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v4.6
  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				      &current_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}
v6.13.7
  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
 
 
 60static void
 61vc4_overflow_mem_work(struct work_struct *work)
 62{
 63	struct vc4_dev *vc4 =
 64		container_of(work, struct vc4_dev, overflow_mem_work);
 
 65	struct vc4_bo *bo;
 66	int bin_bo_slot;
 67	struct vc4_exec_info *exec;
 68	unsigned long irqflags;
 69
 70	mutex_lock(&vc4->bin_bo_lock);
 71
 72	if (!vc4->bin_bo)
 73		goto complete;
 74
 75	bo = vc4->bin_bo;
 76
 77	bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
 78	if (bin_bo_slot < 0) {
 79		drm_err(&vc4->base, "Couldn't allocate binner overflow mem\n");
 80		goto complete;
 81	}
 82
 83	spin_lock_irqsave(&vc4->job_lock, irqflags);
 84
 85	if (vc4->bin_alloc_overflow) {
 86		/* If we had overflow memory allocated previously,
 87		 * then that chunk will free when the current bin job
 88		 * is done.  If we don't have a bin job running, then
 89		 * the chunk will be done whenever the list of render
 90		 * jobs has drained.
 91		 */
 92		exec = vc4_first_bin_job(vc4);
 93		if (!exec)
 94			exec = vc4_last_render_job(vc4);
 95		if (exec) {
 96			exec->bin_slots |= vc4->bin_alloc_overflow;
 97		} else {
 98			/* There's nothing queued in the hardware, so
 99			 * the old slot is free immediately.
100			 */
101			vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
 
 
102		}
 
103	}
104	vc4->bin_alloc_overflow = BIT(bin_bo_slot);
105
106	V3D_WRITE(V3D_BPOA, bo->base.dma_addr + bin_bo_slot * vc4->bin_alloc_size);
 
 
 
