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1// SPDX-License-Identifier: GPL-2.0+2/* Copyright (C) 2014-2018 Broadcom */3 4/**5 * DOC: Interrupt management for the V3D engine6 *7 * When we take a bin, render, TFU done, or CSD done interrupt, we8 * need to signal the fence for that job so that the scheduler can9 * queue up the next one and unblock any waiters.10 *11 * When we take the binner out of memory interrupt, we need to12 * allocate some new memory and pass it to the binner so that the13 * current job can make progress.14 */15 16#include <linux/platform_device.h>17#include <linux/sched/clock.h>18 19#include "v3d_drv.h"20#include "v3d_regs.h"21#include "v3d_trace.h"22 23#define V3D_CORE_IRQS(ver) ((u32)(V3D_INT_OUTOMEM |	\24				  V3D_INT_FLDONE |	\25				  V3D_INT_FRDONE |	\26				  V3D_INT_CSDDONE(ver) |	\27				  (ver < 71 ? V3D_INT_GMPV : 0)))28 29#define V3D_HUB_IRQS(ver) ((u32)(V3D_HUB_INT_MMU_WRV |	\30				 V3D_HUB_INT_MMU_PTI |	\31				 V3D_HUB_INT_MMU_CAP |	\32				 V3D_HUB_INT_TFUC |		\33				 (ver >= 71 ? V3D_V7_HUB_INT_GMPV : 0)))34 35static irqreturn_t36v3d_hub_irq(int irq, void *arg);37 38static void39v3d_overflow_mem_work(struct work_struct *work)40{41	struct v3d_dev *v3d =42		container_of(work, struct v3d_dev, overflow_mem_work);43	struct drm_device *dev = &v3d->drm;44	struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);45	struct drm_gem_object *obj;46	unsigned long irqflags;47 48	if (IS_ERR(bo)) {49		DRM_ERROR("Couldn't allocate binner overflow mem\n");50		return;51	}52	obj = &bo->base.base;53 54	/* We lost a race, and our work task came in after the bin job55	 * completed and exited.  This can happen because the HW56	 * signals OOM before it's fully OOM, so the binner might just57	 * barely complete.58	 *59	 * If we lose the race and our work task comes in after a new60	 * bin job got scheduled, that's fine.  We'll just give them61	 * some binner pool anyway.62	 */63	spin_lock_irqsave(&v3d->job_lock, irqflags);64	if (!v3d->bin_job) {65		spin_unlock_irqrestore(&v3d->job_lock, irqflags);66		goto out;67	}68 69	drm_gem_object_get(obj);70	list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);71	spin_unlock_irqrestore(&v3d->job_lock, irqflags);72 73	V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << V3D_MMU_PAGE_SHIFT);74	V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);75 76out:77	drm_gem_object_put(obj);78}79 80static irqreturn_t81v3d_irq(int irq, void *arg)82{83	struct v3d_dev *v3d = arg;84	u32 intsts;85	irqreturn_t status = IRQ_NONE;86 87	intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);88 89	/* Acknowledge the interrupts we're handling here. */90	V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);91 92	if (intsts & V3D_INT_OUTOMEM) {93		/* Note that the OOM status is edge signaled, so the94		 * interrupt won't happen again until the we actually95		 * add more memory.  Also, as of V3D 4.1, FLDONE won't96		 * be reported until any OOM state has been cleared.97		 */98		schedule_work(&v3d->overflow_mem_work);99		status = IRQ_HANDLED;100	}101 102	if (intsts & V3D_INT_FLDONE) {103		struct v3d_fence *fence =104			to_v3d_fence(v3d->bin_job->base.irq_fence);105 106		v3d_job_update_stats(&v3d->bin_job->base, V3D_BIN);107		trace_v3d_bcl_irq(&v3d->drm, fence->seqno);108		dma_fence_signal(&fence->base);109		status = IRQ_HANDLED;110	}111 112	if (intsts & V3D_INT_FRDONE) {113		struct v3d_fence *fence =114			to_v3d_fence(v3d->render_job->base.irq_fence);115 116		v3d_job_update_stats(&v3d->render_job->base, V3D_RENDER);117		trace_v3d_rcl_irq(&v3d->drm, fence->seqno);118		dma_fence_signal(&fence->base);119		status = IRQ_HANDLED;120	}121 122	if (intsts & V3D_INT_CSDDONE(v3d->ver)) {123		struct v3d_fence *fence =124			to_v3d_fence(v3d->csd_job->base.irq_fence);125 126		v3d_job_update_stats(&v3d->csd_job->base, V3D_CSD);127		trace_v3d_csd_irq(&v3d->drm, fence->seqno);128		dma_fence_signal(&fence->base);129		status = IRQ_HANDLED;130	}131 132	/* We shouldn't be triggering these if we have GMP in133	 * always-allowed mode.134	 */135	if (v3d->ver < 71 && (intsts & V3D_INT_GMPV))136		dev_err(v3d->drm.dev, "GMP violation\n");137 138	/* V3D 4.2 wires the hub and core IRQs together, so if we &139	 * didn't see the common one then check hub for MMU IRQs.140	 */141	if (v3d->single_irq_line && status == IRQ_NONE)142		return v3d_hub_irq(irq, arg);143 144	return status;145}146 147static irqreturn_t148v3d_hub_irq(int irq, void *arg)149{150	struct v3d_dev *v3d = arg;151	u32 intsts;152	irqreturn_t status = IRQ_NONE;153 154	intsts = V3D_READ(V3D_HUB_INT_STS);155 156	/* Acknowledge the interrupts we're handling here. */157	V3D_WRITE(V3D_HUB_INT_CLR, intsts);158 159	if (intsts & V3D_HUB_INT_TFUC) {160		struct v3d_fence *fence =161			to_v3d_fence(v3d->tfu_job->base.irq_fence);162 163		v3d_job_update_stats(&v3d->tfu_job->base, V3D_TFU);164		trace_v3d_tfu_irq(&v3d->drm, fence->seqno);165		dma_fence_signal(&fence->base);166		status = IRQ_HANDLED;167	}168 169	if (intsts & (V3D_HUB_INT_MMU_WRV |170		      V3D_HUB_INT_MMU_PTI |171		      V3D_HUB_INT_MMU_CAP)) {172		u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);173		u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<174				(v3d->va_width - 32));175		static const char *const v3d41_axi_ids[] = {176			"L2T",177			"PTB",178			"PSE",179			"TLB",180			"CLE",181			"TFU",182			"MMU",183			"GMP",184		};185		const char *client = "?";186 187		V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));188 189		if (v3d->ver >= 41) {190			axi_id = axi_id >> 5;191			if (axi_id < ARRAY_SIZE(v3d41_axi_ids))192				client = v3d41_axi_ids[axi_id];193		}194 195		dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",196			client, axi_id, (long long)vio_addr,197			((intsts & V3D_HUB_INT_MMU_WRV) ?198			 ", write violation" : ""),199			((intsts & V3D_HUB_INT_MMU_PTI) ?200			 ", pte invalid" : ""),201			((intsts & V3D_HUB_INT_MMU_CAP) ?202			 ", cap exceeded" : ""));203		status = IRQ_HANDLED;204	}205 206	if (v3d->ver >= 71 && (intsts & V3D_V7_HUB_INT_GMPV)) {207		dev_err(v3d->drm.dev, "GMP Violation\n");208		status = IRQ_HANDLED;209	}210 211	return status;212}213 214int215v3d_irq_init(struct v3d_dev *v3d)216{217	int irq1, ret, core;218 219	INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);220 221	/* Clear any pending interrupts someone might have left around222	 * for us.223	 */224	for (core = 0; core < v3d->cores; core++)225		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));226	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));227 228	irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);229	if (irq1 == -EPROBE_DEFER)230		return irq1;231	if (irq1 > 0) {232		ret = devm_request_irq(v3d->drm.dev, irq1,233				       v3d_irq, IRQF_SHARED,234				       "v3d_core0", v3d);235		if (ret)236			goto fail;237		ret = devm_request_irq(v3d->drm.dev,238				       platform_get_irq(v3d_to_pdev(v3d), 0),239				       v3d_hub_irq, IRQF_SHARED,240				       "v3d_hub", v3d);241		if (ret)242			goto fail;243	} else {244		v3d->single_irq_line = true;245 246		ret = devm_request_irq(v3d->drm.dev,247				       platform_get_irq(v3d_to_pdev(v3d), 0),248				       v3d_irq, IRQF_SHARED,249				       "v3d", v3d);250		if (ret)251			goto fail;252	}253 254	v3d_irq_enable(v3d);255	return 0;256 257fail:258	if (ret != -EPROBE_DEFER)259		dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);260	return ret;261}262 263void264v3d_irq_enable(struct v3d_dev *v3d)265{266	int core;267 268	/* Enable our set of interrupts, masking out any others. */269	for (core = 0; core < v3d->cores; core++) {270		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS(v3d->ver));271		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver));272	}273 274	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver));275	V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver));276}277 278void279v3d_irq_disable(struct v3d_dev *v3d)280{281	int core;282 283	/* Disable all interrupts. */284	for (core = 0; core < v3d->cores; core++)285		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);286	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);287 288	/* Clear any pending interrupts we might have left. */289	for (core = 0; core < v3d->cores; core++)290		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS(v3d->ver));291	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));292 293	cancel_work_sync(&v3d->overflow_mem_work);294}295 296/** Reinitializes interrupt registers when a GPU reset is performed. */297void v3d_irq_reset(struct v3d_dev *v3d)298{299	v3d_irq_enable(v3d);300}301