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 "vc4_drv.h" 49 #include "vc4_regs.h" 50 51 #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \ 52 V3D_INT_FLDONE | \ 53 V3D_INT_FRDONE) 54 55 DECLARE_WAIT_QUEUE_HEAD(render_wait); 56 57 static void 58 vc4_overflow_mem_work(struct work_struct *work) 59 { 60 struct vc4_dev *vc4 = 61 container_of(work, struct vc4_dev, overflow_mem_work); 62 struct vc4_bo *bo = vc4->bin_bo; 63 int bin_bo_slot; 64 struct vc4_exec_info *exec; 65 unsigned long irqflags; 66 67 bin_bo_slot = vc4_v3d_get_bin_slot(vc4); 68 if (bin_bo_slot < 0) { 69 DRM_ERROR("Couldn't allocate binner overflow mem\n"); 70 return; 71 } 72 73 spin_lock_irqsave(&vc4->job_lock, irqflags); 74 75 if (vc4->bin_alloc_overflow) { 76 /* If we had overflow memory allocated previously, 77 * then that chunk will free when the current bin job 78 * is done. If we don't have a bin job running, then 79 * the chunk will be done whenever the list of render 80 * jobs has drained. 81 */ 82 exec = vc4_first_bin_job(vc4); 83 if (!exec) 84 exec = vc4_last_render_job(vc4); 85 if (exec) { 86 exec->bin_slots |= vc4->bin_alloc_overflow; 87 } else { 88 /* There's nothing queued in the hardware, so 89 * the old slot is free immediately. 90 */ 91 vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow; 92 } 93 } 94 vc4->bin_alloc_overflow = BIT(bin_bo_slot); 95 96 V3D_WRITE(V3D_BPOA, bo->base.paddr + bin_bo_slot * vc4->bin_alloc_size); 97 V3D_WRITE(V3D_BPOS, bo->base.base.size); 98 V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM); 99 V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM); 100 spin_unlock_irqrestore(&vc4->job_lock, irqflags); 101 } 102 103 static void 104 vc4_irq_finish_bin_job(struct drm_device *dev) 105 { 106 struct vc4_dev *vc4 = to_vc4_dev(dev); 107 struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4); 108 109 if (!exec) 110 return; 111 112 vc4_move_job_to_render(dev, exec); 113 next = vc4_first_bin_job(vc4); 114 115 /* Only submit the next job in the bin list if it matches the perfmon 116 * attached to the one that just finished (or if both jobs don't have 117 * perfmon attached to them). 118 */ 119 if (next && next->perfmon == exec->perfmon) 120 vc4_submit_next_bin_job(dev); 121 } 122 123 static void 124 vc4_cancel_bin_job(struct drm_device *dev) 125 { 126 struct vc4_dev *vc4 = to_vc4_dev(dev); 127 struct vc4_exec_info *exec = vc4_first_bin_job(vc4); 128 129 if (!exec) 130 return; 131 132 /* Stop the perfmon so that the next bin job can be started. */ 133 if (exec->perfmon) 134 vc4_perfmon_stop(vc4, exec->perfmon, false); 135 136 list_move_tail(&exec->head, &vc4->bin_job_list); 137 vc4_submit_next_bin_job(dev); 138 } 139 140 static void 141 vc4_irq_finish_render_job(struct drm_device *dev) 142 { 143 struct vc4_dev *vc4 = to_vc4_dev(dev); 144 struct vc4_exec_info *exec = vc4_first_render_job(vc4); 145 struct vc4_exec_info *nextbin, *nextrender; 146 147 if (!exec) 148 return; 149 150 vc4->finished_seqno++; 151 list_move_tail(&exec->head, &vc4->job_done_list); 152 153 nextbin = vc4_first_bin_job(vc4); 154 nextrender = vc4_first_render_job(vc4); 155 156 /* Only stop the perfmon if following jobs in the queue don't expect it 157 * to be enabled. 158 */ 159 if (exec->perfmon && !nextrender && 160 (!nextbin || nextbin->perfmon != exec->perfmon)) 161 vc4_perfmon_stop(vc4, exec->perfmon, true); 162 163 /* If there's a render job waiting, start it. If this is not the case 164 * we may have to unblock the binner if it's been stalled because of 165 * perfmon (this can be checked by comparing the perfmon attached to 166 * the finished renderjob to the one attached to the next bin job: if 167 * they don't match, this means the binner is stalled and should be 168 * restarted). 