 
107	V3D_WRITE(V3D_BPOS, bo->base.base.size);
108	V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
109	V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
110	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
111
112complete:
113	mutex_unlock(&vc4->bin_bo_lock);
114}
115
116static void
117vc4_irq_finish_bin_job(struct drm_device *dev)
118{
119	struct vc4_dev *vc4 = to_vc4_dev(dev);
120	struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4);
121
122	if (!exec)
123		return;
124
125	trace_vc4_bcl_end_irq(dev, exec->seqno);
126
127	vc4_move_job_to_render(dev, exec);
128	next = vc4_first_bin_job(vc4);
129
130	/* Only submit the next job in the bin list if it matches the perfmon
131	 * attached to the one that just finished (or if both jobs don't have
132	 * perfmon attached to them).
133	 */
134	if (next && next->perfmon == exec->perfmon)
135		vc4_submit_next_bin_job(dev);
136}
137
138static void
139vc4_cancel_bin_job(struct drm_device *dev)
140{
141	struct vc4_dev *vc4 = to_vc4_dev(dev);
142	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
143
144	if (!exec)
145		return;
146
147	/* Stop the perfmon so that the next bin job can be started. */
148	if (exec->perfmon)
149		vc4_perfmon_stop(vc4, exec->perfmon, false);
150
151	list_move_tail(&exec->head, &vc4->bin_job_list);
152	vc4_submit_next_bin_job(dev);
153}
154
155static void
156vc4_irq_finish_render_job(struct drm_device *dev)
157{
158	struct vc4_dev *vc4 = to_vc4_dev(dev);
159	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
160	struct vc4_exec_info *nextbin, *nextrender;
161
162	if (!exec)
163		return;
164
165	trace_vc4_rcl_end_irq(dev, exec->seqno);
166
167	vc4->finished_seqno++;
168	list_move_tail(&exec->head, &vc4->job_done_list);
169
170	nextbin = vc4_first_bin_job(vc4);
171	nextrender = vc4_first_render_job(vc4);
172
173	/* Only stop the perfmon if following jobs in the queue don't expect it
174	 * to be enabled.
175	 */
176	if (exec->perfmon && !nextrender &&
177	    (!nextbin || nextbin->perfmon != exec->perfmon))
178		vc4_perfmon_stop(vc4, exec->perfmon, true);
179
180	/* If there's a render job waiting, start it. If this is not the case
181	 * we may have to unblock the binner if it's been stalled because of
182	 * perfmon (this can be checked by comparing the perfmon attached to
183	 * the finished renderjob to the one attached to the next bin job: if
184	 * they don't match, this means the binner is stalled and should be
185	 * restarted).
186	 */
187	if (nextrender)
188		vc4_submit_next_render_job(dev);
189	else if (nextbin && nextbin->perfmon != exec->perfmon)
190		vc4_submit_next_bin_job(dev);
191
192	if (exec->fence) {
193		dma_fence_signal_locked(exec->fence);
194		dma_fence_put(exec->fence);
195		exec->fence = NULL;
196	}
197
198	wake_up_all(&vc4->job_wait_queue);
199	schedule_work(&vc4->job_done_work);
200}
201
202static irqreturn_t
203vc4_irq(int irq, void *arg)
204{
205	struct drm_device *dev = arg;
206	struct vc4_dev *vc4 = to_vc4_dev(dev);
207	uint32_t intctl;
208	irqreturn_t status = IRQ_NONE;
209
210	barrier();
211	intctl = V3D_READ(V3D_INTCTL);
212
213	/* Acknowledge the interrupts we're handling here. The binner
214	 * last flush / render frame done interrupt will be cleared,
215	 * while OUTOMEM will stay high until the underlying cause is
216	 * cleared.
217	 */
218	V3D_WRITE(V3D_INTCTL, intctl);
219
220	if (intctl & V3D_INT_OUTOMEM) {
221		/* Disable OUTOMEM until the work is done. */
222		V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
223		schedule_work(&vc4->overflow_mem_work);
224		status = IRQ_HANDLED;
225	}
226
227	if (intctl & V3D_INT_FLDONE) {
228		spin_lock(&vc4->job_lock);
229		vc4_irq_finish_bin_job(dev);
230		spin_unlock(&vc4->job_lock);
231		status = IRQ_HANDLED;
232	}
233
234	if (intctl & V3D_INT_FRDONE) {
235		spin_lock(&vc4->job_lock);
236		vc4_irq_finish_render_job(dev);
237		spin_unlock(&vc4->job_lock);
238		status = IRQ_HANDLED;
239	}
240
241	return status;
242}
243
244static void
245vc4_irq_prepare(struct drm_device *dev)
246{
247	struct vc4_dev *vc4 = to_vc4_dev(dev);
248
249	if (!vc4->v3d)
250		return;
251
252	init_waitqueue_head(&vc4->job_wait_queue);
253	INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
254
255	/* Clear any pending interrupts someone might have left around
256	 * for us.
257	 */
258	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
259}
260
261void
262vc4_irq_enable(struct drm_device *dev)
263{
264	struct vc4_dev *vc4 = to_vc4_dev(dev);
265
266	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
267		return;
268
269	if (!vc4->v3d)
270		return;
271
272	/* Enable the render done interrupts. The out-of-memory interrupt is
273	 * enabled as soon as we have a binner BO allocated.
274	 */
275	V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE);
276}
277
278void
279vc4_irq_disable(struct drm_device *dev)
280{
281	struct vc4_dev *vc4 = to_vc4_dev(dev);
282
283	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
284		return;
285
286	if (!vc4->v3d)
287		return;
288
289	/* Disable sending interrupts for our driver's IRQs. */
290	V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
291
292	/* Clear any pending interrupts we might have left. */
293	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
294
295	/* Finish any interrupt handler still in flight. */
296	synchronize_irq(vc4->irq);
297
298	cancel_work_sync(&vc4->overflow_mem_work);
299}
300
301int vc4_irq_install(struct drm_device *dev, int irq)
302{
303	struct vc4_dev *vc4 = to_vc4_dev(dev);
304	int ret;
305
306	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
307		return -ENODEV;
308
309	if (irq == IRQ_NOTCONNECTED)
310		return -ENOTCONN;
311
312	vc4_irq_prepare(dev);
313
314	ret = request_irq(irq, vc4_irq, 0, dev->driver->name, dev);
315	if (ret)
316		return ret;
317
318	vc4_irq_enable(dev);
319
320	return 0;
321}
322
323void vc4_irq_uninstall(struct drm_device *dev)
324{
325	struct vc4_dev *vc4 = to_vc4_dev(dev);
326
327	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
328		return;
329
330	vc4_irq_disable(dev);
331	free_irq(vc4->irq, dev);
332}
333
334/** Reinitializes interrupt registers when a GPU reset is performed. */
335void vc4_irq_reset(struct drm_device *dev)
336{
337	struct vc4_dev *vc4 = to_vc4_dev(dev);
338	unsigned long irqflags;
339
340	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
341		return;
342
343	/* Acknowledge any stale IRQs. */
344	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
345
346	/*
347	 * Turn all our interrupts on.  Binner out of memory is the
348	 * only one we expect to trigger at this point, since we've
349	 * just come from poweron and haven't supplied any overflow
350	 * memory yet.
351	 */
352	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
353
354	spin_lock_irqsave(&vc4->job_lock, irqflags);
355	vc4_cancel_bin_job(dev);
356	vc4_irq_finish_render_job(dev);
357	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
358}