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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 <linux/platform_device.h>
 49
 50#include <drm/drm_drv.h>
 51
 52#include "vc4_drv.h"
 53#include "vc4_regs.h"
 54#include "vc4_trace.h"
 55
 56#define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
 57			 V3D_INT_FLDONE | \
 58			 V3D_INT_FRDONE)
 59
 60DECLARE_WAIT_QUEUE_HEAD(render_wait);
 61
 62static void
 63vc4_overflow_mem_work(struct work_struct *work)
 64{
 65	struct vc4_dev *vc4 =
 66		container_of(work, struct vc4_dev, overflow_mem_work);
 67	struct vc4_bo *bo;
 68	int bin_bo_slot;
 69	struct vc4_exec_info *exec;
 70	unsigned long irqflags;
 71
 72	mutex_lock(&vc4->bin_bo_lock);
 73
 74	if (!vc4->bin_bo)
 75		goto complete;
 76
 77	bo = vc4->bin_bo;
 78
 79	bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
 80	if (bin_bo_slot < 0) {
 81		DRM_ERROR("Couldn't allocate binner overflow mem\n");
 82		goto complete;
 83	}
 84
 85	spin_lock_irqsave(&vc4->job_lock, irqflags);
 86
 87	if (vc4->bin_alloc_overflow) {
 88		/* If we had overflow memory allocated previously,
 89		 * then that chunk will free when the current bin job
 90		 * is done.  If we don't have a bin job running, then
 91		 * the chunk will be done whenever the list of render
 92		 * jobs has drained.
 93		 */
 94		exec = vc4_first_bin_job(vc4);
 95		if (!exec)
 96			exec = vc4_last_render_job(vc4);
 97		if (exec) {
 98			exec->bin_slots |= vc4->bin_alloc_overflow;
 99		} else {
100			/* There's nothing queued in the hardware, so
101			 * the old slot is free immediately.
102			 */
103			vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
104		}
105	}
106	vc4->bin_alloc_overflow = BIT(bin_bo_slot);
107
108	V3D_WRITE(V3D_BPOA, bo->base.dma_addr + bin_bo_slot * vc4->bin_alloc_size);
109	V3D_WRITE(V3D_BPOS, bo->base.base.size);
110	V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
111	V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
112	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
113
114complete:
115	mutex_unlock(&vc4->bin_bo_lock);
116}
117
118static void
119vc4_irq_finish_bin_job(struct drm_device *dev)
120{
121	struct vc4_dev *vc4 = to_vc4_dev(dev);
122	struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4);
123
124	if (!exec)
125		return;
126
127	trace_vc4_bcl_end_irq(dev, exec->seqno);
128
129	vc4_move_job_to_render(dev, exec);
130	next = vc4_first_bin_job(vc4);
131
132	/* Only submit the next job in the bin list if it matches the perfmon
133	 * attached to the one that just finished (or if both jobs don't have
134	 * perfmon attached to them).
135	 */
136	if (next && next->perfmon == exec->perfmon)
137		vc4_submit_next_bin_job(dev);
138}
139
140static void
141vc4_cancel_bin_job(struct drm_device *dev)
142{
143	struct vc4_dev *vc4 = to_vc4_dev(dev);
144	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
145
146	if (!exec)
147		return;
148
149	/* Stop the perfmon so that the next bin job can be started. */
150	if (exec->perfmon)
151		vc4_perfmon_stop(vc4, exec->perfmon, false);
152
153	list_move_tail(&exec->head, &vc4->bin_job_list);
154	vc4_submit_next_bin_job(dev);
155}
156
157static void
158vc4_irq_finish_render_job(struct drm_device *dev)
159{
160	struct vc4_dev *vc4 = to_vc4_dev(dev);
161	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
162	struct vc4_exec_info *nextbin, *nextrender;
163
164	if (!exec)
165		return;
166
167	trace_vc4_rcl_end_irq(dev, exec->seqno);
168
169	vc4->finished_seqno++;
170	list_move_tail(&exec->head, &vc4->job_done_list);
171
172	nextbin = vc4_first_bin_job(vc4);
173	nextrender = vc4_first_render_job(vc4);
174
175	/* Only stop the perfmon if following jobs in the queue don't expect it
176	 * to be enabled.
177	 */
178	if (exec->perfmon && !nextrender &&
179	    (!nextbin || nextbin->perfmon != exec->perfmon))
180		vc4_perfmon_stop(vc4, exec->perfmon, true);
181
182	/* If there's a render job waiting, start it. If this is not the case
183	 * we may have to unblock the binner if it's been stalled because of
184	 * perfmon (this can be checked by comparing the perfmon attached to
185	 * the finished renderjob to the one attached to the next bin job: if
186	 * they don't match, this means the binner is stalled and should be
187	 * restarted).
