| /* |
| * 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 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_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 (!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_job(vc4); |
| if (current_exec) { |
| vc4->overflow_mem->seqno = vc4->finished_seqno + 1; |
| 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_job(struct drm_device *dev) |
| { |
| struct vc4_dev *vc4 = to_vc4_dev(dev); |
| struct vc4_exec_info *exec = vc4_first_job(vc4); |
| |
| if (!exec) |
| return; |
| |
| vc4->finished_seqno++; |
| list_move_tail(&exec->head, &vc4->job_done_list); |
| vc4_submit_next_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 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_FRDONE) { |
| spin_lock(&vc4->job_lock); |
| vc4_irq_finish_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); |
| |
| 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_irq_finish_job(dev); |
| spin_unlock_irqrestore(&vc4->job_lock, irqflags); |
| } |