root/drivers/gpu/drm/vc4/vc4_irq.c

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DEFINITIONS

This source file includes following definitions.
  1. vc4_overflow_mem_work
  2. vc4_irq_finish_bin_job
  3. vc4_cancel_bin_job
  4. vc4_irq_finish_render_job
  5. vc4_irq
  6. vc4_irq_preinstall
  7. vc4_irq_postinstall
  8. vc4_irq_uninstall
  9. vc4_irq_reset

   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;
  63         int bin_bo_slot;
  64         struct vc4_exec_info *exec;
  65         unsigned long irqflags;
  66 
  67         mutex_lock(&vc4->bin_bo_lock);
  68 
  69         if (!vc4->bin_bo)
  70                 goto complete;
  71 
  72         bo = vc4->bin_bo;
  73 
  74         bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
  75         if (bin_bo_slot < 0) {
  76                 DRM_ERROR("Couldn't allocate binner overflow mem\n");
  77                 goto complete;
  78         }
  79 
  80         spin_lock_irqsave(&vc4->job_lock, irqflags);
  81 
  82         if (vc4->bin_alloc_overflow) {
  83                 /* If we had overflow memory allocated previously,
  84                  * then that chunk will free when the current bin job
  85                  * is done.  If we don't have a bin job running, then
  86                  * the chunk will be done whenever the list of render
  87                  * jobs has drained.
  88                  */
  89                 exec = vc4_first_bin_job(vc4);
  90                 if (!exec)
  91                         exec = vc4_last_render_job(vc4);
  92                 if (exec) {
  93                         exec->bin_slots |= vc4->bin_alloc_overflow;
  94                 } else {
  95                         /* There's nothing queued in the hardware, so
  96                          * the old slot is free immediately.
  97                          */
  98                         vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
  99                 }
 100         }
 101         vc4->bin_alloc_overflow = BIT(bin_bo_slot);
 102 
 103         V3D_WRITE(V3D_BPOA, bo->base.paddr + bin_bo_slot * vc4->bin_alloc_size);
 104         V3D_WRITE(V3D_BPOS, bo->base.base.size);
 105         V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
 106         V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
 107         spin_unlock_irqrestore(&vc4->job_lock, irqflags);
 108 
 109 complete:
 110         mutex_unlock(&vc4->bin_bo_lock);
 111 }
 112 
 113 static void
 114 vc4_irq_finish_bin_job(struct drm_device *dev)
 115 {
 116         struct vc4_dev *vc4 = to_vc4_dev(dev);
 117         struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4);
 118 
 119         if (!exec)
 120                 return;
 121 
 122         vc4_move_job_to_render(dev, exec);
 123         next = vc4_first_bin_job(vc4);
 124 
 125         /* Only submit the next job in the bin list if it matches the perfmon
 126          * attached to the one that just finished (or if both jobs don't have
 127          * perfmon attached to them).
 128          */
 129         if (next && next->perfmon == exec->perfmon)
 130                 vc4_submit_next_bin_job(dev);
 131 }
 132 
 133 static void
 134 vc4_cancel_bin_job(struct drm_device *dev)
 135 {
 136         struct vc4_dev *vc4 = to_vc4_dev(dev);
 137         struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
 138 
 139         if (!exec)
 140                 return;
 141 
 142         /* Stop the perfmon so that the next bin job can be started. */
 143         if (exec->perfmon)
 144                 vc4_perfmon_stop(vc4, exec->perfmon, false);
 145 
 146         list_move_tail(&exec->head, &vc4->bin_job_list);
 147         vc4_submit_next_bin_job(dev);
 148 }
 149 
 150 static void
 151 vc4_irq_finish_render_job(struct drm_device *dev)
 152 {
 153         struct vc4_dev *vc4 = to_vc4_dev(dev);
 154         struct vc4_exec_info *exec = vc4_first_render_job(vc4);
 155         struct vc4_exec_info *nextbin, *nextrender;
 156 
 157         if (!exec)
 158                 return;
 159 
 160         vc4->finished_seqno++;
 161         list_move_tail(&exec->head, &vc4->job_done_list);
 162 
 163         nextbin = vc4_first_bin_job(vc4);
 164         nextrender = vc4_first_render_job(vc4);
 165 
 166         /* Only stop the perfmon if following jobs in the queue don't expect it
 167          * to be enabled.
 168          */
 169         if (exec->perfmon && !nextrender &&
 170             (!nextbin || nextbin->perfmon != exec->perfmon))
 171                 vc4_perfmon_stop(vc4, exec->perfmon, true);
 172 
 173         /* If there's a render job waiting, start it. If this is not the case
 174          * we may have to unblock the binner if it's been stalled because of
 175          * perfmon (this can be checked by comparing the perfmon attached to
