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1// SPDX-License-Identifier: GPL-2.0+2/* Copyright (C) 2014-2018 Broadcom */3 4#include <linux/device.h>5#include <linux/dma-mapping.h>6#include <linux/io.h>7#include <linux/module.h>8#include <linux/platform_device.h>9#include <linux/reset.h>10#include <linux/sched/signal.h>11#include <linux/uaccess.h>12 13#include <drm/drm_managed.h>14 15#include "v3d_drv.h"16#include "v3d_regs.h"17#include "v3d_trace.h"18 19static void20v3d_init_core(struct v3d_dev *v3d, int core)21{22	/* Set OVRTMUOUT, which means that the texture sampler uniform23	 * configuration's tmu output type field is used, instead of24	 * using the hardware default behavior based on the texture25	 * type.  If you want the default behavior, you can still put26	 * "2" in the indirect texture state's output_type field.27	 */28	if (v3d->ver < 40)29		V3D_CORE_WRITE(core, V3D_CTL_MISCCFG, V3D_MISCCFG_OVRTMUOUT);30 31	/* Whenever we flush the L2T cache, we always want to flush32	 * the whole thing.33	 */34	V3D_CORE_WRITE(core, V3D_CTL_L2TFLSTA, 0);35	V3D_CORE_WRITE(core, V3D_CTL_L2TFLEND, ~0);36}37 38/* Sets invariant state for the HW. */39static void40v3d_init_hw_state(struct v3d_dev *v3d)41{42	v3d_init_core(v3d, 0);43}44 45static void46v3d_idle_axi(struct v3d_dev *v3d, int core)47{48	V3D_CORE_WRITE(core, V3D_GMP_CFG(v3d->ver), V3D_GMP_CFG_STOP_REQ);49 50	if (wait_for((V3D_CORE_READ(core, V3D_GMP_STATUS(v3d->ver)) &51		      (V3D_GMP_STATUS_RD_COUNT_MASK |52		       V3D_GMP_STATUS_WR_COUNT_MASK |53		       V3D_GMP_STATUS_CFG_BUSY)) == 0, 100)) {54		DRM_ERROR("Failed to wait for safe GMP shutdown\n");55	}56}57 58static void59v3d_idle_gca(struct v3d_dev *v3d)60{61	if (v3d->ver >= 41)62		return;63 64	V3D_GCA_WRITE(V3D_GCA_SAFE_SHUTDOWN, V3D_GCA_SAFE_SHUTDOWN_EN);65 66	if (wait_for((V3D_GCA_READ(V3D_GCA_SAFE_SHUTDOWN_ACK) &67		      V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED) ==68		     V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED, 100)) {69		DRM_ERROR("Failed to wait for safe GCA shutdown\n");70	}71}72 73static void74v3d_reset_by_bridge(struct v3d_dev *v3d)75{76	int version = V3D_BRIDGE_READ(V3D_TOP_GR_BRIDGE_REVISION);77 78	if (V3D_GET_FIELD(version, V3D_TOP_GR_BRIDGE_MAJOR) == 2) {79		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0,80				 V3D_TOP_GR_BRIDGE_SW_INIT_0_V3D_CLK_108_SW_INIT);81		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0, 0);82 83		/* GFXH-1383: The SW_INIT may cause a stray write to address 084		 * of the unit, so reset it to its power-on value here.85		 */86		V3D_WRITE(V3D_HUB_AXICFG, V3D_HUB_AXICFG_MAX_LEN_MASK);87	} else {88		WARN_ON_ONCE(V3D_GET_FIELD(version,89					   V3D_TOP_GR_BRIDGE_MAJOR) != 7);90		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1,91				 V3D_TOP_GR_BRIDGE_SW_INIT_1_V3D_CLK_108_SW_INIT);92		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1, 0);93	}94}95 96static void97v3d_reset_v3d(struct v3d_dev *v3d)98{99	if (v3d->reset)100		reset_control_reset(v3d->reset);101	else102		v3d_reset_by_bridge(v3d);103 104	v3d_init_hw_state(v3d);105}106 107void108v3d_reset(struct v3d_dev *v3d)109{110	struct drm_device *dev = &v3d->drm;111 112	DRM_DEV_ERROR(dev->dev, "Resetting GPU for hang.