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  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
 55DECLARE_WAIT_QUEUE_HEAD(render_wait);
 56
 57static void
 58vc4_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
103static void
104vc4_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
123static void
124vc4_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
140static void
141vc4_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
185irqreturn_t
186vc4_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
227void
228vc4_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
241int
242vc4_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
252void
253vc4_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. */
270void 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}