c05564c4d8
Android 13
213 lines
5.3 KiB
C
Executable file
213 lines
5.3 KiB
C
Executable file
// SPDX-License-Identifier: GPL-2.0+
|
|
/* Copyright (C) 2014-2018 Broadcom */
|
|
|
|
/**
|
|
* DOC: Interrupt management for the V3D engine
|
|
*
|
|
* When we take a binning or rendering flush done interrupt, we need
|
|
* to signal the fence for that job so that the scheduler can queue up
|
|
* the next one and unblock any waiters.
|
|
*
|
|
* 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 "v3d_drv.h"
|
|
#include "v3d_regs.h"
|
|
|
|
#define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
|
|
V3D_INT_FLDONE | \
|
|
V3D_INT_FRDONE | \
|
|
V3D_INT_GMPV))
|
|
|
|
#define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
|
|
V3D_HUB_INT_MMU_PTI | \
|
|
V3D_HUB_INT_MMU_CAP))
|
|
|
|
static void
|
|
v3d_overflow_mem_work(struct work_struct *work)
|
|
{
|
|
struct v3d_dev *v3d =
|
|
container_of(work, struct v3d_dev, overflow_mem_work);
|
|
struct drm_device *dev = &v3d->drm;
|
|
struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
|
|
unsigned long irqflags;
|
|
|
|
if (IS_ERR(bo)) {
|
|
DRM_ERROR("Couldn't allocate binner overflow mem\n");
|
|
return;
|
|
}
|
|
|
|
/* We lost a race, and our work task came in after the bin job
|
|
* completed and exited. This can happen because the HW
|
|
* signals OOM before it's fully OOM, so the binner might just
|
|
* barely complete.
|
|
*
|
|
* If we lose the race and our work task comes in after a new
|
|
* bin job got scheduled, that's fine. We'll just give them
|
|
* some binner pool anyway.
|
|
*/
|
|
spin_lock_irqsave(&v3d->job_lock, irqflags);
|
|
if (!v3d->bin_job) {
|
|
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
|
|
goto out;
|
|
}
|
|
|
|
drm_gem_object_get(&bo->base);
|
|
list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
|
|
spin_unlock_irqrestore(&v3d->job_lock, irqflags);
|
|
|
|
V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
|
|
V3D_CORE_WRITE(0, V3D_PTB_BPOS, bo->base.size);
|
|
|
|
out:
|
|
drm_gem_object_put_unlocked(&bo->base);
|
|
}
|
|
|
|
static irqreturn_t
|
|
v3d_irq(int irq, void *arg)
|
|
{
|
|
struct v3d_dev *v3d = arg;
|
|
u32 intsts;
|
|
irqreturn_t status = IRQ_NONE;
|
|
|
|
intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
|
|
|
|
/* Acknowledge the interrupts we're handling here. */
|
|
V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
|
|
|
|
if (intsts & V3D_INT_OUTOMEM) {
|
|
/* Note that the OOM status is edge signaled, so the
|
|
* interrupt won't happen again until the we actually
|
|
* add more memory.
|
|
*/
|
|
schedule_work(&v3d->overflow_mem_work);
|
|
status = IRQ_HANDLED;
|
|
}
|
|
|
|
if (intsts & V3D_INT_FLDONE) {
|
|
dma_fence_signal(v3d->bin_job->bin.done_fence);
|
|
status = IRQ_HANDLED;
|
|
}
|
|
|
|
if (intsts & V3D_INT_FRDONE) {
|
|
dma_fence_signal(v3d->render_job->render.done_fence);
|
|
status = IRQ_HANDLED;
|
|
}
|
|
|
|
/* We shouldn't be triggering these if we have GMP in
|
|
* always-allowed mode.
|
|
*/
|
|
if (intsts & V3D_INT_GMPV)
|
|
dev_err(v3d->dev, "GMP violation\n");
|
|
|
|
return status;
|
|
}
|
|
|
|
static irqreturn_t
|
|
v3d_hub_irq(int irq, void *arg)
|
|
{
|
|
struct v3d_dev *v3d = arg;
|
|
u32 intsts;
|
|
irqreturn_t status = IRQ_NONE;
|
|
|
|
intsts = V3D_READ(V3D_HUB_INT_STS);
|
|
|
|
/* Acknowledge the interrupts we're handling here. */
|
|
V3D_WRITE(V3D_HUB_INT_CLR, intsts);
|
|
|
|
if (intsts & (V3D_HUB_INT_MMU_WRV |
|
|
V3D_HUB_INT_MMU_PTI |
|
|
V3D_HUB_INT_MMU_CAP)) {
|
|
u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
|
|
u64 vio_addr = (u64)V3D_READ(V3D_MMU_VIO_ADDR) << 8;
|
|
|
|
dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
|
|
axi_id, (long long)vio_addr,
|
|
((intsts & V3D_HUB_INT_MMU_WRV) ?
|
|
", write violation" : ""),
|
|
((intsts & V3D_HUB_INT_MMU_PTI) ?
|
|
", pte invalid" : ""),
|
|
((intsts & V3D_HUB_INT_MMU_CAP) ?
|
|
", cap exceeded" : ""));
|
|
status = IRQ_HANDLED;
|
|
}
|
|
|
|
return status;
|
|
}
|
|
|
|
int
|
|
v3d_irq_init(struct v3d_dev *v3d)
|
|
{
|
|
int ret, core;
|
|
|
|
INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
|
|
|
|
/* Clear any pending interrupts someone might have left around
|
|
* for us.
|
|
*/
|
|
for (core = 0; core < v3d->cores; core++)
|
|
V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
|
|
V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
|
|
|
|
ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
|
|
v3d_hub_irq, IRQF_SHARED,
|
|
"v3d_hub", v3d);
|
|
if (ret)
|
|
goto fail;
|
|
|
|
ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 1),
|
|
v3d_irq, IRQF_SHARED,
|
|
"v3d_core0", v3d);
|
|
if (ret)
|
|
goto fail;
|
|
|
|
v3d_irq_enable(v3d);
|
|
return 0;
|
|
|
|
fail:
|
|
if (ret != -EPROBE_DEFER)
|
|
dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
|
|
return ret;
|
|
}
|
|
|
|
void
|
|
v3d_irq_enable(struct v3d_dev *v3d)
|
|
{
|
|
int core;
|
|
|
|
/* Enable our set of interrupts, masking out any others. */
|
|
for (core = 0; core < v3d->cores; core++) {
|
|
V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
|
|
V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
|
|
}
|
|
|
|
V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
|
|
V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
|
|
}
|
|
|
|
void
|
|
v3d_irq_disable(struct v3d_dev *v3d)
|
|
{
|
|
int core;
|
|
|
|
/* Disable all interrupts. */
|
|
for (core = 0; core < v3d->cores; core++)
|
|
V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
|
|
V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
|
|
|
|
/* Clear any pending interrupts we might have left. */
|
|
for (core = 0; core < v3d->cores; core++)
|
|
V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
|
|
V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
|
|
|
|
cancel_work_sync(&v3d->overflow_mem_work);
|
|
}
|
|
|
|
/** Reinitializes interrupt registers when a GPU reset is performed. */
|
|
void v3d_irq_reset(struct v3d_dev *v3d)
|
|
{
|
|
v3d_irq_enable(v3d);
|
|
}
|