2 * Copyright © 2014 Broadcom
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:
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
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
24 /** DOC: Interrupt management for the V3D engine.
26 * We have an interrupt status register (V3D_INTCTL) which reports
27 * interrupts, and where writing 1 bits clears those interrupts.
28 * There are also a pair of interrupt registers
29 * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
30 * disables that specific interrupt, and 0s written are ignored
31 * (reading either one returns the set of enabled interrupts).
33 * When we take a binning flush done interrupt, we need to submit the
34 * next frame for binning and move the finished frame to the render
37 * When we take a render frame interrupt, we need to wake the
38 * processes waiting for some frame to be done, and get the next frame
39 * submitted ASAP (so the hardware doesn't sit idle when there's work
42 * When we take the binner out of memory interrupt, we need to
43 * allocate some new memory and pass it to the binner so that the
44 * current job can make progress.
50 #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
54 DECLARE_WAIT_QUEUE_HEAD(render_wait
);
57 vc4_overflow_mem_work(struct work_struct
*work
)
60 container_of(work
, struct vc4_dev
, overflow_mem_work
);
61 struct drm_device
*dev
= vc4
->dev
;
64 bo
= vc4_bo_create(dev
, 256 * 1024, true);
66 DRM_ERROR("Couldn't allocate binner overflow mem\n");
70 /* If there's a job executing currently, then our previous
71 * overflow allocation is getting used in that job and we need
72 * to queue it to be released when the job is done. But if no
73 * job is executing at all, then we can free the old overflow
76 * No lock necessary for this pointer since we're the only
77 * ones that update the pointer, and our workqueue won't
80 if (vc4
->overflow_mem
) {
81 struct vc4_exec_info
*current_exec
;
82 unsigned long irqflags
;
84 spin_lock_irqsave(&vc4
->job_lock
, irqflags
);
85 current_exec
= vc4_first_bin_job(vc4
);
87 current_exec
= vc4_last_render_job(vc4
);
89 vc4
->overflow_mem
->seqno
= current_exec
->seqno
;
90 list_add_tail(&vc4
->overflow_mem
->unref_head
,
91 ¤t_exec
->unref_list
);
92 vc4
->overflow_mem
= NULL
;
94 spin_unlock_irqrestore(&vc4
->job_lock
, irqflags
);
97 if (vc4
->overflow_mem
)
98 drm_gem_object_unreference_unlocked(&vc4
->overflow_mem
->base
.base
);
99 vc4
->overflow_mem
= bo
;
101 V3D_WRITE(V3D_BPOA
, bo
->base
.paddr
);
102 V3D_WRITE(V3D_BPOS
, bo
->base
.base
.size
);
103 V3D_WRITE(V3D_INTCTL
, V3D_INT_OUTOMEM
);
104 V3D_WRITE(V3D_INTENA
, V3D_INT_OUTOMEM
);
108 vc4_irq_finish_bin_job(struct drm_device
*dev
)
110 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
111 struct vc4_exec_info
*exec
= vc4_first_bin_job(vc4
);
116 vc4_move_job_to_render(dev
, exec
);
117 vc4_submit_next_bin_job(dev
);
121 vc4_cancel_bin_job(struct drm_device
*dev
)
123 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
124 struct vc4_exec_info
*exec
= vc4_first_bin_job(vc4
);
129 list_move_tail(&exec
->head
, &vc4
->bin_job_list
);
130 vc4_submit_next_bin_job(dev
);
134 vc4_irq_finish_render_job(struct drm_device
*dev
)
136 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
137 struct vc4_exec_info
*exec
= vc4_first_render_job(vc4
);
142 vc4
->finished_seqno
++;
143 list_move_tail(&exec
->head
, &vc4
->job_done_list
);
144 vc4_submit_next_render_job(dev
);
146 wake_up_all(&vc4
->job_wait_queue
);
147 schedule_work(&vc4
->job_done_work
);
151 vc4_irq(int irq
, void *arg
)
153 struct drm_device
*dev
= arg
;
154 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
156 irqreturn_t status
= IRQ_NONE
;
159 intctl
= V3D_READ(V3D_INTCTL
);
161 /* Acknowledge the interrupts we're handling here. The binner
162 * last flush / render frame done interrupt will be cleared,
163 * while OUTOMEM will stay high until the underlying cause is
166 V3D_WRITE(V3D_INTCTL
, intctl
);
168 if (intctl
& V3D_INT_OUTOMEM
) {
169 /* Disable OUTOMEM until the work is done. */
170 V3D_WRITE(V3D_INTDIS
, V3D_INT_OUTOMEM
);
171 schedule_work(&vc4
->overflow_mem_work
);
172 status
= IRQ_HANDLED
;
175 if (intctl
& V3D_INT_FLDONE
) {
176 spin_lock(&vc4
->job_lock
);
177 vc4_irq_finish_bin_job(dev
);
178 spin_unlock(&vc4
->job_lock
);
179 status
= IRQ_HANDLED
;
182 if (intctl
& V3D_INT_FRDONE
) {
183 spin_lock(&vc4
->job_lock
);
184 vc4_irq_finish_render_job(dev
);
185 spin_unlock(&vc4
->job_lock
);
186 status
= IRQ_HANDLED
;
193 vc4_irq_preinstall(struct drm_device
*dev
)
195 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
197 init_waitqueue_head(&vc4
->job_wait_queue
);
198 INIT_WORK(&vc4
->overflow_mem_work
, vc4_overflow_mem_work
);
200 /* Clear any pending interrupts someone might have left around
203 V3D_WRITE(V3D_INTCTL
, V3D_DRIVER_IRQS
);
207 vc4_irq_postinstall(struct drm_device
*dev
)
209 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
211 /* Enable both the render done and out of memory interrupts. */
212 V3D_WRITE(V3D_INTENA
, V3D_DRIVER_IRQS
);
218 vc4_irq_uninstall(struct drm_device
*dev
)
220 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
222 /* Disable sending interrupts for our driver's IRQs. */
223 V3D_WRITE(V3D_INTDIS
, V3D_DRIVER_IRQS
);
225 /* Clear any pending interrupts we might have left. */
226 V3D_WRITE(V3D_INTCTL
, V3D_DRIVER_IRQS
);
228 cancel_work_sync(&vc4
->overflow_mem_work
);
231 /** Reinitializes interrupt registers when a GPU reset is performed. */
232 void vc4_irq_reset(struct drm_device
*dev
)
234 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
235 unsigned long irqflags
;
237 /* Acknowledge any stale IRQs. */
238 V3D_WRITE(V3D_INTCTL
, V3D_DRIVER_IRQS
);
241 * Turn all our interrupts on. Binner out of memory is the
242 * only one we expect to trigger at this point, since we've
243 * just come from poweron and haven't supplied any overflow
246 V3D_WRITE(V3D_INTENA
, V3D_DRIVER_IRQS
);
248 spin_lock_irqsave(&vc4
->job_lock
, irqflags
);
249 vc4_cancel_bin_job(dev
);
250 vc4_irq_finish_render_job(dev
);
251 spin_unlock_irqrestore(&vc4
->job_lock
, irqflags
);