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
vc4_overflow_mem_work(struct work_struct * work)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
vc4_irq_finish_bin_job(struct drm_device * dev)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
vc4_cancel_bin_job(struct drm_device * dev)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
vc4_irq_finish_render_job(struct drm_device * dev)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
vc4_irq(int irq,void * arg)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
vc4_irq_preinstall(struct drm_device * dev)228 vc4_irq_preinstall(struct drm_device *dev)
229 {
230 struct vc4_dev *vc4 = to_vc4_dev(dev);
231
232 init_waitqueue_head(&vc4->job_wait_queue);
233 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
234
235 /* Clear any pending interrupts someone might have left around
236 * for us.
237 */
238 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
239 }
240
241 int
vc4_irq_postinstall(struct drm_device * dev)242 vc4_irq_postinstall(struct drm_device *dev)
243 {
244 struct vc4_dev *vc4 = to_vc4_dev(dev);
245
246 /* Enable both the render done and out of memory interrupts. */
247 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
248
249 return 0;
250 }
251
252 void
vc4_irq_uninstall(struct drm_device * dev)253 vc4_irq_uninstall(struct drm_device *dev)
254 {
255 struct vc4_dev *vc4 = to_vc4_dev(dev);
256
257 /* Disable sending interrupts for our driver's IRQs. */
258 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
259
260 /* Clear any pending interrupts we might have left. */
261 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
262
263 /* Finish any interrupt handler still in flight. */
264 disable_irq(dev->irq);
265
266 cancel_work_sync(&vc4->overflow_mem_work);
267 }
268
269 /** Reinitializes interrupt registers when a GPU reset is performed. */
vc4_irq_reset(struct drm_device * dev)270 void vc4_irq_reset(struct drm_device *dev)
271 {
272 struct vc4_dev *vc4 = to_vc4_dev(dev);
273 unsigned long irqflags;
274
275 /* Acknowledge any stale IRQs. */
276 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
277
278 /*
279 * Turn all our interrupts on. Binner out of memory is the
280 * only one we expect to trigger at this point, since we've
281 * just come from poweron and haven't supplied any overflow
282 * memory yet.
283 */
284 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
285
286 spin_lock_irqsave(&vc4->job_lock, irqflags);
287 vc4_cancel_bin_job(dev);
288 vc4_irq_finish_render_job(dev);
289 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
290 }
291