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
);
64 struct vc4_exec_info
*exec
;
65 unsigned long irqflags
;
67 mutex_lock(&vc4
->bin_bo_lock
);
74 bin_bo_slot
= vc4_v3d_get_bin_slot(vc4
);
75 if (bin_bo_slot
< 0) {
76 DRM_ERROR("Couldn't allocate binner overflow mem\n");
80 spin_lock_irqsave(&vc4
->job_lock
, irqflags
);
82 if (vc4
->bin_alloc_overflow
) {
83 /* If we had overflow memory allocated previously,
84 * then that chunk will free when the current bin job
85 * is done. If we don't have a bin job running, then
86 * the chunk will be done whenever the list of render
89 exec
= vc4_first_bin_job(vc4
);
91 exec
= vc4_last_render_job(vc4
);
93 exec
->bin_slots
|= vc4
->bin_alloc_overflow
;
95 /* There's nothing queued in the hardware, so
96 * the old slot is free immediately.
98 vc4
->bin_alloc_used
&= ~vc4
->bin_alloc_overflow
;
101 vc4
->bin_alloc_overflow
= BIT(bin_bo_slot
);
103 V3D_WRITE(V3D_BPOA
, bo
->base
.paddr
+ bin_bo_slot
* vc4
->bin_alloc_size
);
104 V3D_WRITE(V3D_BPOS
, bo
->base
.base
.size
);
105 V3D_WRITE(V3D_INTCTL
, V3D_INT_OUTOMEM
);
106 V3D_WRITE(V3D_INTENA
, V3D_INT_OUTOMEM
);
107 spin_unlock_irqrestore(&vc4
->job_lock
, irqflags
);
110 mutex_unlock(&vc4
->bin_bo_lock
);
114 vc4_irq_finish_bin_job(struct drm_device
*dev
)
116 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
117 struct vc4_exec_info
*next
, *exec
= vc4_first_bin_job(vc4
);
122 vc4_move_job_to_render(dev
, exec
);
123 next
= vc4_first_bin_job(vc4
);
125 /* Only submit the next job in the bin list if it matches the perfmon
126 * attached to the one that just finished (or if both jobs don't have
127 * perfmon attached to them).
129 if (next
&& next
->perfmon
== exec
->perfmon
)
130 vc4_submit_next_bin_job(dev
);
134 vc4_cancel_bin_job(struct drm_device
*dev
)
136 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
137 struct vc4_exec_info
*exec
= vc4_first_bin_job(vc4
);
142 /* Stop the perfmon so that the next bin job can be started. */
144 vc4_perfmon_stop(vc4
, exec
->perfmon
, false);
146 list_move_tail(&exec
->head
, &vc4
->bin_job_list
);
147 vc4_submit_next_bin_job(dev
);
151 vc4_irq_finish_render_job(struct drm_device
*dev
)
153 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
154 struct vc4_exec_info
*exec
= vc4_first_render_job(vc4
);
155 struct vc4_exec_info
*nextbin
, *nextrender
;
160 vc4
->finished_seqno
++;
161 list_move_tail(&exec
->head
, &vc4
->job_done_list
);
163 nextbin
= vc4_first_bin_job(vc4
);
164 nextrender
= vc4_first_render_job(vc4
);
166 /* Only stop the perfmon if following jobs in the queue don't expect it
169 if (exec
->perfmon
&& !nextrender
&&
170 (!nextbin
|| nextbin
->perfmon
!= exec
->perfmon
))
171 vc4_perfmon_stop(vc4
, exec
->perfmon
, true);
173 /* If there's a render job waiting, start it. If this is not the case
174 * we may have to unblock the binner if it's been stalled because of
175 * perfmon (this can be checked by comparing the perfmon attached to
176 * the finished renderjob to the one attached to the next bin job: if
177 * they don't match, this means the binner is stalled and should be
