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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/** DOC: Interrupt management for the V3D engine.
25 *
26 * We have an interrupt status register (V3D_INTCTL) which reports
27 * interrupts, and where writing 1 bits clears those interrupts.
28 * There are also a pair of interrupt registers
29 * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
30 * disables that specific interrupt, and 0s written are ignored
31 * (reading either one returns the set of enabled interrupts).
32 *
33 * When we take a binning flush done interrupt, we need to submit the
34 * next frame for binning and move the finished frame to the render
35 * thread.
36 *
37 * When we take a render frame interrupt, we need to wake the
38 * processes waiting for some frame to be done, and get the next frame
39 * submitted ASAP (so the hardware doesn't sit idle when there's work
40 * to do).
41 *
42 * When we take the binner out of memory interrupt, we need to
43 * allocate some new memory and pass it to the binner so that the
44 * current job can make progress.
45 */
46
47#include "vc4_drv.h"
48#include "vc4_regs.h"
49
50#define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
51 V3D_INT_FLDONE | \
52 V3D_INT_FRDONE)
53
54DECLARE_WAIT_QUEUE_HEAD(render_wait);
55
56static void
57vc4_overflow_mem_work(struct work_struct *work)
58{
59 struct vc4_dev *vc4 =
60 container_of(work, struct vc4_dev, overflow_mem_work);
61 struct drm_device *dev = vc4->dev;
62 struct vc4_bo *bo;
63
64 bo = vc4_bo_create(dev, 256 * 1024, true);
65 if (IS_ERR(bo)) {
66 DRM_ERROR("Couldn't allocate binner overflow mem\n");
67 return;
68 }
69
70 /* If there's a job executing currently, then our previous
71 * overflow allocation is getting used in that job and we need
72 * to queue it to be released when the job is done. But if no
73 * job is executing at all, then we can free the old overflow
74 * object direcctly.
75 *
76 * No lock necessary for this pointer since we're the only
77 * ones that update the pointer, and our workqueue won't
78 * reenter.
79 */
80 if (vc4->overflow_mem) {
81 struct vc4_exec_info *current_exec;
82 unsigned long irqflags;
83
84 spin_lock_irqsave(&vc4->job_lock, irqflags);
85 current_exec = vc4_first_bin_job(vc4);
86 if (current_exec) {
87 vc4->overflow_mem->seqno = vc4->finished_seqno + 1;
88 list_add_tail(&vc4->overflow_mem->unref_head,
89 ¤t_exec->unref_list);
90 vc4->overflow_mem = NULL;
91 }
92 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
93 }
94
95 if (vc4->overflow_mem)
96 drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
97 vc4->overflow_mem = bo;
98
99 V3D_WRITE(V3D_BPOA, bo->base.paddr);
100 V3D_WRITE(V3D_BPOS, bo->base.base.size);
101 V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
102 V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
103}
104
105static void
106vc4_irq_finish_bin_job(struct drm_device *dev)
107{
108 struct vc4_dev *vc4 = to_vc4_dev(dev);
109 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
110
111 if (!exec)
112 return;
113
114 vc4_move_job_to_render(dev, exec);
115 vc4_submit_next_bin_job(dev);
116}
117
118static void
119vc4_cancel_bin_job(struct drm_device *dev)
120{
121 struct vc4_dev *vc4 = to_vc4_dev(dev);
122 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
123
124 if (!exec)
125 return;
126
127 list_move_tail(&exec->head, &vc4->bin_job_list);
128 vc4_submit_next_bin_job(dev);
129}
130
131static void
132vc4_irq_finish_render_job(struct drm_device *dev)
133{
134 struct vc4_dev *vc4 = to_vc4_dev(dev);
135 struct vc4_exec_info *exec = vc4_first_render_job(vc4);
136
137 if (!exec)
138 return;
139
140 vc4->finished_seqno++;
141 list_move_tail(&exec->head, &vc4->job_done_list);
142 vc4_submit_next_render_job(dev);
143
144 wake_up_all(&vc4->job_wait_queue);
145 schedule_work(&vc4->job_done_work);
146}
147
148irqreturn_t
149vc4_irq(int irq, void *arg)
150{
151 struct drm_device *dev = arg;
152 struct vc4_dev *vc4 = to_vc4_dev(dev);
153 uint32_t intctl;
154 irqreturn_t status = IRQ_NONE;
155
156 barrier();
157 intctl = V3D_READ(V3D_INTCTL);
158
159 /* Acknowledge the interrupts we're handling here. The binner
160 * last flush / render frame done interrupt will be cleared,
161 * while OUTOMEM will stay high until the underlying cause is
162 * cleared.
