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- /*
- * Copyright © 2014 Broadcom
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- */
- /** DOC: Interrupt management for the V3D engine.
- *
- * We have an interrupt status register (V3D_INTCTL) which reports
- * interrupts, and where writing 1 bits clears those interrupts.
- * There are also a pair of interrupt registers
- * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
- * disables that specific interrupt, and 0s written are ignored
- * (reading either one returns the set of enabled interrupts).
- *
- * When we take a binning flush done interrupt, we need to submit the
- * next frame for binning and move the finished frame to the render
- * thread.
- *
- * When we take a render frame interrupt, we need to wake the
- * processes waiting for some frame to be done, and get the next frame
- * submitted ASAP (so the hardware doesn't sit idle when there's work
- * to do).
- *
- * 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 "vc4_drv.h"
- #include "vc4_regs.h"
- #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
- V3D_INT_FLDONE | \
- V3D_INT_FRDONE)
- DECLARE_WAIT_QUEUE_HEAD(render_wait);
- static void
- vc4_overflow_mem_work(struct work_struct *work)
- {
- struct vc4_dev *vc4 =
- container_of(work, struct vc4_dev, overflow_mem_work);
- struct drm_device *dev = vc4->dev;
- struct vc4_bo *bo;
- bo = vc4_bo_create(dev, 256 * 1024, true);
- if (IS_ERR(bo)) {
- DRM_ERROR("Couldn't allocate binner overflow mem\n");
- return;
- }
- /* If there's a job executing currently, then our previous
- * overflow allocation is getting used in that job and we need
- * to queue it to be released when the job is done. But if no
- * job is executing at all, then we can free the old overflow
- * object direcctly.
- *
- * No lock necessary for this pointer since we're the only
- * ones that update the pointer, and our workqueue won't
- * reenter.
- */
- if (vc4->overflow_mem) {
- struct vc4_exec_info *current_exec;
- unsigned long irqflags;
- spin_lock_irqsave(&vc4->job_lock, irqflags);
- current_exec = vc4_first_bin_job(vc4);
- if (!current_exec)
- current_exec = vc4_last_render_job(vc4);
- if (current_exec) {
- vc4->overflow_mem->seqno = current_exec->seqno;
- list_add_tail(&vc4->overflow_mem->unref_head,
- ¤t_exec->unref_list);
- vc4->overflow_mem = NULL;
- }
- spin_unlock_irqrestore(&vc4->job_lock, irqflags);
- }
- if (vc4->overflow_mem)
- drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
- vc4->overflow_mem = bo;
- V3D_WRITE(V3D_BPOA, bo->base.paddr);
- V3D_WRITE(V3D_BPOS, bo->base.base.size);
- V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
- V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
- }
- static void
- vc4_irq_finish_bin_job(struct drm_device *dev)
- {
- struct vc4_dev *vc4 = to_vc4_dev(dev);
- struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
- if (!exec)
- return;
- vc4_move_job_to_render(dev, exec);
- vc4_submit_next_bin_job(dev);
- }
- static void
- vc4_cancel_bin_job(struct drm_device *dev)
- {
- struct vc4_dev *vc4 = to_vc4_dev(dev);
- struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
- if (!exec)
- return;
- list_move_tail(&exec->head, &vc4->bin_job_list);
- vc4_submit_next_bin_job(dev);
- }
- static void
- vc4_irq_finish_render_job(struct drm_device *dev)
- {
- struct vc4_dev *vc4 = to_vc4_dev(dev);
- struct vc4_exec_info *exec = vc4_first_render_job(vc4);
- if (!exec)
- return;
- vc4->finished_seqno++;
- list_move_tail(&exec->head, &vc4->job_done_list);
- vc4_submit_next_render_job(dev);
- wake_up_all(&vc4->job_wait_queue);
- schedule_work(&vc4->job_done_work);
- }
- irqreturn_t
- vc4_irq(int irq, void *arg)
- {
- struct drm_device *dev = arg;
- struct vc4_dev *vc4 = to_vc4_dev(dev);
- uint32_t intctl;
- irqreturn_t status = IRQ_NONE;
- barrier();
- intctl = V3D_READ(V3D_INTCTL);
- /* Acknowledge the interrupts we're handling here. The binner
- * last flush / render frame done interrupt will be cleared,
- * while OUTOMEM will stay high until the underlying cause is
- * cleared.
- */
- V3D_WRITE(V3D_INTCTL, intctl);
- if (intctl & V3D_INT_OUTOMEM) {
- /* Disable OUTOMEM until the work is done. */
- V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
- schedule_work(&vc4->overflow_mem_work);
- status = IRQ_HANDLED;
- }
- if (intctl & V3D_INT_FLDONE) {
- spin_lock(&vc4->job_lock);
- vc4_irq_finish_bin_job(dev);
- spin_unlock(&vc4->job_lock);
- status = IRQ_HANDLED;
- }
- if (intctl & V3D_INT_FRDONE) {
- spin_lock(&vc4->job_lock);
- vc4_irq_finish_render_job(dev);
- spin_unlock(&vc4->job_lock);
- status = IRQ_HANDLED;
- }
- return status;
- }
- void
- vc4_irq_preinstall(struct drm_device *dev)
- {
- struct vc4_dev *vc4 = to_vc4_dev(dev);
- init_waitqueue_head(&vc4->job_wait_queue);
- INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
- /* Clear any pending interrupts someone might have left around
- * for us.
- */
- V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
- }
- int
- vc4_irq_postinstall(struct drm_device *dev)
- {
- struct vc4_dev *vc4 = to_vc4_dev(dev);
- /* Enable both the render done and out of memory interrupts. */
- V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
- return 0;
- }
- void
- vc4_irq_uninstall(struct drm_device *dev)
- {
- struct vc4_dev *vc4 = to_vc4_dev(dev);
- /* Disable sending interrupts for our driver's IRQs. */
- V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
- /* Clear any pending interrupts we might have left. */
- V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
- /* Finish any interrupt handler still in flight. */
- disable_irq(dev->irq);
- cancel_work_sync(&vc4->overflow_mem_work);
- }
- /** Reinitializes interrupt registers when a GPU reset is performed. */
- void vc4_irq_reset(struct drm_device *dev)
- {
- struct vc4_dev *vc4 = to_vc4_dev(dev);
- unsigned long irqflags;
- /* Acknowledge any stale IRQs. */
- V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
- /*
- * Turn all our interrupts on. Binner out of memory is the
- * only one we expect to trigger at this point, since we've
- * just come from poweron and haven't supplied any overflow
- * memory yet.
- */
- V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
- spin_lock_irqsave(&vc4->job_lock, irqflags);
- vc4_cancel_bin_job(dev);
- vc4_irq_finish_render_job(dev);
- spin_unlock_irqrestore(&vc4->job_lock, irqflags);
- }
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