| /* | |
| * 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 vc4_bo *bo = vc4->bin_bo; | |
| int bin_bo_slot; | |
| struct vc4_exec_info *exec; | |
| unsigned long irqflags; | |
| bin_bo_slot = vc4_v3d_get_bin_slot(vc4); | |
| if (bin_bo_slot < 0) { | |
| DRM_ERROR("Couldn't allocate binner overflow mem\n"); | |
| return; | |
| } | |
| spin_lock_irqsave(&vc4->job_lock, irqflags); | |
| if (vc4->bin_alloc_overflow) { | |
| /* If we had overflow memory allocated previously, | |
| * then that chunk will free when the current bin job | |
| * is done. If we don't have a bin job running, then | |
| * the chunk will be done whenever the list of render | |
| * jobs has drained. | |
| */ | |
| exec = vc4_first_bin_job(vc4); | |
| if (!exec) | |
| exec = vc4_last_render_job(vc4); | |
| if (exec) { | |
| exec->bin_slots |= vc4->bin_alloc_overflow; | |
| } else { | |
| /* There's nothing queued in the hardware, so | |
| * the old slot is free immediately. | |
| */ | |
| vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow; | |
| } | |
| } | |
| vc4->bin_alloc_overflow = BIT(bin_bo_slot); | |
| V3D_WRITE(V3D_BPOA, bo->base.paddr + bin_bo_slot * vc4->bin_alloc_size); | |
| V3D_WRITE(V3D_BPOS, bo->base.base.size); | |
| V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM); | |
| V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM); | |
| spin_unlock_irqrestore(&vc4->job_lock, irqflags); | |
| } | |
| 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); | |
| if (exec->fence) { | |
| dma_fence_signal_locked(exec->fence); | |
| dma_fence_put(exec->fence); | |
| exec->fence = NULL; | |
| } | |
| 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); | |
| /* Finish any interrupt handler still in flight. */ | |
| disable_irq(dev->irq); | |
| 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); | |
| } |