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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
55 DECLARE_WAIT_QUEUE_HEAD(render_wait);
56
57 static void
58 vc4_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
103 static void
104 vc4_irq_finish_bin_job(struct drm_device *dev)
105 {
106 struct vc4_dev *vc4 = to_vc4_dev(dev);
107 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
108
109 if (!exec)
110 return;
111
112 vc4_move_job_to_render(dev, exec);
113 vc4_submit_next_bin_job(dev);
114 }
115
116 static void
117 vc4_cancel_bin_job(struct drm_device *dev)
118 {
119 struct vc4_dev *vc4 = to_vc4_dev(dev);
120 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
121
122 if (!exec)
123 return;
124
125 list_move_tail(&exec->head, &vc4->bin_job_list);
126 vc4_submit_next_bin_job(dev);
127 }
128
129 static void
130 vc4_irq_finish_render_job(struct drm_device *dev)
131 {
132 struct vc4_dev *vc4 = to_vc4_dev(dev);
133 struct vc4_exec_info *exec = vc4_first_render_job(vc4);
134
135 if (!exec)
136 return;
137
138 vc4->finished_seqno++;
139 list_move_tail(&exec->head, &vc4->job_done_list);
140 if (exec->fence) {
141 dma_fence_signal_locked(exec->fence);
142 exec->fence = NULL;
143 }
144 vc4_submit_next_render_job(dev);
145
146 wake_up_all(&vc4->job_wait_queue);
147 schedule_work(&vc4->job_done_work);
148 }
149
150 irqreturn_t
151 vc4_irq(int irq, void *arg)
152 {
153 struct drm_device *dev = arg;
154 struct vc4_dev *vc4 = to_vc4_dev(dev);
155 uint32_t intctl;
156 irqreturn_t status = IRQ_NONE;
157
158 barrier();
159 intctl = V3D_READ(V3D_INTCTL);
160
161 /* Acknowledge the interrupts we're handling here. The binner
162 * last flush / render frame done interrupt will be cleared,
163 * while OUTOMEM will stay high until the underlying cause is
164 * cleared.
165 */
166 V3D_WRITE(V3D_INTCTL, intctl);
167
168 if (intctl & V3D_INT_OUTOMEM) {
169 /* Disable OUTOMEM until the work is done. */
170 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
171 schedule_work(&vc4->overflow_mem_work);
172 status = IRQ_HANDLED;
173 }
174
175 if (intctl & V3D_INT_FLDONE) {
176 spin_lock(&vc4->job_lock);
177 vc4_irq_finish_bin_job(dev);
178 spin_unlock(&vc4->job_lock);
179 status = IRQ_HANDLED;
180 }
181
182 if (intctl & V3D_INT_FRDONE) {
183 spin_lock(&vc4->job_lock);
184 vc4_irq_finish_render_job(dev);
185 spin_unlock(&vc4->job_lock);
186 status = IRQ_HANDLED;
187 }
188
189 return status;
190 }
191
192 void
193 vc4_irq_preinstall(struct drm_device *dev)
194 {
195 struct vc4_dev *vc4 = to_vc4_dev(dev);
196
197 init_waitqueue_head(&vc4->job_wait_queue);
198 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
199
200 /* Clear any pending interrupts someone might have left around
201 * for us.
202 */
203 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
204 }
205
206 int
207 vc4_irq_postinstall(struct drm_device *dev)
208 {
209 struct vc4_dev *vc4 = to_vc4_dev(dev);
210
211 /* Enable both the render done and out of memory interrupts. */
212 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
213
214 return 0;
215 }
216
217 void
218 vc4_irq_uninstall(struct drm_device *dev)
219 {
220 struct vc4_dev *vc4 = to_vc4_dev(dev);
221
222 /* Disable sending interrupts for our driver's IRQs. */
223 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
224
225 /* Clear any pending interrupts we might have left. */
226 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
227
228 cancel_work_sync(&vc4->overflow_mem_work);
229 }
230
231 /** Reinitializes interrupt registers when a GPU reset is performed. */
232 void vc4_irq_reset(struct drm_device *dev)
233 {
234 struct vc4_dev *vc4 = to_vc4_dev(dev);
235 unsigned long irqflags;
236
237 /* Acknowledge any stale IRQs. */
238 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
239
240 /*
241 * Turn all our interrupts on. Binner out of memory is the
242 * only one we expect to trigger at this point, since we've
243 * just come from poweron and haven't supplied any overflow
244 * memory yet.
245 */
246 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
247
248 spin_lock_irqsave(&vc4->job_lock, irqflags);
249 vc4_cancel_bin_job(dev);
250 vc4_irq_finish_render_job(dev);
251 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
252 }