xref: /linux/drivers/gpu/drm/vc4/vc4_irq.c (revision 908fc4c2)
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 
60 DECLARE_WAIT_QUEUE_HEAD(render_wait);
61 
62 static void
63 vc4_overflow_mem_work(struct work_struct *work)
64 {
65 	struct vc4_dev *vc4 =
66 		container_of(work, struct vc4_dev, overflow_mem_work);
67 	struct vc4_bo *bo;
68 	int bin_bo_slot;
69 	struct vc4_exec_info *exec;
70 	unsigned long irqflags;
71 
72 	mutex_lock(&vc4->bin_bo_lock);
73 
74 	if (!vc4->bin_bo)
75 		goto complete;
76 
77 	bo = vc4->bin_bo;
78 
79 	bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
80 	if (bin_bo_slot < 0) {
81 		DRM_ERROR("Couldn't allocate binner overflow mem\n");
82 		goto complete;
83 	}
84 
85 	spin_lock_irqsave(&vc4->job_lock, irqflags);
86 
87 	if (vc4->bin_alloc_overflow) {
88 		/* If we had overflow memory allocated previously,
89 		 * then that chunk will free when the current bin job
90 		 * is done.  If we don't have a bin job running, then
91 		 * the chunk will be done whenever the list of render
92 		 * jobs has drained.
93 		 */
94 		exec = vc4_first_bin_job(vc4);
95 		if (!exec)
96 			exec = vc4_last_render_job(vc4);
97 		if (exec) {
98 			exec->bin_slots |= vc4->bin_alloc_overflow;
99 		} else {
100 			/* There's nothing queued in the hardware, so
101 			 * the old slot is free immediately.
102 			 */
103 			vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
104 		}
105 	}
106 	vc4->bin_alloc_overflow = BIT(bin_bo_slot);
107 
108 	V3D_WRITE(V3D_BPOA, bo->base.paddr + bin_bo_slot * vc4->bin_alloc_size);
109 	V3D_WRITE(V3D_BPOS, bo->base.base.size);
110 	V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
111 	V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
112 	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
113 
114 complete:
115 	mutex_unlock(&vc4->bin_bo_lock);
116 }
117 
118 static void
119 vc4_irq_finish_bin_job(struct drm_device *dev)
120 {
121 	struct vc4_dev *vc4 = to_vc4_dev(dev);
122 	struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4);
123 
124 	if (!exec)
125 		return;
126 
127 	trace_vc4_bcl_end_irq(dev, exec->seqno);
128 
129 	vc4_move_job_to_render(dev, exec);
130 	next = vc4_first_bin_job(vc4);
131 
132 	/* Only submit the next job in the bin list if it matches the perfmon
133 	 * attached to the one that just finished (or if both jobs don't have
134 	 * perfmon attached to them).
135 	 */
136 	if (next && next->perfmon == exec->perfmon)
137 		vc4_submit_next_bin_job(dev);
138 }
139 
140 static void
141 vc4_cancel_bin_job(struct drm_device *dev)
142 {
143 	struct vc4_dev *vc4 = to_vc4_dev(dev);
144 	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
145 
146 	if (!exec)
147 		return;
148 
149 	/* Stop the perfmon so that the next bin job can be started. */
150 	if (exec->perfmon)
151 		vc4_perfmon_stop(vc4, exec->perfmon, false);
152 
153 	list_move_tail(&exec->head, &vc4->bin_job_list);
154 	vc4_submit_next_bin_job(dev);
155 }
156 
157 static void
158 vc4_irq_finish_render_job(struct drm_device *dev)
159 {
160 	struct vc4_dev *vc4 = to_vc4_dev(dev);
161 	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
162 	struct vc4_exec_info *nextbin, *nextrender;
163 
164 	if (!exec)
165 		return;
166 
167 	trace_vc4_rcl_end_irq(dev, exec->seqno);
168 
169 	vc4->finished_seqno++;
170 	list_move_tail(&exec->head, &vc4->job_done_list);
171 
172 	nextbin = vc4_first_bin_job(vc4);
173 	nextrender = vc4_first_render_job(vc4);
174 
175 	/* Only stop the perfmon if following jobs in the queue don't expect it
176 	 * to be enabled.
177 	 */
178 	if (exec->perfmon && !nextrender &&
179 	    (!nextbin || nextbin->perfmon != exec->perfmon))
180 		vc4_perfmon_stop(vc4, exec->perfmon, true);
181 
182 	/* If there's a render job waiting, start it. If this is not the case
183 	 * we may have to unblock the binner if it's been stalled because of
184 	 * perfmon (this can be checked by comparing the perfmon attached to
185 	 * the finished renderjob to the one attached to the next bin job: if
186 	 * they don't match, this means the binner is stalled and should be
187 	 * restarted).