188	 */
189	if (nextrender)
190		vc4_submit_next_render_job(dev);
191	else if (nextbin && nextbin->perfmon != exec->perfmon)
192		vc4_submit_next_bin_job(dev);
193
194	if (exec->fence) {
195		dma_fence_signal_locked(exec->fence);
196		dma_fence_put(exec->fence);
197		exec->fence = NULL;
198	}
199
200	wake_up_all(&vc4->job_wait_queue);
201	schedule_work(&vc4->job_done_work);
202}
203
204static irqreturn_t
205vc4_irq(int irq, void *arg)
206{
207	struct drm_device *dev = arg;
208	struct vc4_dev *vc4 = to_vc4_dev(dev);
209	uint32_t intctl;
210	irqreturn_t status = IRQ_NONE;
211
212	barrier();
213	intctl = V3D_READ(V3D_INTCTL);
214
215	/* Acknowledge the interrupts we're handling here. The binner
216	 * last flush / render frame done interrupt will be cleared,
217	 * while OUTOMEM will stay high until the underlying cause is
218	 * cleared.
219	 */
220	V3D_WRITE(V3D_INTCTL, intctl);
221
222	if (intctl & V3D_INT_OUTOMEM) {
223		/* Disable OUTOMEM until the work is done. */
224		V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
225		schedule_work(&vc4->overflow_mem_work);
226		status = IRQ_HANDLED;
227	}
228
229	if (intctl & V3D_INT_FLDONE) {
230		spin_lock(&vc4->job_lock);
231		vc4_irq_finish_bin_job(dev);
232		spin_unlock(&vc4->job_lock);
233		status = IRQ_HANDLED;
234	}
235
236	if (intctl & V3D_INT_FRDONE) {
237		spin_lock(&vc4->job_lock);
238		vc4_irq_finish_render_job(dev);
239		spin_unlock(&vc4->job_lock);
240		status = IRQ_HANDLED;
241	}
242
243	return status;
244}
245
246static void
247vc4_irq_prepare(struct drm_device *dev)
248{
249	struct vc4_dev *vc4 = to_vc4_dev(dev);
250
251	if (!vc4->v3d)
252		return;
253
254	init_waitqueue_head(&vc4->job_wait_queue);
255	INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
256
257	/* Clear any pending interrupts someone might have left around
258	 * for us.
259	 */
260	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
261}
262
263void
264vc4_irq_enable(struct drm_device *dev)
265{
266	struct vc4_dev *vc4 = to_vc4_dev(dev);
267
268	if (WARN_ON_ONCE(vc4->is_vc5))
269		return;
270
271	if (!vc4->v3d)
272		return;
273
274	/* Enable the render done interrupts. The out-of-memory interrupt is
275	 * enabled as soon as we have a binner BO allocated.
276	 */
277	V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE);
278}
279
280void
281vc4_irq_disable(struct drm_device *dev)
282{
283	struct vc4_dev *vc4 = to_vc4_dev(dev);
284
285	if (WARN_ON_ONCE(vc4->is_vc5))
286		return;
287
288	if (!vc4->v3d)
289		return;
290
291	/* Disable sending interrupts for our driver's IRQs. */
292	V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
293
294	/* Clear any pending interrupts we might have left. */
295	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
296
297	/* Finish any interrupt handler still in flight. */
298	synchronize_irq(vc4->irq);
299
300	cancel_work_sync(&vc4->overflow_mem_work);
301}
302
303int vc4_irq_install(struct drm_device *dev, int irq)
304{
305	struct vc4_dev *vc4 = to_vc4_dev(dev);
306	int ret;
307
308	if (WARN_ON_ONCE(vc4->is_vc5))
309		return -ENODEV;
310
311	if (irq == IRQ_NOTCONNECTED)
312		return -ENOTCONN;
313
314	vc4_irq_prepare(dev);
315
316	ret = request_irq(irq, vc4_irq, 0, dev->driver->name, dev);
317	if (ret)
318		return ret;
319
320	vc4_irq_enable(dev);
321
322	return 0;
323}
324
325void vc4_irq_uninstall(struct drm_device *dev)
326{
327	struct vc4_dev *vc4 = to_vc4_dev(dev);
328
329	if (WARN_ON_ONCE(vc4->is_vc5))
330		return;
331
332	vc4_irq_disable(dev);
333	free_irq(vc4->irq, dev);
334}
335
336/** Reinitializes interrupt registers when a GPU reset is performed. */
337void vc4_irq_reset(struct drm_device *dev)
338{
339	struct vc4_dev *vc4 = to_vc4_dev(dev);
340	unsigned long irqflags;
341
342	if (WARN_ON_ONCE(vc4->is_vc5))
343		return;
344
345	/* Acknowledge any stale IRQs. */
346	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
347
348	/*
349	 * Turn all our interrupts on.  Binner out of memory is the
350	 * only one we expect to trigger at this point, since we've
351	 * just come from poweron and haven't supplied any overflow
352	 * memory yet.
353	 */
354	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
355
356	spin_lock_irqsave(&vc4->job_lock, irqflags);
357	vc4_cancel_bin_job(dev);
358	vc4_irq_finish_render_job(dev);
359	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
360}