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path: root/drivers/gpu/drm/v3d/v3d_irq.c
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Diffstat (limited to 'drivers/gpu/drm/v3d/v3d_irq.c')
-rw-r--r--drivers/gpu/drm/v3d/v3d_irq.c206
1 files changed, 206 insertions, 0 deletions
diff --git a/drivers/gpu/drm/v3d/v3d_irq.c b/drivers/gpu/drm/v3d/v3d_irq.c
new file mode 100644
index 000000000000..77e1fa046c10
--- /dev/null
+++ b/drivers/gpu/drm/v3d/v3d_irq.c
@@ -0,0 +1,206 @@
+// SPDX-License-Identifier: GPL-2.0+
+/* Copyright (C) 2014-2018 Broadcom */
+
+/**
+ * DOC: Interrupt management for the V3D engine
+ *
+ * When we take a binning or rendering flush 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 "v3d_drv.h"
+#include "v3d_regs.h"
+
+#define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
+ V3D_INT_FLDONE | \
+ V3D_INT_FRDONE | \
+ V3D_INT_GMPV))
+
+#define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
+ V3D_HUB_INT_MMU_PTI | \
+ V3D_HUB_INT_MMU_CAP))
+
+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);
+ unsigned long irqflags;
+
+ if (IS_ERR(bo)) {
+ DRM_ERROR("Couldn't allocate binner overflow mem\n");
+ return;
+ }
+
+ /* 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(&bo->base);
+ list_add_tail(&bo->unref_head, &v3d->bin_job->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, bo->base.size);
+
+out:
+ drm_gem_object_put_unlocked(&bo->base);
+}
+
+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.
+ */
+ schedule_work(&v3d->overflow_mem_work);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & V3D_INT_FLDONE) {
+ v3d->queue[V3D_BIN].finished_seqno++;
+ dma_fence_signal(v3d->bin_job->bin.done_fence);
+ status = IRQ_HANDLED;
+ }
+
+ if (intsts & V3D_INT_FRDONE) {
+ v3d->queue[V3D_RENDER].finished_seqno++;
+ dma_fence_signal(v3d->render_job->render.done_fence);
+
+ 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->dev, "GMP violation\n");
+
+ 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_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) << 8;
+
+ dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
+ 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;
+}
+
+void
+v3d_irq_init(struct v3d_dev *v3d)
+{
+ int 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);
+
+ ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
+ v3d_hub_irq, IRQF_SHARED,
+ "v3d_hub", v3d);
+ ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 1),
+ v3d_irq, IRQF_SHARED,
+ "v3d_core0", v3d);
+ if (ret)
+ dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
+
+ v3d_irq_enable(v3d);
+}
+
+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);
+}