253 lines
7.0 KiB
C
253 lines
7.0 KiB
C
/*
|
|
* Copyright © 2014 Broadcom
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the "Software"),
|
|
* to deal in the Software without restriction, including without limitation
|
|
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
* and/or sell copies of the Software, and to permit persons to whom the
|
|
* Software is furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice (including the next
|
|
* paragraph) shall be included in all copies or substantial portions of the
|
|
* Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
* IN THE SOFTWARE.
|
|
*/
|
|
|
|
/** DOC: Interrupt management for the V3D engine.
|
|
*
|
|
* We have an interrupt status register (V3D_INTCTL) which reports
|
|
* interrupts, and where writing 1 bits clears those interrupts.
|
|
* There are also a pair of interrupt registers
|
|
* (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
|
|
* disables that specific interrupt, and 0s written are ignored
|
|
* (reading either one returns the set of enabled interrupts).
|
|
*
|
|
* When we take a binning flush done interrupt, we need to submit the
|
|
* next frame for binning and move the finished frame to the render
|
|
* thread.
|
|
*
|
|
* When we take a render frame interrupt, we need to wake the
|
|
* processes waiting for some frame to be done, and get the next frame
|
|
* submitted ASAP (so the hardware doesn't sit idle when there's work
|
|
* to do).
|
|
*
|
|
* 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 "vc4_drv.h"
|
|
#include "vc4_regs.h"
|
|
|
|
#define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
|
|
V3D_INT_FLDONE | \
|
|
V3D_INT_FRDONE)
|
|
|
|
DECLARE_WAIT_QUEUE_HEAD(render_wait);
|
|
|
|
static void
|
|
vc4_overflow_mem_work(struct work_struct *work)
|
|
{
|
|
struct vc4_dev *vc4 =
|
|
container_of(work, struct vc4_dev, overflow_mem_work);
|
|
struct drm_device *dev = vc4->dev;
|
|
struct vc4_bo *bo;
|
|
|
|
bo = vc4_bo_create(dev, 256 * 1024, true);
|
|
if (IS_ERR(bo)) {
|
|
DRM_ERROR("Couldn't allocate binner overflow mem\n");
|
|
return;
|
|
}
|
|
|
|
/* If there's a job executing currently, then our previous
|
|
* overflow allocation is getting used in that job and we need
|
|
* to queue it to be released when the job is done. But if no
|
|
* job is executing at all, then we can free the old overflow
|
|
* object direcctly.
|
|
*
|
|
* No lock necessary for this pointer since we're the only
|
|
* ones that update the pointer, and our workqueue won't
|
|
* reenter.
|
|
*/
|
|
if (vc4->overflow_mem) {
|
|
struct vc4_exec_info *current_exec;
|
|
unsigned long irqflags;
|
|
|
|
spin_lock_irqsave(&vc4->job_lock, irqflags);
|
|
current_exec = vc4_first_bin_job(vc4);
|
|
if (!current_exec)
|
|
current_exec = vc4_last_render_job(vc4);
|
|
if (current_exec) {
|
|
vc4->overflow_mem->seqno = current_exec->seqno;
|
|
list_add_tail(&vc4->overflow_mem->unref_head,
|
|
¤t_exec->unref_list);
|
|
vc4->overflow_mem = NULL;
|
|
}
|
|
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
|
|
}
|
|
|
|
if (vc4->overflow_mem)
|
|
drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
|
|
vc4->overflow_mem = bo;
|
|
|
|
V3D_WRITE(V3D_BPOA, bo->base.paddr);
|
|
V3D_WRITE(V3D_BPOS, bo->base.base.size);
|
|
V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
|
|
V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
|
|
}
|
|
|
|
static void
|
|
vc4_irq_finish_bin_job(struct drm_device *dev)
|
|
{
|
|
struct vc4_dev *vc4 = to_vc4_dev(dev);
|
|
struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
|
|
|
|
if (!exec)
|
|
return;
|
|
|
|
vc4_move_job_to_render(dev, exec);
|
|
vc4_submit_next_bin_job(dev);
|
|
}
|
|
|
|
static void
|
|
vc4_cancel_bin_job(struct drm_device *dev)
|
|
{
|
|
struct vc4_dev *vc4 = to_vc4_dev(dev);
|
|
struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
|
|
|
|
if (!exec)
|
|
return;
|
|
|
|
list_move_tail(&exec->head, &vc4->bin_job_list);
|
|
vc4_submit_next_bin_job(dev);
|
|
}
|
|
|
|
static void
|
|
vc4_irq_finish_render_job(struct drm_device *dev)
|
|
{
|
|
struct vc4_dev *vc4 = to_vc4_dev(dev);
|
|
struct vc4_exec_info *exec = vc4_first_render_job(vc4);
|
|
|
|
if (!exec)
|
|
return;
|
|
|
|
vc4->finished_seqno++;
|
|
list_move_tail(&exec->head, &vc4->job_done_list);
|
|
vc4_submit_next_render_job(dev);
|
|
|
|
wake_up_all(&vc4->job_wait_queue);
|
|
schedule_work(&vc4->job_done_work);
|
|
}
|
|
|
|
irqreturn_t
|
|
vc4_irq(int irq, void *arg)
|
|
{
|
|
struct drm_device *dev = arg;
|
|
struct vc4_dev *vc4 = to_vc4_dev(dev);
|
|
uint32_t intctl;
|
|
irqreturn_t status = IRQ_NONE;
|
|
|
|
barrier();
|
|
intctl = V3D_READ(V3D_INTCTL);
|
|
|
|
/* Acknowledge the interrupts we're handling here. The binner
|
|
* last flush / render frame done interrupt will be cleared,
|
|
* while OUTOMEM will stay high until the underlying cause is
|
|
* cleared.
