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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 | // SPDX-License-Identifier: GPL-2.0+ /* Copyright (C) 2014-2018 Broadcom */ /** * DOC: Interrupt management for the V3D engine * * When we take a bin, render, TFU done, or CSD done interrupt, we * need to signal the fence for that job so that the scheduler can * queue up the next one and unblock any waiters. * * 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 "v3d_drv.h" #include "v3d_regs.h" #include "v3d_trace.h" #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \ V3D_INT_FLDONE | \ V3D_INT_FRDONE | \ V3D_INT_CSDDONE | \ V3D_INT_GMPV)) #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \ V3D_HUB_INT_MMU_PTI | \ V3D_HUB_INT_MMU_CAP | \ V3D_HUB_INT_TFUC)) static irqreturn_t v3d_hub_irq(int irq, void *arg); static void v3d_overflow_mem_work(struct work_struct *work) { struct v3d_dev *v3d = container_of(work, struct v3d_dev, overflow_mem_work); struct drm_device *dev = &v3d->drm; struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024); struct drm_gem_object *obj; unsigned long irqflags; if (IS_ERR(bo)) { DRM_ERROR("Couldn't allocate binner overflow mem\n"); return; } obj = &bo->base.base; /* We lost a race, and our work task came in after the bin job * completed and exited. This can happen because the HW * signals OOM before it's fully OOM, so the binner might just * barely complete. * * If we lose the race and our work task comes in after a new * bin job got scheduled, that's fine. We'll just give them * some binner pool anyway. */ spin_lock_irqsave(&v3d->job_lock, irqflags); if (!v3d->bin_job) { spin_unlock_irqrestore(&v3d->job_lock, irqflags); goto out; } drm_gem_object_get(obj); list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list); spin_unlock_irqrestore(&v3d->job_lock, irqflags); V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT); V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size); out: drm_gem_object_put(obj); } static irqreturn_t v3d_irq(int irq, void *arg) { struct v3d_dev *v3d = arg; u32 intsts; irqreturn_t status = IRQ_NONE; intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS); /* Acknowledge the interrupts we're handling here. */ V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts); if (intsts & V3D_INT_OUTOMEM) { /* Note that the OOM status is edge signaled, so the * interrupt won't happen again until the we actually * add more memory. Also, as of V3D 4.1, FLDONE won't * be reported until any OOM state has been cleared. */ schedule_work(&v3d->overflow_mem_work); status = IRQ_HANDLED; } if (intsts & V3D_INT_FLDONE) { struct v3d_fence *fence = to_v3d_fence(v3d->bin_job->base.irq_fence); trace_v3d_bcl_irq(&v3d->drm, fence->seqno); dma_fence_signal(&fence->base); status = IRQ_HANDLED; } if (intsts & V3D_INT_FRDONE) { struct v3d_fence *fence = to_v3d_fence(v3d->render_job->base.irq_fence); trace_v3d_rcl_irq(&v3d->drm, fence->seqno); dma_fence_signal(&fence->base); status = IRQ_HANDLED; } if (intsts & V3D_INT_CSDDONE) { struct v3d_fence *fence = to_v3d_fence(v3d->csd_job->base.irq_fence); trace_v3d_csd_irq(&v3d->drm, fence->seqno); dma_fence_signal(&fence->base); status = IRQ_HANDLED; } /* We shouldn't be triggering these if we have GMP in * always-allowed mode. */ if (intsts & V3D_INT_GMPV) dev_err(v3d->drm.dev, "GMP violation\n"); /* V3D 4.2 wires the hub and core IRQs together, so if we & * didn't see the common one then check hub for MMU IRQs. */ if (v3d->single_irq_line && status == IRQ_NONE) return v3d_hub_irq(irq, arg); return status; } static irqreturn_t v3d_hub_irq(int irq, void *arg) { struct v3d_dev *v3d = arg; u32 intsts; irqreturn_t status = IRQ_NONE; intsts = V3D_READ(V3D_HUB_INT_STS); /* Acknowledge the interrupts we're handling here. */ V3D_WRITE(V3D_HUB_INT_CLR, intsts); if (intsts & V3D_HUB_INT_TFUC) { struct v3d_fence *fence = to_v3d_fence(v3d->tfu_job->base.irq_fence); trace_v3d_tfu_irq(&v3d->drm, fence->seqno); dma_fence_signal(&fence->base); status = IRQ_HANDLED; } if (intsts & (V3D_HUB_INT_MMU_WRV | V3D_HUB_INT_MMU_PTI | V3D_HUB_INT_MMU_CAP)) { u32 axi_id = V3D_READ(V3D_MMU_VIO_ID); u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) << (v3d->va_width - 32)); static const char *const v3d41_axi_ids[] = { "L2T", "PTB", "PSE", "TLB", "CLE", "TFU", "MMU", "GMP", }; const char *client = "?"; V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL)); if (v3d->ver >= 41) { axi_id = axi_id >> 5; if (axi_id < ARRAY_SIZE(v3d41_axi_ids)) client = v3d41_axi_ids[axi_id]; } dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n", client, axi_id, (long long)vio_addr, ((intsts & V3D_HUB_INT_MMU_WRV) ? ", write violation" : ""), ((intsts & V3D_HUB_INT_MMU_PTI) ? ", pte invalid" : ""), ((intsts & V3D_HUB_INT_MMU_CAP) ? ", cap exceeded" : "")); status = IRQ_HANDLED; } return status; } int v3d_irq_init(struct v3d_dev *v3d) { int irq1, ret, core; INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work); /* Clear any pending interrupts someone might have left around * for us. */ for (core = 0; core < v3d->cores; core++) V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS); V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS); irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1); if (irq1 == -EPROBE_DEFER) return irq1; if (irq1 > 0) { ret = devm_request_irq(v3d->drm.dev, irq1, v3d_irq, IRQF_SHARED, "v3d_core0", v3d); if (ret) goto fail; ret = devm_request_irq(v3d->drm.dev, platform_get_irq(v3d_to_pdev(v3d), 0), v3d_hub_irq, IRQF_SHARED, "v3d_hub", v3d); if (ret) goto fail; } else { v3d->single_irq_line = true; ret = devm_request_irq(v3d->drm.dev, platform_get_irq(v3d_to_pdev(v3d), 0), v3d_irq, IRQF_SHARED, "v3d", v3d); if (ret) goto fail; } v3d_irq_enable(v3d); return 0; fail: if (ret != -EPROBE_DEFER) dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret); return ret; } void v3d_irq_enable(struct v3d_dev *v3d) { int core; /* Enable our set of interrupts, masking out any others. */ for (core = 0; core < v3d->cores; core++) { V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS); V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS); } V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS); V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS); } void v3d_irq_disable(struct v3d_dev *v3d) { int core; /* Disable all interrupts. */ for (core = 0; core < v3d->cores; core++) V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0); V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0); /* Clear any pending interrupts we might have left. */ for (core = 0; core < v3d->cores; core++) V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS); V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS); cancel_work_sync(&v3d->overflow_mem_work); } /** Reinitializes interrupt registers when a GPU reset is performed. */ void v3d_irq_reset(struct v3d_dev *v3d) { v3d_irq_enable(v3d); } |