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 /** 25 * DOC: Interrupt management for the V3D engine 26 * 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). 33 * 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 36 * thread. 37 * 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 41 * to do). 42 * 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. 46 */ 47 48 #include <linux/platform_device.h> 49 50 #include <drm/drm_drv.h> 51 52 #include "vc4_drv.h" 53 #include "vc4_regs.h" 54 #include "vc4_trace.h" 55 56 #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \ 57 V3D_INT_FLDONE | \ 58 V3D_INT_FRDONE) 59 60 DECLARE_WAIT_QUEUE_HEAD(render_wait); 61 62 static void 63 vc4_overflow_mem_work(struct work_struct *work) 64 { 65 struct vc4_dev *vc4 = 66 container_of(work, struct vc4_dev, overflow_mem_work); 67 struct vc4_bo *bo; 68 int bin_bo_slot; 69 struct vc4_exec_info *exec; 70 unsigned long irqflags; 71 72 mutex_lock(&vc4->bin_bo_lock); 73 74 if (!vc4->bin_bo) 75 goto complete; 76 77 bo = vc4->bin_bo; 78 79 bin_bo_slot = vc4_v3d_get_bin_slot(vc4); 80 if (bin_bo_slot < 0) { 81 DRM_ERROR("Couldn't allocate binner overflow mem\n"); 82 goto complete; 83 } 84 85 spin_lock_irqsave(&vc4->job_lock, irqflags); 86 87 if (vc4->bin_alloc_overflow) { 88 /* If we had overflow memory allocated previously, 89 * then that chunk will free when the current bin job 90 * is done. If we don't have a bin job running, then 91 * the chunk will be done whenever the list of render 92 * jobs has drained. 93 */ 94 exec = vc4_first_bin_job(vc4); 95 if (!exec) 96 exec = vc4_last_render_job(vc4); 97 if (exec) { 98 exec->bin_slots |= vc4->bin_alloc_overflow; 99 } else { 100 /* There's nothing queued in the hardware, so 101 * the old slot is free immediately. 102 */ 103 vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow; 104 } 105 } 106 vc4->bin_alloc_overflow = BIT(bin_bo_slot); 107 108 V3D_WRITE(V3D_BPOA, bo->base.paddr + bin_bo_slot * vc4->bin_alloc_size); 109 V3D_WRITE(V3D_BPOS, bo->base.base.size); 110 V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM); 111 V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM); 112 spin_unlock_irqrestore(&vc4->job_lock, irqflags); 113 114 complete: 115 mutex_unlock(&vc4->bin_bo_lock); 116 } 117 118 static void 119 vc4_irq_finish_bin_job(struct drm_device *dev) 120 { 121 struct vc4_dev *vc4 = to_vc4_dev(dev); 122 struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4); 123 124 if (!exec) 125 return; 126 127 trace_vc4_bcl_end_irq(dev, exec->seqno); 128 129 vc4_move_job_to_render(dev, exec); 130 next = vc4_first_bin_job(vc4); 131 132 /* Only submit the next job in the bin list if it matches the perfmon 133 * attached to the one that just finished (or if both jobs don't have 134 * perfmon attached to them). 135 */ 136 if (next && next->perfmon == exec->perfmon) 137 vc4_submit_next_bin_job(dev); 138 } 139 140 static void 141 vc4_cancel_bin_job(struct drm_device *dev) 142 { 143 struct vc4_dev *vc4 = to_vc4_dev(dev); 144 struct vc4_exec_info *exec = vc4_first_bin_job(vc4); 145 146 if (!exec) 147 return; 148 149 /* Stop the perfmon so that the next bin job can be started. */ 150 if (exec->perfmon) 151 vc4_perfmon_stop(vc4, exec->perfmon, false); 152 153 list_move_tail(&exec->head, &vc4->bin_job_list); 154 vc4_submit_next_bin_job(dev); 155 } 156 157 static void 158 vc4_irq_finish_render_job(struct drm_device *dev) 159 { 160 struct vc4_dev *vc4 = to_vc4_dev(dev); 161 struct vc4_exec_info *exec = vc4_first_render_job(vc4); 162 struct vc4_exec_info *nextbin, *nextrender; 163 164 if (!exec) 165 return; 166 167 trace_vc4_rcl_end_irq(dev, exec->seqno); 168 169 vc4->finished_seqno++; 170 list_move_tail(&exec->head, &vc4->job_done_list); 171 172 nextbin = vc4_first_bin_job(vc4); 173 nextrender = vc4_first_render_job(vc4); 174 175 /* Only stop the perfmon if following jobs in the queue don't expect it 176 * to be enabled. 177 */ 178 if (exec->perfmon && !nextrender && 179 (!nextbin || nextbin->perfmon != exec->perfmon)) 180 vc4_perfmon_stop(vc4, exec->perfmon, true); 181 182 /* If there's a render job waiting, start it. If this is not the case 183 * we may have to unblock the binner if it's been stalled because of 184 * perfmon (this can be checked by comparing the perfmon attached to 185 * the finished renderjob to the one attached to the next bin job: if 186 * they don't match, this means the binner is stalled and should be 187 * restarted). 