163 */
164 V3D_WRITE(V3D_INTCTL, intctl);
165
166 if (intctl & V3D_INT_OUTOMEM) {
167 /* Disable OUTOMEM until the work is done. */
168 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
169 schedule_work(&vc4->overflow_mem_work);
170 status = IRQ_HANDLED;
171 }
172
173 if (intctl & V3D_INT_FLDONE) {
174 spin_lock(&vc4->job_lock);
175 vc4_irq_finish_bin_job(dev);
176 spin_unlock(&vc4->job_lock);
177 status = IRQ_HANDLED;
178 }
179
180 if (intctl & V3D_INT_FRDONE) {
181 spin_lock(&vc4->job_lock);
182 vc4_irq_finish_render_job(dev);
183 spin_unlock(&vc4->job_lock);
184 status = IRQ_HANDLED;
185 }
186
187 return status;
188}
189
190void
191vc4_irq_preinstall(struct drm_device *dev)
192{
193 struct vc4_dev *vc4 = to_vc4_dev(dev);
194
195 init_waitqueue_head(&vc4->job_wait_queue);
196 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
197
198 /* Clear any pending interrupts someone might have left around
199 * for us.
200 */
201 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
202}
203
204int
205vc4_irq_postinstall(struct drm_device *dev)
206{
207 struct vc4_dev *vc4 = to_vc4_dev(dev);
208
209 /* Enable both the render done and out of memory interrupts. */
210 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
211
212 return 0;
213}
214
215void
216vc4_irq_uninstall(struct drm_device *dev)
217{
218 struct vc4_dev *vc4 = to_vc4_dev(dev);
219
220 /* Disable sending interrupts for our driver's IRQs. */
221 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
222
223 /* Clear any pending interrupts we might have left. */
224 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
225
226 cancel_work_sync(&vc4->overflow_mem_work);
227}
228
229/** Reinitializes interrupt registers when a GPU reset is performed. */
230void vc4_irq_reset(struct drm_device *dev)
231{
232 struct vc4_dev *vc4 = to_vc4_dev(dev);
233 unsigned long irqflags;
234
235 /* Acknowledge any stale IRQs. */
236 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
237
238 /*
239 * Turn all our interrupts on. Binner out of memory is the
240 * only one we expect to trigger at this point, since we've
241 * just come from poweron and haven't supplied any overflow
242 * memory yet.
243 */
244 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
245
246 spin_lock_irqsave(&vc4->job_lock, irqflags);
247 vc4_cancel_bin_job(dev);
248 vc4_irq_finish_render_job(dev);
249 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
250}
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;
63 int bin_bo_slot;
64 struct vc4_exec_info *exec;
65 unsigned long irqflags;
66
67 mutex_lock(&vc4->bin_bo_lock);
68
69 if (!vc4->bin_bo)
70 goto complete;
71
72 bo = vc4->bin_bo;
73
74 bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
75 if (bin_bo_slot < 0) {
76 DRM_ERROR("Couldn't allocate binner overflow mem\n");
77 goto complete;
78 }
79
80 spin_lock_irqsave(&vc4->job_lock, irqflags);
81
82 if (vc4->bin_alloc_overflow) {
83 /* If we had overflow memory allocated previously,
84 * then that chunk will free when the current bin job
85 * is done. If we don't have a bin job running, then
86 * the chunk will be done whenever the list of render
87 * jobs has drained.
88 */
89 exec = vc4_first_bin_job(vc4);
90 if (!exec)
91 exec = vc4_last_render_job(vc4);
92 if (exec) {
93 exec->bin_slots |= vc4->bin_alloc_overflow;
94 } else {
95 /* There's nothing queued in the hardware, so
96 * the old slot is free immediately.
97 */
98 vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
99 }
100 }
101 vc4->bin_alloc_overflow = BIT(bin_bo_slot);
102
103 V3D_WRITE(V3D_BPOA, bo->base.paddr + bin_bo_slot * vc4->bin_alloc_size);
104 V3D_WRITE(V3D_BPOS, bo->base.base.size);
105 V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
106 V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
107 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
108
109complete:
110 mutex_unlock(&vc4->bin_bo_lock);
111}
112
113static void
114vc4_irq_finish_bin_job(struct drm_device *dev)
115{
116 struct vc4_dev *vc4 = to_vc4_dev(dev);
117 struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4);
118
119 if (!exec)
120 return;
121
122 vc4_move_job_to_render(dev, exec);
123 next = vc4_first_bin_job(vc4);
124
125 /* Only submit the next job in the bin list if it matches the perfmon
126 * attached to the one that just finished (or if both jobs don't have
127 * perfmon attached to them).
128 */
129 if (next && next->perfmon == exec->perfmon)
130 vc4_submit_next_bin_job(dev);
131}
132
133static void
134vc4_cancel_bin_job(struct drm_device *dev)
135{
136 struct vc4_dev *vc4 = to_vc4_dev(dev);
137 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
138
139 if (!exec)
140 return;
141
142 /* Stop the perfmon so that the next bin job can be started. */
143 if (exec->perfmon)
144 vc4_perfmon_stop(vc4, exec->perfmon, false);
145
146 list_move_tail(&exec->head, &vc4->bin_job_list);
147 vc4_submit_next_bin_job(dev);
148}
149
150static void
151vc4_irq_finish_render_job(struct drm_device *dev)
152{
153 struct vc4_dev *vc4 = to_vc4_dev(dev);
154 struct vc4_exec_info *exec = vc4_first_render_job(vc4);
155 struct vc4_exec_info *nextbin, *nextrender;
156
157 if (!exec)
158 return;
159
160 vc4->finished_seqno++;
161 list_move_tail(&exec->head, &vc4->job_done_list);
162
163 nextbin = vc4_first_bin_job(vc4);
164 nextrender = vc4_first_render_job(vc4);
165
166 /* Only stop the perfmon if following jobs in the queue don't expect it
167 * to be enabled.
