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vc4_irq.c

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linux-6.19.14/drivers/gpu/drm/vc4/vc4_irq.c C
  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#include <drm/drm_print.h>
 52
 53#include "vc4_drv.h"
 54#include "vc4_regs.h"
 55#include "vc4_trace.h"
 56
 57#define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
 58			 V3D_INT_FLDONE | \
 59			 V3D_INT_FRDONE)
 60
 61static void
 62vc4_overflow_mem_work(struct work_struct *work)
 63{
 64	struct vc4_dev *vc4 =
 65		container_of(work, struct vc4_dev, overflow_mem_work);
 66	struct vc4_bo *bo;
 67	int bin_bo_slot;
 68	struct vc4_exec_info *exec;
 69	unsigned long irqflags;
 70
 71	mutex_lock(&vc4->bin_bo_lock);
 72
 73	if (!vc4->bin_bo)
 74		goto complete;
 75
 76	bo = vc4->bin_bo;
 77
 78	bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
 79	if (bin_bo_slot < 0) {
 80		drm_err(&vc4->base, "Couldn't allocate binner overflow mem\n");
 81		goto complete;
 82	}
 83
 84	spin_lock_irqsave(&vc4->job_lock, irqflags);
 85
 86	if (vc4->bin_alloc_overflow) {
 87		/* If we had overflow memory allocated previously,
 88		 * then that chunk will free when the current bin job
 89		 * is done.  If we don't have a bin job running, then
 90		 * the chunk will be done whenever the list of render
 91		 * jobs has drained.
 92		 */
 93		exec = vc4_first_bin_job(vc4);
 94		if (!exec)
 95			exec = vc4_last_render_job(vc4);
 96		if (exec) {
 97			exec->bin_slots |= vc4->bin_alloc_overflow;
 98		} else {
 99			/* There's nothing queued in the hardware, so
100			 * the old slot is free immediately.
101			 */
102			vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
103		}
104	}
105	vc4->bin_alloc_overflow = BIT(bin_bo_slot);
106
107	V3D_WRITE(V3D_BPOA, bo->base.dma_addr + bin_bo_slot * vc4->bin_alloc_size);
108	V3D_WRITE(V3D_BPOS, bo->base.base.size);
109	V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
110	V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
111	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
112
113complete:
114	mutex_unlock(&vc4->bin_bo_lock);
115}
116
117static void
118vc4_irq_finish_bin_job(struct drm_device *dev)
119{
120	struct vc4_dev *vc4 = to_vc4_dev(dev);
121	struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4);
122
123	if (!exec)
124		return;
125
126	trace_vc4_bcl_end_irq(dev, exec->seqno);
127
128	vc4_move_job_to_render(dev, exec);
129	next = vc4_first_bin_job(vc4);
130
131	/* Only submit the next job in the bin list if it matches the perfmon
132	 * attached to the one that just finished (or if both jobs don't have
133	 * perfmon attached to them).
134	 */
135	if (next && next->perfmon == exec->perfmon)
136		vc4_submit_next_bin_job(dev);
137}
138
139static void
140vc4_cancel_bin_job(struct drm_device *dev)
141{
142	struct vc4_dev *vc4 = to_vc4_dev(dev);
143	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
144
145	if (!exec)
146		return;
147
148	/* Stop the perfmon so that the next bin job can be started. */
149	if (exec->perfmon)
150		vc4_perfmon_stop(vc4, exec->perfmon, false);
151
152	list_move_tail(&exec->head, &vc4->bin_job_list);
153	vc4_submit_next_bin_job(dev);
154}
155
156static void
157vc4_irq_finish_render_job(struct drm_device *dev)
158{
159	struct vc4_dev *vc4 = to_vc4_dev(dev);
160	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
161	struct vc4_exec_info *nextbin, *nextrender;
162
163	if (!exec)
164		return;
165
166	trace_vc4_rcl_end_irq(dev, exec->seqno);
167
168	vc4->finished_seqno++;
169	list_move_tail(&exec->head, &vc4->job_done_list);
170
171	nextbin = vc4_first_bin_job(vc4);
172	nextrender = vc4_first_render_job(vc4);
173
174	/* Only stop the perfmon if following jobs in the queue don't expect it
175	 * to be enabled.
176	 */
177	if (exec->perfmon && !nextrender &&
178	    (!nextbin || nextbin->perfmon != exec->perfmon))
179		vc4_perfmon_stop(vc4, exec->perfmon, true);
180
181	/* If there's a render job waiting, start it. If this is not the case
182	 * we may have to unblock the binner if it's been stalled because of
183	 * perfmon (this can be checked by comparing the perfmon attached to
184	 * the finished renderjob to the one attached to the next bin job: if
185	 * they don't match, this means the binner is stalled and should be
186	 * restarted).
