(dev);
235 	unsigned long irqflags;
236 
237 	/* Acknowledge any stale IRQs. */
238 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
239 
240 	/*
241 	 * Turn all our interrupts on.  Binner out of memory is the
242 	 * only one we expect to trigger at this point, since we've
243 	 * just come from poweron and haven't supplied any overflow
244 	 * memory yet.
245 	 */
246 	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
247 
248 	spin_lock_irqsave(&vc4->job_lock, irqflags);
249 	vc4_cancel_bin_job(dev);
250 	vc4_irq_finish_render_job(dev);
251 	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
252 }
253