181 vc4_submit_next_render_job(dev
);
182 else if (nextbin
&& nextbin
->perfmon
!= exec
->perfmon
)
183 vc4_submit_next_bin_job(dev
);
186 dma_fence_signal_locked(exec
->fence
);
187 dma_fence_put(exec
->fence
);
191 wake_up_all(&vc4
->job_wait_queue
);
192 schedule_work(&vc4
->job_done_work
);
196 vc4_irq(int irq
, void *arg
)
198 struct drm_device
*dev
= arg
;
199 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
201 irqreturn_t status
= IRQ_NONE
;
204 intctl
= V3D_READ(V3D_INTCTL
);
206 /* Acknowledge the interrupts we're handling here. The binner
207 * last flush / render frame done interrupt will be cleared,
208 * while OUTOMEM will stay high until the underlying cause is
211 V3D_WRITE(V3D_INTCTL
, intctl
);
213 if (intctl
& V3D_INT_OUTOMEM
) {
214 /* Disable OUTOMEM until the work is done. */
215 V3D_WRITE(V3D_INTDIS
, V3D_INT_OUTOMEM
);
216 schedule_work(&vc4
->overflow_mem_work
);
217 status
= IRQ_HANDLED
;
220 if (intctl
& V3D_INT_FLDONE
) {
221 spin_lock(&vc4
->job_lock
);
222 vc4_irq_finish_bin_job(dev
);
223 spin_unlock(&vc4
->job_lock
);
224 status
= IRQ_HANDLED
;
227 if (intctl
& V3D_INT_FRDONE
) {
228 spin_lock(&vc4
->job_lock
);
229 vc4_irq_finish_render_job(dev
);
230 spin_unlock(&vc4
->job_lock
);
231 status
= IRQ_HANDLED
;
238 vc4_irq_preinstall(struct drm_device
*dev
)
240 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
245 init_waitqueue_head(&vc4
->job_wait_queue
);
246 INIT_WORK(&vc4
->overflow_mem_work
, vc4_overflow_mem_work
);
248 /* Clear any pending interrupts someone might have left around
251 V3D_WRITE(V3D_INTCTL
, V3D_DRIVER_IRQS
);
255 vc4_irq_postinstall(struct drm_device
*dev
)
257 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
262 /* Enable the render done interrupts. The out-of-memory interrupt is
263 * enabled as soon as we have a binner BO allocated.
265 V3D_WRITE(V3D_INTENA
, V3D_INT_FLDONE
| V3D_INT_FRDONE
);
271 vc4_irq_uninstall(struct drm_device
*dev
)
273 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
278 /* Disable sending interrupts for our driver's IRQs. */
279 V3D_WRITE(V3D_INTDIS
, V3D_DRIVER_IRQS
);
281 /* Clear any pending interrupts we might have left. */
282 V3D_WRITE(V3D_INTCTL
, V3D_DRIVER_IRQS
);
284 /* Finish any interrupt handler still in flight. */
285 disable_irq(dev
->irq
);
287 cancel_work_sync(&vc4
->overflow_mem_work
);
290 /** Reinitializes interrupt registers when a GPU reset is performed. */
291 void vc4_irq_reset(struct drm_device
*dev
)
293 struct vc4_dev
*vc4
= to_vc4_dev(dev
);
294 unsigned long irqflags
;
296 /* Acknowledge any stale IRQs. */
297 V3D_WRITE(V3D_INTCTL
, V3D_DRIVER_IRQS
);
300 * Turn all our interrupts on. Binner out of memory is the
301 * only one we expect to trigger at this point, since we've
302 * just come from poweron and haven't supplied any overflow
305 V3D_WRITE(V3D_INTENA
, V3D_DRIVER_IRQS
);
307 spin_lock_irqsave(&vc4
->job_lock
, irqflags
);
308 vc4_cancel_bin_job(dev
);
309 vc4_irq_finish_render_job(dev
);
310 spin_unlock_irqrestore(&vc4
->job_lock
, irqflags
);