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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 | /* * 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 <linux/platform_device.h> #include <drm/drm_drv.h> #include "vc4_drv.h" #include "vc4_regs.h" #include "vc4_trace.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; int bin_bo_slot; struct vc4_exec_info *exec; unsigned long irqflags; mutex_lock(&vc4->bin_bo_lock); if (!vc4->bin_bo) goto complete; bo = vc4->bin_bo; bin_bo_slot = vc4_v3d_get_bin_slot(vc4); if (bin_bo_slot < 0) { DRM_ERROR("Couldn't allocate binner overflow mem\n"); goto complete; } 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.dma_addr + 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); complete: mutex_unlock(&vc4->bin_bo_lock); } static void vc4_irq_finish_bin_job(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4); if (!exec) return; trace_vc4_bcl_end_irq(dev, exec->seqno); vc4_move_job_to_render(dev, exec); next = vc4_first_bin_job(vc4); /* Only submit the next job in the bin list if it matches the perfmon * attached to the one that just finished (or if both jobs don't have * perfmon attached to them). */ if (next && next->perfmon == exec->perfmon) 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; /* Stop the perfmon so that the next bin job can be started. */ if (exec->perfmon) vc4_perfmon_stop(vc4, exec->perfmon, false); 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); struct vc4_exec_info *nextbin, *nextrender; if (!exec) return; trace_vc4_rcl_end_irq(dev, exec->seqno); vc4->finished_seqno++; list_move_tail(&exec->head, &vc4->job_done_list); nextbin = vc4_first_bin_job(vc4); nextrender = vc4_first_render_job(vc4); /* Only stop the perfmon if following jobs in the queue don't expect it * to be enabled. */ if (exec->perfmon && !nextrender && (!nextbin || nextbin->perfmon != exec->perfmon)) vc4_perfmon_stop(vc4, exec->perfmon, true); /* If there's a render job waiting, start it. If this is not the case * we may have to unblock the binner if it's been stalled because of * perfmon (this can be checked by comparing the perfmon attached to * the finished renderjob to the one attached to the next bin job: if * they don't match, this means the binner is stalled and should be * restarted). */ if (nextrender) vc4_submit_next_render_job(dev); else if (nextbin && nextbin->perfmon != exec->perfmon) vc4_submit_next_bin_job(dev); if (exec->fence) { dma_fence_signal_locked(exec->fence); dma_fence_put(exec->fence); exec->fence = NULL; } wake_up_all(&vc4->job_wait_queue); schedule_work(&vc4->job_done_work); } static 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; } static void vc4_irq_prepare(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); if (!vc4->v3d) return; 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); } void vc4_irq_enable(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); if (WARN_ON_ONCE(vc4->is_vc5)) return; if (!vc4->v3d) return; /* Enable the render done interrupts. The out-of-memory interrupt is * enabled as soon as we have a binner BO allocated. */ V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE); } void vc4_irq_disable(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); if (WARN_ON_ONCE(vc4->is_vc5)) return; if (!vc4->v3d) return; /* 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. */ synchronize_irq(vc4->irq); cancel_work_sync(&vc4->overflow_mem_work); } int vc4_irq_install(struct drm_device *dev, int irq) { struct vc4_dev *vc4 = to_vc4_dev(dev); int ret; if (WARN_ON_ONCE(vc4->is_vc5)) return -ENODEV; if (irq == IRQ_NOTCONNECTED) return -ENOTCONN; vc4_irq_prepare(dev); ret = request_irq(irq, vc4_irq, 0, dev->driver->name, dev); if (ret) return ret; vc4_irq_enable(dev); return 0; } void vc4_irq_uninstall(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); if (WARN_ON_ONCE(vc4->is_vc5)) return; vc4_irq_disable(dev); free_irq(vc4->irq, dev); } /** 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; if (WARN_ON_ONCE(vc4->is_vc5)) return; /* 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); } |