xref: /openbmc/linux/drivers/gpu/drm/vc4/vc4_irq.c (revision 6a551c11)
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 			vc4->overflow_mem->seqno = vc4->finished_seqno + 1;
88 			list_add_tail(&vc4->overflow_mem->unref_head,
89 				      &current_exec->unref_list);
90 			vc4->overflow_mem = NULL;
91 		}
92 		spin_unlock_irqrestore(&vc4->job_lock, irqflags);
93 	}
94 
95 	if (vc4->overflow_mem)
96 		drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
97 	vc4->overflow_mem = bo;
98 
99 	V3D_WRITE(V3D_BPOA, bo->base.paddr);
100 	V3D_WRITE(V3D_BPOS, bo->base.base.size);
101 	V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
102 	V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
103 }
104 
105 static void
106 vc4_irq_finish_bin_job(struct drm_device *dev)
107 {
108 	struct vc4_dev *vc4 = to_vc4_dev(dev);
109 	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
110 
111 	if (!exec)
112 		return;
113 
114 	vc4_move_job_to_render(dev, exec);
115 	vc4_submit_next_bin_job(dev);
116 }
117 
118 static void
119 vc4_cancel_bin_job(struct drm_device *dev)
120 {
121 	struct vc4_dev *vc4 = to_vc4_dev(dev);
122 	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
123 
124 	if (!exec)
125 		return;
126 
127 	list_move_tail(&exec->head, &vc4->bin_job_list);
128 	vc4_submit_next_bin_job(dev);
129 }
130 
131 static void
132 vc4_irq_finish_render_job(struct drm_device *dev)
133 {
134 	struct vc4_dev *vc4 = to_vc4_dev(dev);
135 	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
136 
137 	if (!exec)
138 		return;
139 
140 	vc4->finished_seqno++;
141 	list_move_tail(&exec->head, &vc4->job_done_list);
142 	vc4_submit_next_render_job(dev);
143 
144 	wake_up_all(&vc4->job_wait_queue);
145 	schedule_work(&vc4->job_done_work);
146 }
147 
148 irqreturn_t
149 vc4_irq(int irq, void *arg)
150 {
151 	struct drm_device *dev = arg;
152 	struct vc4_dev *vc4 = to_vc4_dev(dev);
153 	uint32_t intctl;
154 	irqreturn_t status = IRQ_NONE;
155 
156 	barrier();
157 	intctl = V3D_READ(V3D_INTCTL);
158 
159 	/* Acknowledge the interrupts we're handling here. The binner
160 	 * last flush / render frame done interrupt will be cleared,
161 	 * while OUTOMEM will stay high until the underlying cause is
162 	 * cleared.
163 	 */
164 	V3D_WRITE(V3D_INTCTL, intctl);
165 
166 	if (intctl & V3D_INT_OUTOMEM) {
167 		/* Disable OUTOMEM until the work is done. */
168 		V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
169 		schedule_work(&vc4->overflow_mem_work);
170 		status = IRQ_HANDLED;
171 	}
172 
173 	if (intctl & V3D_INT_FLDONE) {
174 		spin_lock(&vc4->job_lock);
175 		vc4_irq_finish_bin_job(dev);
176 		spin_unlock(&vc4->job_lock);
177 		status = IRQ_HANDLED;
178 	}
179 
180 	if (intctl & V3D_INT_FRDONE) {
181 		spin_lock(&vc4->job_lock);
182 		vc4_irq_finish_render_job(dev);
183 		spin_unlock(&vc4->job_lock);
184 		status = IRQ_HANDLED;
185 	}
186 
187 	return status;
188 }
189 
190 void
191 vc4_irq_preinstall(struct drm_device *dev)
192 {
193 	struct vc4_dev *vc4 = to_vc4_dev(dev);
194 
195 	init_waitqueue_head(&vc4->job_wait_queue);
196 	INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
197 
198 	/* Clear any pending interrupts someone might have left around
199 	 * for us.
200 	 */
201 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
202 }
203 
204 int
205 vc4_irq_postinstall(struct drm_device *dev)
206 {
207 	struct vc4_dev *vc4 = to_vc4_dev(dev);
208 
209 	/* Enable both the render done and out of memory interrupts. */
210 	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
211 
212 	return 0;
213 }
214 
215 void
216 vc4_irq_uninstall(struct drm_device *dev)
217 {
218 	struct vc4_dev *vc4 = to_vc4_dev(dev);
219 
220 	/* Disable sending interrupts for our driver's IRQs. */
221 	V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
222 
223 	/* Clear any pending interrupts we might have left. */
224 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
225 
226 	cancel_work_sync(&vc4->overflow_mem_work);
227 }
228 
229 /** Reinitializes interrupt registers when a GPU reset is performed. */
230 void vc4_irq_reset(struct drm_device *dev)
231 {
232 	struct vc4_dev *vc4 = to_vc4_dev(dev);
233 	unsigned long irqflags;
234 
235 	/* Acknowledge any stale IRQs. */
236 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
237 
238 	/*
239 	 * Turn all our interrupts on.  Binner out of memory is the
240 	 * only one we expect to trigger at this point, since we've
241 	 * just come from poweron and haven't supplied any overflow
242 	 * memory yet.
243 	 */
244 	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
245 
246 	spin_lock_irqsave(&vc4->job_lock, irqflags);
247 	vc4_cancel_bin_job(dev);
248 	vc4_irq_finish_render_job(dev);
249 	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
250 }
251