blob: afc76390a197a03fcfdd7804241eb60c6de1c9e6 [file] [log] [blame]
// SPDX-License-Identifier: GPL-2.0+
/* Copyright (C) 2014-2018 Broadcom */
/**
* DOC: Interrupt management for the V3D engine
*
* When we take a bin, render, TFU done, or CSD 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 <linux/platform_device.h>
#include <linux/sched/clock.h>
#include "v3d_drv.h"
#include "v3d_regs.h"
#include "v3d_trace.h"
#define V3D_CORE_IRQS(ver) ((u32)(V3D_INT_OUTOMEM | \
V3D_INT_FLDONE | \
V3D_INT_FRDONE | \
V3D_INT_CSDDONE(ver) | \
(ver < 71 ? V3D_INT_GMPV : 0)))
#define V3D_HUB_IRQS(ver) ((u32)(V3D_HUB_INT_MMU_WRV | \
V3D_HUB_INT_MMU_PTI | \
V3D_HUB_INT_MMU_CAP | \
V3D_HUB_INT_TFUC | \
(ver >= 71 ? V3D_V7_HUB_INT_GMPV : 0)))
static irqreturn_t
v3d_hub_irq(int irq, void *arg);
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);
struct drm_gem_object *obj;
unsigned long irqflags;
if (IS_ERR(bo)) {
DRM_ERROR("Couldn't allocate binner overflow mem\n");
return;
}
obj = &bo->base.base;
/* 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(obj);
list_add_tail(&bo->unref_head, &v3d->bin_job->render->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, obj->size);
out:
drm_gem_object_put(obj);
}
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. Also, as of V3D 4.1, FLDONE won't
* be reported until any OOM state has been cleared.
*/
schedule_work(&v3d->overflow_mem_work);
status = IRQ_HANDLED;
}
if (intsts & V3D_INT_FLDONE) {
struct v3d_fence *fence =
to_v3d_fence(v3d->bin_job->base.irq_fence);
struct v3d_file_priv *file = v3d->bin_job->base.file->driver_priv;
u64 runtime = local_clock() - file->start_ns[V3D_BIN];
file->enabled_ns[V3D_BIN] += local_clock() - file->start_ns[V3D_BIN];
file->jobs_sent[V3D_BIN]++;
v3d->queue[V3D_BIN].jobs_sent++;
file->start_ns[V3D_BIN] = 0;
v3d->queue[V3D_BIN].start_ns = 0;
file->enabled_ns[V3D_BIN] += runtime;
v3d->queue[V3D_BIN].enabled_ns += runtime;
trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
dma_fence_signal(&fence->base);
status = IRQ_HANDLED;
}
if (intsts & V3D_INT_FRDONE) {
struct v3d_fence *fence =
to_v3d_fence(v3d->render_job->base.irq_fence);
struct v3d_file_priv *file = v3d->render_job->base.file->driver_priv;
u64 runtime = local_clock() - file->start_ns[V3D_RENDER];
file->enabled_ns[V3D_RENDER] += local_clock() - file->start_ns[V3D_RENDER];
file->jobs_sent[V3D_RENDER]++;
v3d->queue[V3D_RENDER].jobs_sent++;
file->start_ns[V3D_RENDER] = 0;
v3d->queue[V3D_RENDER].start_ns = 0;
file->enabled_ns[V3D_RENDER] += runtime;
v3d->queue[V3D_RENDER].enabled_ns += runtime;
trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
dma_fence_signal(&fence->base);
status = IRQ_HANDLED;
}
if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
struct v3d_fence *fence =
to_v3d_fence(v3d->csd_job->base.irq_fence);
struct v3d_file_priv *file = v3d->csd_job->base.file->driver_priv;
u64 runtime = local_clock() - file->start_ns[V3D_CSD];
file->enabled_ns[V3D_CSD] += local_clock() - file->start_ns[V3D_CSD];
file->jobs_sent[V3D_CSD]++;
v3d->queue[V3D_CSD].jobs_sent++;
file->start_ns[V3D_CSD] = 0;
v3d->queue[V3D_CSD].start_ns = 0;
file->enabled_ns[V3D_CSD] += runtime;
v3d->queue[V3D_CSD].enabled_ns += runtime;
trace_v3d_csd_irq(&v3d->drm, fence->seqno);
dma_fence_signal(&fence->base);
status = IRQ_HANDLED;
}
/* We shouldn't be triggering these if we have GMP in
* always-allowed mode.
*/
if (v3d->ver < 71 && (intsts & V3D_INT_GMPV))
dev_err(v3d->drm.dev, "GMP violation\n");
/* V3D 4.2 wires the hub and core IRQs together, so if we &
* didn't see the common one then check hub for MMU IRQs.
*/
if (v3d->single_irq_line && status == IRQ_NONE)
return v3d_hub_irq(irq, arg);
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_TFUC) {
struct v3d_fence *fence =
to_v3d_fence(v3d->tfu_job->base.irq_fence);
struct v3d_file_priv *file = v3d->tfu_job->base.file->driver_priv;
u64 runtime = local_clock() - file->start_ns[V3D_TFU];
file->enabled_ns[V3D_TFU] += local_clock() - file->start_ns[V3D_TFU];
file->jobs_sent[V3D_TFU]++;
v3d->queue[V3D_TFU].jobs_sent++;
file->start_ns[V3D_TFU] = 0;
v3d->queue[V3D_TFU].start_ns = 0;
file->enabled_ns[V3D_TFU] += runtime;
v3d->queue[V3D_TFU].enabled_ns += runtime;
trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
dma_fence_signal(&fence->base);
status = IRQ_HANDLED;
}
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) <<
(v3d->va_width - 32));
static const char *const v3d41_axi_ids[] = {
"L2T",
"PTB",
"PSE",
"TLB",
"CLE",
"TFU",
"MMU",
"GMP",
};
const char *client = "?";
V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
if (v3d->ver >= 41) {
axi_id = axi_id >> 5;
if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
client = v3d41_axi_ids[axi_id];
}
dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
client, 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;
}
if (v3d->ver >= 71 && (intsts & V3D_V7_HUB_INT_GMPV)) {
dev_err(v3d->drm.dev, "GMP Violation\n");
status = IRQ_HANDLED;
}
return status;
}
int
v3d_irq_init(struct v3d_dev *v3d)
{
int irq1, 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->ver));
V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
if (irq1 == -EPROBE_DEFER)
return irq1;
if (irq1 > 0) {
ret = devm_request_irq(v3d->drm.dev, irq1,
v3d_irq, IRQF_SHARED,
"v3d_core0", v3d);
if (ret)
goto fail;
ret = devm_request_irq(v3d->drm.dev,
platform_get_irq(v3d_to_pdev(v3d), 0),
v3d_hub_irq, IRQF_SHARED,
"v3d_hub", v3d);
if (ret)
goto fail;
} else {
v3d->single_irq_line = true;
ret = devm_request_irq(v3d->drm.dev,
platform_get_irq(v3d_to_pdev(v3d), 0),
v3d_irq, IRQF_SHARED,
"v3d", v3d);
if (ret)
goto fail;
}
v3d_irq_enable(v3d);
return 0;
fail:
if (ret != -EPROBE_DEFER)
dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
return ret;
}
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->ver));
V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver));
}
V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver));
V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver));
}
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->ver));
V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));
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);
}