187	 */
188	if (nextrender)
189		vc4_submit_next_render_job(dev);
190	else if (nextbin && nextbin->perfmon != exec->perfmon)
191		vc4_submit_next_bin_job(dev);
192
193	if (exec->fence) {
194		dma_fence_signal_locked(exec->fence);
195		dma_fence_put(exec->fence);
196		exec->fence = NULL;
197	}
198
199	wake_up_all(&vc4->job_wait_queue);
200	schedule_work(&vc4->job_done_work);
201}
202
203static irqreturn_t
204vc4_irq(int irq, void *arg)
205{
206	struct drm_device *dev = arg;
207	struct vc4_dev *vc4 = to_vc4_dev(dev);
208	uint32_t intctl;
209	irqreturn_t status = IRQ_NONE;
210
211	barrier();
212	intctl = V3D_READ(V3D_INTCTL);
213
214	/* Acknowledge the interrupts we're handling here. The binner
215	 * last flush / render frame done interrupt will be cleared,
216	 * while OUTOMEM will stay high until the underlying cause is
217	 * cleared.
218	 */
219	V3D_WRITE(V3D_INTCTL, intctl);
220
221	if (intctl & V3D_INT_OUTOMEM) {
222		/* Disable OUTOMEM until the work is done. */
223		V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
224		schedule_work(&vc4->overflow_mem_work);
225		status = IRQ_HANDLED;
226	}
227
228	if (intctl & V3D_INT_FLDONE) {
229		spin_lock(&vc4->job_lock);
230		vc4_irq_finish_bin_job(dev);
231		spin_unlock(&vc4->job_lock);
232		status = IRQ_HANDLED;
233	}
234
235	if (intctl & V3D_INT_FRDONE) {
236		spin_lock(&vc4->job_lock);
237		vc4_irq_finish_render_job(dev);
238		spin_unlock(&vc4->job_lock);
239		status = IRQ_HANDLED;
240	}
241
242	return status;
243}
244
245static void
246vc4_irq_prepare(struct drm_device *dev)
247{
248	struct vc4_dev *vc4 = to_vc4_dev(dev);
249
250	if (!vc4->v3d)
251		return;
252
253	init_waitqueue_head(&vc4->job_wait_queue);
254	INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
255
256	/* Clear any pending interrupts someone might have left around
257	 * for us.
258	 */
259	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
260}
261
262void
263vc4_irq_enable(struct drm_device *dev)
264{
265	struct vc4_dev *vc4 = to_vc4_dev(dev);
266
267	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
268		return;
269
270	if (!vc4->v3d)
271		return;
272
273	/* Enable the render done interrupts. The out-of-memory interrupt is
274	 * enabled as soon as we have a binner BO allocated.
275	 */
276	V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE);
277}
278
279void
280vc4_irq_disable(struct drm_device *dev)
281{
282	struct vc4_dev *vc4 = to_vc4_dev(dev);
283
284	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
285		return;
286
287	if (!vc4->v3d)
288		return;
289
290	/* Disable sending interrupts for our driver's IRQs. */
291	V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
292
293	/* Clear any pending interrupts we might have left. */
294	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
295
296	/* Finish any interrupt handler still in flight. */
297	synchronize_irq(vc4->irq);
298
299	cancel_work_sync(&vc4->overflow_mem_work);
300}
301
302int vc4_irq_install(struct drm_device *dev, int irq)
303{
304	struct vc4_dev *vc4 = to_vc4_dev(dev);
305	int ret;
306
307	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
308		return -ENODEV;
309
310	if (irq == IRQ_NOTCONNECTED)
311		return -ENOTCONN;
312
313	vc4_irq_prepare(dev);
314
315	ret = request_irq(irq, vc4_irq, 0, dev->driver->name, dev);
316	if (ret)
317		return ret;
318
319	vc4_irq_enable(dev);
320
321	return 0;
322}
323
324void vc4_irq_uninstall(struct drm_device *dev)
325{
326	struct vc4_dev *vc4 = to_vc4_dev(dev);
327
328	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
329		return;
330
331	vc4_irq_disable(dev);
332	free_irq(vc4->irq, dev);
333}
334
335/** Reinitializes interrupt registers when a GPU reset is performed. */
336void vc4_irq_reset(struct drm_device *dev)
337{
338	struct vc4_dev *vc4 = to_vc4_dev(dev);
339	unsigned long irqflags;
340
341	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
342		return;
343
344	/* Acknowledge any stale IRQs. */
345	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
346
347	/*
348	 * Turn all our interrupts on.  Binner out of memory is the
349	 * only one we expect to trigger at this point, since we've
350	 * just come from poweron and haven't supplied any overflow
351	 * memory yet.
352	 */
353	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
354
355	spin_lock_irqsave(&vc4->job_lock, irqflags);
356	vc4_cancel_bin_job(dev);
357	vc4_irq_finish_render_job(dev);
358	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
359}
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