168 */
169 if (exec->perfmon && !nextrender &&
170 (!nextbin || nextbin->perfmon != exec->perfmon))
171 vc4_perfmon_stop(vc4, exec->perfmon, true);
172
173 /* If there's a render job waiting, start it. If this is not the case
174 * we may have to unblock the binner if it's been stalled because of
175 * perfmon (this can be checked by comparing the perfmon attached to
176 * the finished renderjob to the one attached to the next bin job: if
177 * they don't match, this means the binner is stalled and should be
178 * restarted).
179 */
180 if (nextrender)
181 vc4_submit_next_render_job(dev);
182 else if (nextbin && nextbin->perfmon != exec->perfmon)
183 vc4_submit_next_bin_job(dev);
184
185 if (exec->fence) {
186 dma_fence_signal_locked(exec->fence);
187 dma_fence_put(exec->fence);
188 exec->fence = NULL;
189 }
190
191 wake_up_all(&vc4->job_wait_queue);
192 schedule_work(&vc4->job_done_work);
193}
194
195irqreturn_t
196vc4_irq(int irq, void *arg)
197{
198 struct drm_device *dev = arg;
199 struct vc4_dev *vc4 = to_vc4_dev(dev);
200 uint32_t intctl;
201 irqreturn_t status = IRQ_NONE;
202
203 barrier();
204 intctl = V3D_READ(V3D_INTCTL);
205
206 /* Acknowledge the interrupts we're handling here. The binner
207 * last flush / render frame done interrupt will be cleared,
208 * while OUTOMEM will stay high until the underlying cause is
209 * cleared.
210 */
211 V3D_WRITE(V3D_INTCTL, intctl);
212
213 if (intctl & V3D_INT_OUTOMEM) {
214 /* Disable OUTOMEM until the work is done. */
215 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
216 schedule_work(&vc4->overflow_mem_work);
217 status = IRQ_HANDLED;
218 }
219
220 if (intctl & V3D_INT_FLDONE) {
221 spin_lock(&vc4->job_lock);
222 vc4_irq_finish_bin_job(dev);
223 spin_unlock(&vc4->job_lock);
224 status = IRQ_HANDLED;
225 }
226
227 if (intctl & V3D_INT_FRDONE) {
228 spin_lock(&vc4->job_lock);
229 vc4_irq_finish_render_job(dev);
230 spin_unlock(&vc4->job_lock);
231 status = IRQ_HANDLED;
232 }
233
234 return status;
235}
236
237void
238vc4_irq_preinstall(struct drm_device *dev)
239{
240 struct vc4_dev *vc4 = to_vc4_dev(dev);
241
242 if (!vc4->v3d)
243 return;
244
245 init_waitqueue_head(&vc4->job_wait_queue);
246 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
247
248 /* Clear any pending interrupts someone might have left around
249 * for us.
250 */
251 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
252}
253
254int
255vc4_irq_postinstall(struct drm_device *dev)
256{
257 struct vc4_dev *vc4 = to_vc4_dev(dev);
258
259 if (!vc4->v3d)
260 return 0;
261
262 /* Enable the render done interrupts. The out-of-memory interrupt is
263 * enabled as soon as we have a binner BO allocated.
264 */
265 V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE);
266
267 return 0;
268}
269
270void
271vc4_irq_uninstall(struct drm_device *dev)
272{
273 struct vc4_dev *vc4 = to_vc4_dev(dev);
274
275 if (!vc4->v3d)
276 return;
277
278 /* Disable sending interrupts for our driver's IRQs. */
279 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
280
281 /* Clear any pending interrupts we might have left. */
282 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
283
284 /* Finish any interrupt handler still in flight. */
285 disable_irq(dev->irq);
286
287 cancel_work_sync(&vc4->overflow_mem_work);
288}
289
290/** Reinitializes interrupt registers when a GPU reset is performed. */
291void vc4_irq_reset(struct drm_device *dev)
292{
293 struct vc4_dev *vc4 = to_vc4_dev(dev);
294 unsigned long irqflags;
295
296 /* Acknowledge any stale IRQs. */
297 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
298
299 /*
300 * Turn all our interrupts on. Binner out of memory is the
301 * only one we expect to trigger at this point, since we've
302 * just come from poweron and haven't supplied any overflow
303 * memory yet.
304 */
305 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
306
307 spin_lock_irqsave(&vc4->job_lock, irqflags);
308 vc4_cancel_bin_job(dev);
309 vc4_irq_finish_render_job(dev);
310 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
311}