\n");113	DRM_DEV_ERROR(dev->dev, "V3D_ERR_STAT: 0x%08x\n",114		      V3D_CORE_READ(0, V3D_ERR_STAT));115	trace_v3d_reset_begin(dev);116 117	/* XXX: only needed for safe powerdown, not reset. */118	if (false)119		v3d_idle_axi(v3d, 0);120 121	v3d_idle_gca(v3d);122	v3d_reset_v3d(v3d);123 124	v3d_mmu_set_page_table(v3d);125	v3d_irq_reset(v3d);126 127	v3d_perfmon_stop(v3d, v3d->active_perfmon, false);128 129	trace_v3d_reset_end(dev);130}131 132static void133v3d_flush_l3(struct v3d_dev *v3d)134{135	if (v3d->ver < 41) {136		u32 gca_ctrl = V3D_GCA_READ(V3D_GCA_CACHE_CTRL);137 138		V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,139			      gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH);140 141		if (v3d->ver < 33) {142			V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,143				      gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH);144		}145	}146}147 148/* Invalidates the (read-only) L2C cache.  This was the L2 cache for149 * uniforms and instructions on V3D 3.2.150 */151static void152v3d_invalidate_l2c(struct v3d_dev *v3d, int core)153{154	if (v3d->ver > 32)155		return;156 157	V3D_CORE_WRITE(core, V3D_CTL_L2CACTL,158		       V3D_L2CACTL_L2CCLR |159		       V3D_L2CACTL_L2CENA);160}161 162/* Invalidates texture L2 cachelines */163static void164v3d_flush_l2t(struct v3d_dev *v3d, int core)165{166	/* While there is a busy bit (V3D_L2TCACTL_L2TFLS), we don't167	 * need to wait for completion before dispatching the job --168	 * L2T accesses will be stalled until the flush has completed.169	 * However, we do need to make sure we don't try to trigger a170	 * new flush while the L2_CLEAN queue is trying to171	 * synchronously clean after a job.172	 */173	mutex_lock(&v3d->cache_clean_lock);174	V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,175		       V3D_L2TCACTL_L2TFLS |176		       V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM));177	mutex_unlock(&v3d->cache_clean_lock);178}179 180/* Cleans texture L1 and L2 cachelines (writing back dirty data).181 *182 * For cleaning, which happens from the CACHE_CLEAN queue after CSD has183 * executed, we need to make sure that the clean is done before184 * signaling job completion.  So, we synchronously wait before185 * returning, and we make sure that L2 invalidates don't happen in the186 * meantime to confuse our are-we-done checks.187 */188void189v3d_clean_caches(struct v3d_dev *v3d)190{191	struct drm_device *dev = &v3d->drm;192	int core = 0;193 194	trace_v3d_cache_clean_begin(dev);195 196	V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, V3D_L2TCACTL_TMUWCF);197	if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &198		       V3D_L2TCACTL_TMUWCF), 100)) {199		DRM_ERROR("Timeout waiting for TMU write combiner flush\n");200	}201 202	mutex_lock(&v3d->cache_clean_lock);203	V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,204		       V3D_L2TCACTL_L2TFLS |205		       V3D_SET_FIELD(V3D_L2TCACTL_FLM_CLEAN, V3D_L2TCACTL_FLM));206 207	if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &208		       V3D_L2TCACTL_L2TFLS), 100)) {209		DRM_ERROR("Timeout waiting for L2T clean\n");210	}211 212	mutex_unlock(&v3d->cache_clean_lock);213 214	trace_v3d_cache_clean_end(dev);215}216 217/* Invalidates the slice caches.  