188 	 */
189 	if (nextrender)
190 		vc4_submit_next_render_job(dev);
191 	else if (nextbin && nextbin->perfmon != exec->perfmon)
192 		vc4_submit_next_bin_job(dev);
193 
194 	if (exec->fence) {
195 		dma_fence_signal_locked(exec->fence);
196 		dma_fence_put(exec->fence);
197 		exec->fence = NULL;
198 	}
199 
200 	wake_up_all(&vc4->job_wait_queue);
201 	schedule_work(&vc4->job_done_work);
202 }
203 
204 static irqreturn_t
205 vc4_irq(int irq, void *arg)
206 {
207 	struct drm_device *dev = arg;
208 	struct vc4_dev *vc4 = to_vc4_dev(dev);
209 	uint32_t intctl;
210 	irqreturn_t status = IRQ_NONE;
211 
212 	barrier();
213 	intctl = V3D_READ(V3D_INTCTL);
214 
215 	/* Acknowledge the interrupts we're handling here. The binner
216 	 * last flush / render frame done interrupt will be cleared,
217 	 * while OUTOMEM will stay high until the underlying cause is
218 	 * cleared.
219 	 */
220 	V3D_WRITE(V3D_INTCTL, intctl);
221 
222 	if (intctl & V3D_INT_OUTOMEM) {
223 		/* Disable OUTOMEM until the work is done. */
224 		V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
225 		schedule_work(&vc4->overflow_mem_work);
226 		status = IRQ_HANDLED;
227 	}
228 
229 	if (intctl & V3D_INT_FLDONE) {
230 		spin_lock(&vc4->job_lock);
231 		vc4_irq_finish_bin_job(dev);
232 		spin_unlock(&vc4->job_lock);
233 		status = IRQ_HANDLED;
234 	}
235 
236 	if (intctl & V3D_INT_FRDONE) {
237 		spin_lock(&vc4->job_lock);
238 		vc4_irq_finish_render_job(dev);
239 		spin_unlock(&vc4->job_lock);
240 		status = IRQ_HANDLED;
241 	}
242 
243 	return status;
244 }
245 
246 static void
247 vc4_irq_prepare(struct drm_device *dev)
248 {
249 	struct vc4_dev *vc4 = to_vc4_dev(dev);
250 
251 	if (!vc4->v3d)
252 		return;
253 
254 	init_waitqueue_head(&vc4->job_wait_queue);
255 	INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
256 
257 	/* Clear any pending interrupts someone might have left around
258 	 * for us.
259 	 */
260 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
261 }
262 
263 void
264 vc4_irq_enable(struct drm_device *dev)
265 {
266 	struct vc4_dev *vc4 = to_vc4_dev(dev);
267 
268 	if (WARN_ON_ONCE(vc4->is_vc5))
269 		return;
270 
271 	if (!vc4->v3d)
272 		return;
273 
274 	/* Enable the render done interrupts. The out-of-memory interrupt is
275 	 * enabled as soon as we have a binner BO allocated.
276 	 */
277 	V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE);
278 }
279 
280 void
281 vc4_irq_disable(struct drm_device *dev)
282 {
283 	struct vc4_dev *vc4 = to_vc4_dev(dev);
284 
285 	if (WARN_ON_ONCE(vc4->is_vc5))
286 		return;
287 
288 	if (!vc4->v3d)
289 		return;
290 
291 	/* Disable sending interrupts for our driver's IRQs. */
292 	V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
293 
294 	/* Clear any pending interrupts we might have left. */
295 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
296 
297 	/* Finish any interrupt handler still in flight. */
298 	disable_irq(vc4->irq);
299 
300 	cancel_work_sync(&vc4->overflow_mem_work);
301 }
302 
303 int vc4_irq_install(struct drm_device *dev, int irq)
304 {
305 	struct vc4_dev *vc4 = to_vc4_dev(dev);
306 	int ret;
307 
308 	if (WARN_ON_ONCE(vc4->is_vc5))
309 		return -ENODEV;
310 
311 	if (irq == IRQ_NOTCONNECTED)
312 		return -ENOTCONN;
313 
314 	vc4_irq_prepare(dev);
315 
316 	ret = request_irq(irq, vc4_irq, 0, dev->driver->name, dev);
317 	if (ret)
318 		return ret;
319 
320 	vc4_irq_enable(dev);
321 
322 	return 0;
323 }
324 
325 void vc4_irq_uninstall(struct drm_device *dev)
326 {
327 	struct vc4_dev *vc4 = to_vc4_dev(dev);
328 
329 	if (WARN_ON_ONCE(vc4->is_vc5))
330 		return;
331 
332 	vc4_irq_disable(dev);
333 	free_irq(vc4->irq, dev);
334 }
335 
336 /** Reinitializes interrupt registers when a GPU reset is performed. */
337 void vc4_irq_reset(struct drm_device *dev)
338 {
339 	struct vc4_dev *vc4 = to_vc4_dev(dev);
340 	unsigned long irqflags;
341 
342 	if (WARN_ON_ONCE(vc4->is_vc5))
343 		return;
344 
345 	/* Acknowledge any stale IRQs. */
346 	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
347 
348 	/*
349 	 * Turn all our interrupts on.  Binner out of memory is the
350 	 * only one we expect to trigger at this point, since we've
351 	 * just come from poweron and haven't supplied any overflow
352 	 * memory yet.
353 	 */
354 	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
355 
356 	spin_lock_irqsave(&vc4->job_lock, irqflags);
357 	vc4_cancel_bin_job(dev);
358 	vc4_irq_finish_render_job(dev);
359 	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
360 }
361