169 */ 170 if (nextrender) 171 vc4_submit_next_render_job(dev); 172 else if (nextbin && nextbin->perfmon != exec->perfmon) 173 vc4_submit_next_bin_job(dev); 174 175 if (exec->fence) { 176 dma_fence_signal_locked(exec->fence); 177 dma_fence_put(exec->fence); 178 exec->fence = NULL; 179 } 180 181 wake_up_all(&vc4->job_wait_queue); 182 schedule_work(&vc4->job_done_work); 183 } 184 185 irqreturn_t 186 vc4_irq(int irq, void *arg) 187 { 188 struct drm_device *dev = arg; 189 struct vc4_dev *vc4 = to_vc4_dev(dev); 190 uint32_t intctl; 191 irqreturn_t status = IRQ_NONE; 192 193 barrier(); 194 intctl = V3D_READ(V3D_INTCTL); 195 196 /* Acknowledge the interrupts we're handling here. The binner 197 * last flush / render frame done interrupt will be cleared, 198 * while OUTOMEM will stay high until the underlying cause is 199 * cleared. 200 */ 201 V3D_WRITE(V3D_INTCTL, intctl); 202 203 if (intctl & V3D_INT_OUTOMEM) { 204 /* Disable OUTOMEM until the work is done. */ 205 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM); 206 schedule_work(&vc4->overflow_mem_work); 207 status = IRQ_HANDLED; 208 } 209 210 if (intctl & V3D_INT_FLDONE) { 211 spin_lock(&vc4->job_lock); 212 vc4_irq_finish_bin_job(dev); 213 spin_unlock(&vc4->job_lock); 214 status = IRQ_HANDLED; 215 } 216 217 if (intctl & V3D_INT_FRDONE) { 218 spin_lock(&vc4->job_lock); 219 vc4_irq_finish_render_job(dev); 220 spin_unlock(&vc4->job_lock); 221 status = IRQ_HANDLED; 222 } 223 224 return status; 225 } 226 227 void 228 vc4_irq_preinstall(struct drm_device *dev) 229 { 230 struct vc4_dev *vc4 = to_vc4_dev(dev); 231 232 if (!vc4->v3d) 233 return; 234 235 init_waitqueue_head(&vc4->job_wait_queue); 236 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work); 237 238 /* Clear any pending interrupts someone might have left around 239 * for us. 240 */ 241 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); 242 } 243 244 int 245 vc4_irq_postinstall(struct drm_device *dev) 246 { 247 struct vc4_dev *vc4 = to_vc4_dev(dev); 248 249 if (!vc4->v3d) 250 return 0; 251 252 /* Enable both the render done and out of memory interrupts. */ 253 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS); 254 255 return 0; 256 } 257 258 void 259 vc4_irq_uninstall(struct drm_device *dev) 260 { 261 struct vc4_dev *vc4 = to_vc4_dev(dev); 262 263 if (!vc4->v3d) 264 return; 265 266 /* Disable sending interrupts for our driver's IRQs. */ 267 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS); 268 269 /* Clear any pending interrupts we might have left. */ 270 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); 271 272 /* Finish any interrupt handler still in flight. */ 273 disable_irq(dev->irq); 274 275 cancel_work_sync(&vc4->overflow_mem_work); 276 } 277 278 /** Reinitializes interrupt registers when a GPU reset is performed. */ 279 void vc4_irq_reset(struct drm_device *dev) 280 { 281 struct vc4_dev *vc4 = to_vc4_dev(dev); 282 unsigned long irqflags; 283 284 /* Acknowledge any stale IRQs. */ 285 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); 286 287 /* 288 * Turn all our interrupts on. Binner out of memory is the 289 * only one we expect to trigger at this point, since we've 290 * just come from poweron and haven't supplied any overflow 291 * memory yet. 292 */ 293 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS); 294 295 spin_lock_irqsave(&vc4->job_lock, irqflags); 296 vc4_cancel_bin_job(dev); 297 vc4_irq_finish_render_job(dev); 298 spin_unlock_irqrestore(&vc4->job_lock, irqflags); 299 } 300