These are read-only caches. */218static void219v3d_invalidate_slices(struct v3d_dev *v3d, int core)220{221	V3D_CORE_WRITE(core, V3D_CTL_SLCACTL,222		       V3D_SET_FIELD(0xf, V3D_SLCACTL_TVCCS) |223		       V3D_SET_FIELD(0xf, V3D_SLCACTL_TDCCS) |224		       V3D_SET_FIELD(0xf, V3D_SLCACTL_UCC) |225		       V3D_SET_FIELD(0xf, V3D_SLCACTL_ICC));226}227 228void229v3d_invalidate_caches(struct v3d_dev *v3d)230{231	/* Invalidate the caches from the outside in.  That way if232	 * another CL's concurrent use of nearby memory were to pull233	 * an invalidated cacheline back in, we wouldn't leave stale234	 * data in the inner cache.235	 */236	v3d_flush_l3(v3d);237	v3d_invalidate_l2c(v3d, 0);238	v3d_flush_l2t(v3d, 0);239	v3d_invalidate_slices(v3d, 0);240}241 242int243v3d_gem_init(struct drm_device *dev)244{245	struct v3d_dev *v3d = to_v3d_dev(dev);246	u32 pt_size = 4096 * 1024;247	int ret, i;248 249	for (i = 0; i < V3D_MAX_QUEUES; i++) {250		struct v3d_queue_state *queue = &v3d->queue[i];251 252		queue->fence_context = dma_fence_context_alloc(1);253		memset(&queue->stats, 0, sizeof(queue->stats));254		seqcount_init(&queue->stats.lock);255	}256 257	spin_lock_init(&v3d->mm_lock);258	spin_lock_init(&v3d->job_lock);259	ret = drmm_mutex_init(dev, &v3d->bo_lock);260	if (ret)261		return ret;262	ret = drmm_mutex_init(dev, &v3d->reset_lock);263	if (ret)264		return ret;265	ret = drmm_mutex_init(dev, &v3d->sched_lock);266	if (ret)267		return ret;268	ret = drmm_mutex_init(dev, &v3d->cache_clean_lock);269	if (ret)270		return ret;271 272	/* Note: We don't allocate address 0.  Various bits of HW273	 * treat 0 as special, such as the occlusion query counters274	 * where 0 means "disabled".275	 */276	drm_mm_init(&v3d->mm, 1, pt_size / sizeof(u32) - 1);277 278	v3d->pt = dma_alloc_wc(v3d->drm.dev, pt_size,279			       &v3d->pt_paddr,280			       GFP_KERNEL | __GFP_NOWARN | __GFP_ZERO);281	if (!v3d->pt) {282		drm_mm_takedown(&v3d->mm);283		dev_err(v3d->drm.dev,284			"Failed to allocate page tables. Please ensure you have DMA enabled.\n");285		return -ENOMEM;286	}287 288	v3d_init_hw_state(v3d);289	v3d_mmu_set_page_table(v3d);290 291	ret = v3d_sched_init(v3d);292	if (ret) {293		drm_mm_takedown(&v3d->mm);294		dma_free_coherent(v3d->drm.dev, 4096 * 1024, (void *)v3d->pt,295				  v3d->pt_paddr);296	}297 298	return 0;299}300 301void302v3d_gem_destroy(struct drm_device *dev)303{304	struct v3d_dev *v3d = to_v3d_dev(dev);305 306	v3d_sched_fini(v3d);307 308	/* Waiting for jobs to finish would need to be done before309	 * unregistering V3D.310	 */311	WARN_ON(v3d->bin_job);312	WARN_ON(v3d->render_job);313	WARN_ON(v3d->tfu_job);314	WARN_ON(v3d->csd_job);315 316	drm_mm_takedown(&v3d->mm);317 318	dma_free_coherent(v3d->drm.dev, 4096 * 1024, (void *)v3d->pt,319			  v3d->pt_paddr);320}321