2 * Copyright © 2014 Broadcom
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20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
25 * DOC: Interrupt management for the V3D engine
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).
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
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
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.
51 #define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
55 DECLARE_WAIT_QUEUE_HEAD(render_wait
);
58 vc4_overflow_mem_work(struct work_struct
*work
)
61 container_of(work
, struct vc4_dev
, overflow_mem_work
);
62 struct vc4_bo
*bo
= vc4
->bin_bo
;
64 struct vc4_exec_info
*exec
;
65 unsigned long irqflags
;
67 bin_bo_slot
= vc4_v3d_get_bin_slot(vc4
);
68 if (bin_bo_slot
< 0) {
69 DRM_ERROR("Couldn't allocate binner overflow mem\n");
73 spin_lock_irqsave(&vc4
->job_lock
, irqflags
);
75 if (vc4
->bin_alloc_overflow
) {
76 /* If we had overflow memory allocated previously,
77 * then that chunk will free when the current bin job
78 * is done. If we don't have a bin job running, then
79 * the chunk will be done whenever the list of render
82 exec
= vc4_first_bin_job(vc4
);
84 exec
= vc4_last_render_job(vc4
);
86 exec
->bin_slots
|= vc4
->bin_alloc_overflow
;
88 /* There's nothing queued in the hardware, so
89 * the old slot is free immediately.
91 vc4
->bin_alloc_used
&= ~vc4
->bin_alloc_overflow
;
94 vc4
->bin_alloc_overflow
= BIT(bin_bo_slot
);
96 V3D_WRITE(V3D_BPOA
, bo
->base
.paddr
+ bin_bo_slot
* vc4
->bin_alloc_size
);
97 V3D_WRITE(V3D_BPOS
, bo
->base
.base
.size
);
98 V3D_WRITE(V3D_INTCTL
, V3D_INT_OUTOMEM
);
99 V3D_WRITE(V3D_INTENA
, V3D_INT_OUTOMEM
);
100 spin_unlock_irqrestore(&vc4
->job_lock
, irqflags
);
104 vc4_irq_finish_bin_job(struct drm_device
*dev
)
106 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
107 struct vc4_exec_info
*next
, *exec
= vc4_first_bin_job(vc4
);
112 vc4_move_job_to_render(dev
, exec
);
113 next
= vc4_first_bin_job(vc4
);
115 /* Only submit the next job in the bin list if it matches the perfmon
116 * attached to the one that just finished (or if both jobs don't have
117 * perfmon attached to them).
119 if (next
&& next
->perfmon
== exec
->perfmon
)
120 vc4_submit_next_bin_job(dev
);
124 vc4_cancel_bin_job(struct drm_device
*dev
)
126 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
127 struct vc4_exec_info
*exec
= vc4_first_bin_job(vc4
);
132 /* Stop the perfmon so that the next bin job can be started. */
134 vc4_perfmon_stop(vc4
, exec
->perfmon
, false);
136 list_move_tail(&exec
->head
, &vc4
->bin_job_list
);
137 vc4_submit_next_bin_job(dev
);
141 vc4_irq_finish_render_job(struct drm_device
*dev
)
143 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
144 struct vc4_exec_info
*exec
= vc4_first_render_job(vc4
);
145 struct vc4_exec_info
*nextbin
, *nextrender
;
150 vc4
->finished_seqno
++;
151 list_move_tail(&exec
->head
, &vc4
->job_done_list
);
153 nextbin
= vc4_first_bin_job(vc4
);
154 nextrender
= vc4_first_render_job(vc4
);
156 /* Only stop the perfmon if following jobs in the queue don't expect it
159 if (exec
->perfmon
&& !nextrender
&&
160 (!nextbin
|| nextbin
->perfmon
!= exec
->perfmon
))
161 vc4_perfmon_stop(vc4
, exec
->perfmon
, true);