|
|
*/
|
|
V3D_WRITE(V3D_INTCTL, intctl);
|
|
|
|
if (intctl & V3D_INT_OUTOMEM) {
|
|
/* Disable OUTOMEM until the work is done. */
|
|
V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
|
|
schedule_work(&vc4->overflow_mem_work);
|
|
status = IRQ_HANDLED;
|
|
}
|
|
|
|
if (intctl & V3D_INT_FLDONE) {
|
|
spin_lock(&vc4->job_lock);
|
|
vc4_irq_finish_bin_job(dev);
|
|
spin_unlock(&vc4->job_lock);
|
|
status = IRQ_HANDLED;
|
|
}
|
|
|
|
if (intctl & V3D_INT_FRDONE) {
|
|
spin_lock(&vc4->job_lock);
|
|
vc4_irq_finish_render_job(dev);
|
|
spin_unlock(&vc4->job_lock);
|
|
status = IRQ_HANDLED;
|
|
}
|
|
|
|
return status;
|
|
}
|
|
|
|
void
|
|
vc4_irq_preinstall(struct drm_device *dev)
|
|
{
|
|
struct vc4_dev *vc4 = to_vc4_dev(dev);
|
|
|
|
init_waitqueue_head(&vc4->job_wait_queue);
|
|
INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
|
|
|
|
/* Clear any pending interrupts someone might have left around
|
|
* for us.
|
|
*/
|
|
V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
|
|
}
|
|
|
|
int
|
|
vc4_irq_postinstall(struct drm_device *dev)
|
|
{
|
|
struct vc4_dev *vc4 = to_vc4_dev(dev);
|
|
|
|
/* Enable both the render done and out of memory interrupts. */
|
|
V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
|
|
|
|
return 0;
|
|
}
|
|
|
|
void
|
|
vc4_irq_uninstall(struct drm_device *dev)
|
|
{
|
|
struct vc4_dev *vc4 = to_vc4_dev(dev);
|
|
|
|
/* Disable sending interrupts for our driver's IRQs. */
|
|
V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
|
|
|
|
/* Clear any pending interrupts we might have left. */
|
|
V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
|
|
|
|
cancel_work_sync(&vc4->overflow_mem_work);
|
|
}
|
|
|
|
/** Reinitializes interrupt registers when a GPU reset is performed. */
|
|
void vc4_irq_reset(struct drm_device *dev)
|
|
{
|
|
struct vc4_dev *vc4 = to_vc4_dev(dev);
|
|
unsigned long irqflags;
|
|
|
|
/* Acknowledge any stale IRQs. */
|
|
V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
|
|
|
|
/*
|
|
* Turn all our interrupts on. Binner out of memory is the
|
|
* only one we expect to trigger at this point, since we've
|
|
* just come from poweron and haven't supplied any overflow
|
|
* memory yet.
|
|
*/
|
|
V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
|
|
|
|
spin_lock_irqsave(&vc4->job_lock, irqflags);
|
|
vc4_cancel_bin_job(dev);
|
|
vc4_irq_finish_render_job(dev);
|
|
spin_unlock_irqrestore(&vc4->job_lock, irqflags);
|
|
}
|