1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2014-2018 Broadcom */
5 * DOC: Interrupt management for the V3D engine
7 * When we take a binning or rendering flush done interrupt, we need
8 * to signal the fence for that job so that the scheduler can queue up
9 * the next one and unblock any waiters.
11 * When we take the binner out of memory interrupt, we need to
12 * allocate some new memory and pass it to the binner so that the
13 * current job can make progress.
19 #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
24 #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
25 V3D_HUB_INT_MMU_PTI | \
29 v3d_overflow_mem_work(struct work_struct
*work
)
32 container_of(work
, struct v3d_dev
, overflow_mem_work
);
33 struct drm_device
*dev
= &v3d
->drm
;
34 struct v3d_bo
*bo
= v3d_bo_create(dev
, NULL
/* XXX: GMP */, 256 * 1024);
35 unsigned long irqflags
;
38 DRM_ERROR("Couldn't allocate binner overflow mem\n");
42 /* We lost a race, and our work task came in after the bin job
43 * completed and exited. This can happen because the HW
44 * signals OOM before it's fully OOM, so the binner might just
47 * If we lose the race and our work task comes in after a new
48 * bin job got scheduled, that's fine. We'll just give them
49 * some binner pool anyway.
51 spin_lock_irqsave(&v3d
->job_lock
, irqflags
);
53 spin_unlock_irqrestore(&v3d
->job_lock
, irqflags
);
57 drm_gem_object_get(&bo
->base
);
58 list_add_tail(&bo
->unref_head
, &v3d
->bin_job
->unref_list
);
59 spin_unlock_irqrestore(&v3d
->job_lock
, irqflags
);
61 V3D_CORE_WRITE(0, V3D_PTB_BPOA
, bo
->node
.start
<< PAGE_SHIFT
);
62 V3D_CORE_WRITE(0, V3D_PTB_BPOS
, bo
->base
.size
);
65 drm_gem_object_put_unlocked(&bo
->base
);
69 v3d_irq(int irq
, void *arg
)
71 struct v3d_dev
*v3d
= arg
;
73 irqreturn_t status
= IRQ_NONE
;
75 intsts
= V3D_CORE_READ(0, V3D_CTL_INT_STS
);
77 /* Acknowledge the interrupts we're handling here. */
78 V3D_CORE_WRITE(0, V3D_CTL_INT_CLR
, intsts
);
80 if (intsts
& V3D_INT_OUTOMEM
) {
81 /* Note that the OOM status is edge signaled, so the
82 * interrupt won't happen again until the we actually
85 schedule_work(&v3d
->overflow_mem_work
);
89 if (intsts
& V3D_INT_FLDONE
) {
90 dma_fence_signal(v3d
->bin_job
->bin
.done_fence
);
94 if (intsts
& V3D_INT_FRDONE
) {
95 dma_fence_signal(v3d
->render_job
->render
.done_fence
);
99 /* We shouldn't be triggering these if we have GMP in
100 * always-allowed mode.
102 if (intsts
& V3D_INT_GMPV
)
103 dev_err(v3d
->dev
, "GMP violation\n");
109 v3d_hub_irq(int irq
, void *arg
)
111 struct v3d_dev
*v3d
= arg
;
113 irqreturn_t status
= IRQ_NONE
;
115 intsts
= V3D_READ(V3D_HUB_INT_STS
);
117 /* Acknowledge the interrupts we're handling here. */
118 V3D_WRITE(V3D_HUB_INT_CLR
, intsts
);
120 if (intsts
& (V3D_HUB_INT_MMU_WRV
|
121 V3D_HUB_INT_MMU_PTI
|
122 V3D_HUB_INT_MMU_CAP
)) {
123 u32 axi_id
= V3D_READ(V3D_MMU_VIO_ID
);
124 u64 vio_addr
= (u64
)V3D_READ(V3D_MMU_VIO_ADDR
) << 8;
126 dev_err(v3d
->dev
, "MMU error from client %d at 0x%08llx%s%s%s\n",
127 axi_id
, (long long)vio_addr
,
128 ((intsts
& V3D_HUB_INT_MMU_WRV
) ?
129 ", write violation" : ""),
130 ((intsts
& V3D_HUB_INT_MMU_PTI
) ?
131 ", pte invalid" : ""),
132 ((intsts
& V3D_HUB_INT_MMU_CAP
) ?
133 ", cap exceeded" : ""));
134 status
= IRQ_HANDLED
;
141 v3d_irq_init(struct v3d_dev
*v3d
)
145 INIT_WORK(&v3d
->overflow_mem_work
, v3d_overflow_mem_work
);
147 /* Clear any pending interrupts someone might have left around
150 for (core
= 0; core
< v3d
->cores
; core
++)
151 V3D_CORE_WRITE(core
, V3D_CTL_INT_CLR
, V3D_CORE_IRQS
);
152 V3D_WRITE(V3D_HUB_INT_CLR
, V3D_HUB_IRQS
);
154 ret
= devm_request_irq(v3d
->dev
, platform_get_irq(v3d
->pdev
, 0),
155 v3d_hub_irq
, IRQF_SHARED
,
160 ret
= devm_request_irq(v3d
->dev
, platform_get_irq(v3d
->pdev
, 1),
161 v3d_irq
, IRQF_SHARED
,
170 if (ret
!= -EPROBE_DEFER
)
171 dev_err(v3d
->dev
, "IRQ setup failed: %d\n", ret
);
176 v3d_irq_enable(struct v3d_dev
*v3d
)
180 /* Enable our set of interrupts, masking out any others. */
181 for (core
= 0; core
< v3d
->cores
; core
++) {
182 V3D_CORE_WRITE(core
, V3D_CTL_INT_MSK_SET
, ~V3D_CORE_IRQS
);
183 V3D_CORE_WRITE(core
, V3D_CTL_INT_MSK_CLR
, V3D_CORE_IRQS
);
186 V3D_WRITE(V3D_HUB_INT_MSK_SET
, ~V3D_HUB_IRQS
);
187 V3D_WRITE(V3D_HUB_INT_MSK_CLR
, V3D_HUB_IRQS
);
191 v3d_irq_disable(struct v3d_dev
*v3d
)
195 /* Disable all interrupts. */
196 for (core
= 0; core
< v3d
->cores
; core
++)
197 V3D_CORE_WRITE(core
, V3D_CTL_INT_MSK_SET
, ~0);
198 V3D_WRITE(V3D_HUB_INT_MSK_SET
, ~0);
200 /* Clear any pending interrupts we might have left. */
201 for (core
= 0; core
< v3d
->cores
; core
++)
202 V3D_CORE_WRITE(core
, V3D_CTL_INT_CLR
, V3D_CORE_IRQS
);
203 V3D_WRITE(V3D_HUB_INT_CLR
, V3D_HUB_IRQS
);
205 cancel_work_sync(&v3d
->overflow_mem_work
);
208 /** Reinitializes interrupt registers when a GPU reset is performed. */
209 void v3d_irq_reset(struct v3d_dev
*v3d
)