163 /* If there's a render job waiting, start it. If this is not the case
164 * we may have to unblock the binner if it's been stalled because of
165 * perfmon (this can be checked by comparing the perfmon attached to
166 * the finished renderjob to the one attached to the next bin job: if
167 * they don't match, this means the binner is stalled and should be
171 vc4_submit_next_render_job(dev
);
172 else if (nextbin
&& nextbin
->perfmon
!= exec
->perfmon
)
173 vc4_submit_next_bin_job(dev
);
176 dma_fence_signal_locked(exec
->fence
);
177 dma_fence_put(exec
->fence
);
181 wake_up_all(&vc4
->job_wait_queue
);
182 schedule_work(&vc4
->job_done_work
);
186 vc4_irq(int irq
, void *arg
)
188 struct drm_device
*dev
= arg
;
189 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
191 irqreturn_t status
= IRQ_NONE
;
194 intctl
= V3D_READ(V3D_INTCTL
);
196 /* Acknowledge the interrupts we're handling here. The binner
197 * last flush / render frame done interrupt will be cleared,
198 * while OUTOMEM will stay high until the underlying cause is
201 V3D_WRITE(V3D_INTCTL
, intctl
);
203 if (intctl
& V3D_INT_OUTOMEM
) {
204 /* Disable OUTOMEM until the work is done. */
205 V3D_WRITE(V3D_INTDIS
, V3D_INT_OUTOMEM
);
206 schedule_work(&vc4
->overflow_mem_work
);
207 status
= IRQ_HANDLED
;
210 if (intctl
& V3D_INT_FLDONE
) {
211 spin_lock(&vc4
->job_lock
);
212 vc4_irq_finish_bin_job(dev
);
213 spin_unlock(&vc4
->job_lock
);
214 status
= IRQ_HANDLED
;
217 if (intctl
& V3D_INT_FRDONE
) {
218 spin_lock(&vc4
->job_lock
);
219 vc4_irq_finish_render_job(dev
);
220 spin_unlock(&vc4
->job_lock
);
221 status
= IRQ_HANDLED
;
228 vc4_irq_preinstall(struct drm_device
*dev
)
230 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
232 init_waitqueue_head(&vc4
->job_wait_queue
);
233 INIT_WORK(&vc4
->overflow_mem_work
, vc4_overflow_mem_work
);
235 /* Clear any pending interrupts someone might have left around
238 V3D_WRITE(V3D_INTCTL
, V3D_DRIVER_IRQS
);
242 vc4_irq_postinstall(struct drm_device
*dev
)
244 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
246 /* Enable both the render done and out of memory interrupts. */
247 V3D_WRITE(V3D_INTENA
, V3D_DRIVER_IRQS
);
253 vc4_irq_uninstall(struct drm_device
*dev
)
255 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
257 /* Disable sending interrupts for our driver's IRQs. */
258 V3D_WRITE(V3D_INTDIS
, V3D_DRIVER_IRQS
);
260 /* Clear any pending interrupts we might have left. */
261 V3D_WRITE(V3D_INTCTL
, V3D_DRIVER_IRQS
);
263 /* Finish any interrupt handler still in flight. */
264 disable_irq(dev
->irq
);
266 cancel_work_sync(&vc4
->overflow_mem_work
);
269 /** Reinitializes interrupt registers when a GPU reset is performed. */
270 void vc4_irq_reset(struct drm_device
*dev
)
272 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
273 unsigned long irqflags
;
275 /* Acknowledge any stale IRQs. */
276 V3D_WRITE(V3D_INTCTL
, V3D_DRIVER_IRQS
);
279 * Turn all our interrupts on. Binner out of memory is the
280 * only one we expect to trigger at this point, since we've
281 * just come from poweron and haven't supplied any overflow
284 V3D_WRITE(V3D_INTENA
, V3D_DRIVER_IRQS
);
286 spin_lock_irqsave(&vc4
->job_lock
, irqflags
);
287 vc4_cancel_bin_job(dev
);
288 vc4_irq_finish_render_job(dev
);
289 spin_unlock_irqrestore(&vc4
->job_lock
, irqflags
);