 176          * the finished renderjob to the one attached to the next bin job: if
 177          * they don't match, this means the binner is stalled and should be
 178          * restarted).
 179          */
 180         if (nextrender)
 181                 vc4_submit_next_render_job(dev);
 182         else if (nextbin && nextbin->perfmon != exec->perfmon)
 183                 vc4_submit_next_bin_job(dev);
 184 
 185         if (exec->fence) {
 186                 dma_fence_signal_locked(exec->fence);
 187                 dma_fence_put(exec->fence);
 188                 exec->fence = NULL;
 189         }
 190 
 191         wake_up_all(&vc4->job_wait_queue);
 192         schedule_work(&vc4->job_done_work);
 193 }
 194 
 195 irqreturn_t
 196 vc4_irq(int irq, void *arg)
 197 {
 198         struct drm_device *dev = arg;
 199         struct vc4_dev *vc4 = to_vc4_dev(dev);
 200         uint32_t intctl;
 201         irqreturn_t status = IRQ_NONE;
 202 
 203         barrier();
 204         intctl = V3D_READ(V3D_INTCTL);
 205 
 206         /* Acknowledge the interrupts we're handling here. The binner
 207          * last flush / render frame done interrupt will be cleared,
 208          * while OUTOMEM will stay high until the underlying cause is
 209          * cleared.
 210          */
 211         V3D_WRITE(V3D_INTCTL, intctl);
 212 
 213         if (intctl & V3D_INT_OUTOMEM) {
 214                 /* Disable OUTOMEM until the work is done. */
 215                 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
 216                 schedule_work(&vc4->overflow_mem_work);
 217                 status = IRQ_HANDLED;
 218         }
 219 
 220         if (intctl & V3D_INT_FLDONE) {
 221                 spin_lock(&vc4->job_lock);
 222                 vc4_irq_finish_bin_job(dev);
 223                 spin_unlock(&vc4->job_lock);
 224                 status = IRQ_HANDLED;
 225         }
 226 
 227         if (intctl & V3D_INT_FRDONE) {
 228                 spin_lock(&vc4->job_lock);
 229                 vc4_irq_finish_render_job(dev);
 230                 spin_unlock(&vc4->job_lock);
 231                 status = IRQ_HANDLED;
 232         }
 233 
 234         return status;
 235 }
 236 
 237 void
 238 vc4_irq_preinstall(struct drm_device *dev)
 239 {
 240         struct vc4_dev *vc4 = to_vc4_dev(dev);
 241 
 242         if (!vc4->v3d)
 243                 return;
 244 
 245         init_waitqueue_head(&vc4->job_wait_queue);
 246         INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
 247 
 248         /* Clear any pending interrupts someone might have left around
 249          * for us.
 250          */
 251         V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
 252 }
 253 
 254 int
 255 vc4_irq_postinstall(struct drm_device *dev)
 256 {
 257         struct vc4_dev *vc4 = to_vc4_dev(dev);
 258 
 259         if (!vc4->v3d)
 260                 return 0;
 261 
 262         /* Enable the render done interrupts. The out-of-memory interrupt is
 263          * enabled as soon as we have a binner BO allocated.
 264          */
 265         V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE);
 266 
 267         return 0;
 268 }
 269 
 270 void
 271 vc4_irq_uninstall(struct drm_device *dev)
 272 {
 273         struct vc4_dev *vc4 = to_vc4_dev(dev);
 274 
 275         if (!vc4->v3d)
 276                 return;
 277 
 278         /* Disable sending interrupts for our driver's IRQs. */
 279         V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
 280 
 281         /* Clear any pending interrupts we might have left. */
 282         V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
 283 
 284         /* Finish any interrupt handler still in flight. */
 285         disable_irq(dev->irq);
 286 
 287         cancel_work_sync(&vc4->overflow_mem_work);
 288 }
 289 
 290 /** Reinitializes interrupt registers when a GPU reset is performed. */
 291 void vc4_irq_reset(struct drm_device *dev)
 292 {
 293         struct vc4_dev *vc4 = to_vc4_dev(dev);
 294         unsigned long irqflags;
 295 
 296         /* Acknowledge any stale IRQs. */
 297         V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
 298 
 299         /*
 300          * Turn all our interrupts on.  Binner out of memory is the
 301          * only one we expect to trigger at this point, since we've
 302          * just come from poweron and haven't supplied any overflow
 303          * memory yet.
 304          */
 305         V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
 306 
 307         spin_lock_irqsave(&vc4->job_lock, irqflags);
 308         vc4_cancel_bin_job(dev);
 309         vc4_irq_finish_render_job(dev);
 310         spin_unlock_irqrestore(&vc4->job_lock, irqflags);
 311 }

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