/* * Copyright © 2014 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** DOC: Interrupt management for the V3D engine. * * We have an interrupt status register (V3D_INTCTL) which reports * interrupts, and where writing 1 bits clears those interrupts. * There are also a pair of interrupt registers * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or * disables that specific interrupt, and 0s written are ignored * (reading either one returns the set of enabled interrupts). * * When we take a binning flush done interrupt, we need to submit the * next frame for binning and move the finished frame to the render * thread. * * When we take a render frame interrupt, we need to wake the * processes waiting for some frame to be done, and get the next frame * submitted ASAP (so the hardware doesn't sit idle when there's work * to do). * * When we take the binner out of memory interrupt, we need to * allocate some new memory and pass it to the binner so that the * current job can make progress. */ #include "vc4_drv.h" #include "vc4_regs.h" #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \ V3D_INT_FLDONE | \ V3D_INT_FRDONE) DECLARE_WAIT_QUEUE_HEAD(render_wait); static void vc4_overflow_mem_work(struct work_struct *work) { struct vc4_dev *vc4 = container_of(work, struct vc4_dev, overflow_mem_work); struct drm_device *dev = vc4->dev; struct vc4_bo *bo; bo = vc4_bo_create(dev, 256 * 1024, true); if (IS_ERR(bo)) { DRM_ERROR("Couldn't allocate binner overflow mem\n"); return; } /* If there's a job executing currently, then our previous * overflow allocation is getting used in that job and we need * to queue it to be released when the job is done. But if no * job is executing at all, then we can free the old overflow * object direcctly. * * No lock necessary for this pointer since we're the only * ones that update the pointer, and our workqueue won't * reenter. */ if (vc4->overflow_mem) { struct vc4_exec_info *current_exec; unsigned long irqflags; spin_lock_irqsave(&vc4->job_lock, irqflags); current_exec = vc4_first_bin_job(vc4); if (!current_exec) current_exec = vc4_last_render_job(vc4); if (current_exec) { vc4->overflow_mem->seqno = current_exec->seqno; list_add_tail(&vc4->overflow_mem->unref_head, ¤t_exec->unref_list); vc4->overflow_mem = NULL; } spin_unlock_irqrestore(&vc4->job_lock, irqflags); } if (vc4->overflow_mem) drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base); vc4->overflow_mem = bo; V3D_WRITE(V3D_BPOA, bo->base.paddr); V3D_WRITE(V3D_BPOS, bo->base.base.size); V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM); V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM); } static void vc4_irq_finish_bin_job(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); struct vc4_exec_info *exec = vc4_first_bin_job(vc4); if (!exec) return; vc4_move_job_to_render(dev, exec); vc4_submit_next_bin_job(dev); } static void vc4_cancel_bin_job(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); struct vc4_exec_info *exec = vc4_first_bin_job(vc4); if (!exec) return; list_move_tail(&exec->head, &vc4->bin_job_list); vc4_submit_next_bin_job(dev); } static void vc4_irq_finish_render_job(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); struct vc4_exec_info *exec = vc4_first_render_job(vc4); if (!exec) return; vc4->finished_seqno++; list_move_tail(&exec->head, &vc4->job_done_list); vc4_submit_next_render_job(dev); wake_up_all(&vc4->job_wait_queue); schedule_work(&vc4->job_done_work); } irqreturn_t vc4_irq(int irq, void *arg) { struct drm_device *dev = arg; struct vc4_dev *vc4 = to_vc4_dev(dev); uint32_t intctl; irqreturn_t status = IRQ_NONE; barrier(); intctl = V3D_READ(V3D_INTCTL); /* Acknowledge the interrupts we're handling here. The binner * last flush / render frame done interrupt will be cleared, * while OUTOMEM will stay high until the underlying cause is * cleared. */ V3D_WRITE(V3D_INTCTL, intctl); if (intctl & V3D_INT_OUTOMEM) { /* Disable OUTOMEM until the work is done. */ V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM); schedule_work(&vc4->overflow_mem_work); status = IRQ_HANDLED; } if (intctl & V3D_INT_FLDONE) { spin_lock(&vc4->job_lock); vc4_irq_finish_bin_job(dev); spin_unlock(&vc4->job_lock); status = IRQ_HANDLED; } if (intctl & V3D_INT_FRDONE) { spin_lock(&vc4->job_lock); vc4_irq_finish_render_job(dev); spin_unlock(&vc4->job_lock); status = IRQ_HANDLED; } return status; } void vc4_irq_preinstall(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); init_waitqueue_head(&vc4->job_wait_queue); INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work); /* Clear any pending interrupts someone might have left around * for us. */ V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); } int vc4_irq_postinstall(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); /* Enable both the render done and out of memory interrupts. */ V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS); return 0; } void vc4_irq_uninstall(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); /* Disable sending interrupts for our driver's IRQs. */ V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS); /* Clear any pending interrupts we might have left. */ V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); cancel_work_sync(&vc4->overflow_mem_work); } /** Reinitializes interrupt registers when a GPU reset is performed. */ void vc4_irq_reset(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); unsigned long irqflags; /* Acknowledge any stale IRQs. */ V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); /* * Turn all our interrupts on. Binner out of memory is the * only one we expect to trigger at this point, since we've * just come from poweron and haven't supplied any overflow * memory yet. */ V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS); spin_lock_irqsave(&vc4->job_lock, irqflags); vc4_cancel_bin_job(dev); vc4_irq_finish_render_job(dev); spin_unlock_irqrestore(&vc4->job_lock, irqflags); }