188 */ 189 if (nextrender) 190 vc4_submit_next_render_job(dev); 191 else if (nextbin && nextbin->perfmon != exec->perfmon) 192 vc4_submit_next_bin_job(dev); 193 194 if (exec->fence) { 195 dma_fence_signal_locked(exec->fence); 196 dma_fence_put(exec->fence); 197 exec->fence = NULL; 198 } 199 200 wake_up_all(&vc4->job_wait_queue); 201 schedule_work(&vc4->job_done_work); 202 } 203 204 static irqreturn_t 205 vc4_irq(int irq, void *arg) 206 { 207 struct drm_device *dev = arg; 208 struct vc4_dev *vc4 = to_vc4_dev(dev); 209 uint32_t intctl; 210 irqreturn_t status = IRQ_NONE; 211 212 barrier(); 213 intctl = V3D_READ(V3D_INTCTL); 214 215 /* Acknowledge the interrupts we're handling here. The binner 216 * last flush / render frame done interrupt will be cleared, 217 * while OUTOMEM will stay high until the underlying cause is 218 * cleared. 219 */ 220 V3D_WRITE(V3D_INTCTL, intctl); 221 222 if (intctl & V3D_INT_OUTOMEM) { 223 /* Disable OUTOMEM until the work is done. */ 224 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM); 225 schedule_work(&vc4->overflow_mem_work); 226 status = IRQ_HANDLED; 227 } 228 229 if (intctl & V3D_INT_FLDONE) { 230 spin_lock(&vc4->job_lock); 231 vc4_irq_finish_bin_job(dev); 232 spin_unlock(&vc4->job_lock); 233 status = IRQ_HANDLED; 234 } 235 236 if (intctl & V3D_INT_FRDONE) { 237 spin_lock(&vc4->job_lock); 238 vc4_irq_finish_render_job(dev); 239 spin_unlock(&vc4->job_lock); 240 status = IRQ_HANDLED; 241 } 242 243 return status; 244 } 245 246 static void 247 vc4_irq_prepare(struct drm_device *dev) 248 { 249 struct vc4_dev *vc4 = to_vc4_dev(dev); 250 251 if (!vc4->v3d) 252 return; 253 254 init_waitqueue_head(&vc4->job_wait_queue); 255 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work); 256 257 /* Clear any pending interrupts someone might have left around 258 * for us. 259 */ 260 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); 261 } 262 263 void 264 vc4_irq_enable(struct drm_device *dev) 265 { 266 struct vc4_dev *vc4 = to_vc4_dev(dev); 267 268 if (!vc4->v3d) 269 return; 270 271 /* Enable the render done interrupts. The out-of-memory interrupt is 272 * enabled as soon as we have a binner BO allocated. 273 */ 274 V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE); 275 } 276 277 void 278 vc4_irq_disable(struct drm_device *dev) 279 { 280 struct vc4_dev *vc4 = to_vc4_dev(dev); 281 282 if (!vc4->v3d) 283 return; 284 285 /* Disable sending interrupts for our driver's IRQs. */ 286 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS); 287 288 /* Clear any pending interrupts we might have left. */ 289 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); 290 291 /* Finish any interrupt handler still in flight. */ 292 disable_irq(vc4->irq); 293 294 cancel_work_sync(&vc4->overflow_mem_work); 295 } 296 297 int vc4_irq_install(struct drm_device *dev, int irq) 298 { 299 int ret; 300 301 if (irq == IRQ_NOTCONNECTED) 302 return -ENOTCONN; 303 304 vc4_irq_prepare(dev); 305 306 ret = request_irq(irq, vc4_irq, 0, dev->driver->name, dev); 307 if (ret) 308 return ret; 309 310 vc4_irq_enable(dev); 311 312 return 0; 313 } 314 315 void vc4_irq_uninstall(struct drm_device *dev) 316 { 317 struct vc4_dev *vc4 = to_vc4_dev(dev); 318 319 vc4_irq_disable(dev); 320 free_irq(vc4->irq, dev); 321 } 322 323 /** Reinitializes interrupt registers when a GPU reset is performed. */ 324 void vc4_irq_reset(struct drm_device *dev) 325 { 326 struct vc4_dev *vc4 = to_vc4_dev(dev); 327 unsigned long irqflags; 328 329 /* Acknowledge any stale IRQs. */ 330 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); 331 332 /* 333 * Turn all our interrupts on. Binner out of memory is the 334 * only one we expect to trigger at this point, since we've 335 * just come from poweron and haven't supplied any overflow 336 * memory yet. 337 */ 338 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS); 339 340 spin_lock_irqsave(&vc4->job_lock, irqflags); 341 vc4_cancel_bin_job(dev); 342 vc4_irq_finish_render_job(dev); 343 spin_unlock_irqrestore(&vc4->job_lock, irqflags); 344 } 345