| // 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) { |
| dma_fence_signal(v3d->bin_job->bin.done_fence); |
| status = IRQ_HANDLED; |
| } |
| |
| if (intsts & V3D_INT_FRDONE) { |
| 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); |
| } |