Merge remote-tracking branch 'selinux/next'
[deliverable/linux.git] / drivers / gpu / drm / vc4 / vc4_irq.c
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1/*
2 * Copyright © 2014 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24/** DOC: Interrupt management for the V3D engine.
25 *
26 * We have an interrupt status register (V3D_INTCTL) which reports
27 * interrupts, and where writing 1 bits clears those interrupts.
28 * There are also a pair of interrupt registers
29 * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
30 * disables that specific interrupt, and 0s written are ignored
31 * (reading either one returns the set of enabled interrupts).
32 *
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33 * When we take a binning flush done interrupt, we need to submit the
34 * next frame for binning and move the finished frame to the render
35 * thread.
36 *
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37 * When we take a render frame interrupt, we need to wake the
38 * processes waiting for some frame to be done, and get the next frame
39 * submitted ASAP (so the hardware doesn't sit idle when there's work
40 * to do).
41 *
42 * When we take the binner out of memory interrupt, we need to
43 * allocate some new memory and pass it to the binner so that the
44 * current job can make progress.
45 */
46
47#include "vc4_drv.h"
48#include "vc4_regs.h"
49
50#define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
ca26d28b 51 V3D_INT_FLDONE | \
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52 V3D_INT_FRDONE)
53
54DECLARE_WAIT_QUEUE_HEAD(render_wait);
55
56static void
57vc4_overflow_mem_work(struct work_struct *work)
58{
59 struct vc4_dev *vc4 =
60 container_of(work, struct vc4_dev, overflow_mem_work);
61 struct drm_device *dev = vc4->dev;
62 struct vc4_bo *bo;
63
64 bo = vc4_bo_create(dev, 256 * 1024, true);
2c68f1fc 65 if (IS_ERR(bo)) {
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66 DRM_ERROR("Couldn't allocate binner overflow mem\n");
67 return;
68 }
69
70 /* If there's a job executing currently, then our previous
71 * overflow allocation is getting used in that job and we need
72 * to queue it to be released when the job is done. But if no
73 * job is executing at all, then we can free the old overflow
74 * object direcctly.
75 *
76 * No lock necessary for this pointer since we're the only
77 * ones that update the pointer, and our workqueue won't
78 * reenter.
79 */
80 if (vc4->overflow_mem) {
81 struct vc4_exec_info *current_exec;
82 unsigned long irqflags;
83
84 spin_lock_irqsave(&vc4->job_lock, irqflags);
ca26d28b 85 current_exec = vc4_first_bin_job(vc4);
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86 if (!current_exec)
87 current_exec = vc4_last_render_job(vc4);
d5b1a78a 88 if (current_exec) {
9326e6f2 89 vc4->overflow_mem->seqno = current_exec->seqno;
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90 list_add_tail(&vc4->overflow_mem->unref_head,
91 &current_exec->unref_list);
92 vc4->overflow_mem = NULL;
93 }
94 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
95 }
96
97 if (vc4->overflow_mem)
98 drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
99 vc4->overflow_mem = bo;
100
101 V3D_WRITE(V3D_BPOA, bo->base.paddr);
102 V3D_WRITE(V3D_BPOS, bo->base.base.size);
103 V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
104 V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
105}
106
107static void
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108vc4_irq_finish_bin_job(struct drm_device *dev)
109{
110 struct vc4_dev *vc4 = to_vc4_dev(dev);
111 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
112
113 if (!exec)
114 return;
115
116 vc4_move_job_to_render(dev, exec);
117 vc4_submit_next_bin_job(dev);
118}
119
120static void
121vc4_cancel_bin_job(struct drm_device *dev)
122{
123 struct vc4_dev *vc4 = to_vc4_dev(dev);
124 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
125
126 if (!exec)
127 return;
128
129 list_move_tail(&exec->head, &vc4->bin_job_list);
130 vc4_submit_next_bin_job(dev);
131}
132
133static void
134vc4_irq_finish_render_job(struct drm_device *dev)
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135{
136 struct vc4_dev *vc4 = to_vc4_dev(dev);
ca26d28b 137 struct vc4_exec_info *exec = vc4_first_render_job(vc4);
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138
139 if (!exec)
140 return;
141
142 vc4->finished_seqno++;
143 list_move_tail(&exec->head, &vc4->job_done_list);
ca26d28b 144 vc4_submit_next_render_job(dev);
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145
146 wake_up_all(&vc4->job_wait_queue);
147 schedule_work(&vc4->job_done_work);
148}
149
150irqreturn_t
151vc4_irq(int irq, void *arg)
152{
153 struct drm_device *dev = arg;
154 struct vc4_dev *vc4 = to_vc4_dev(dev);
155 uint32_t intctl;
156 irqreturn_t status = IRQ_NONE;
157
158 barrier();
159 intctl = V3D_READ(V3D_INTCTL);
160
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161 /* Acknowledge the interrupts we're handling here. The binner
162 * last flush / render frame done interrupt will be cleared,
163 * while OUTOMEM will stay high until the underlying cause is
164 * cleared.
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165 */
166 V3D_WRITE(V3D_INTCTL, intctl);
167
168 if (intctl & V3D_INT_OUTOMEM) {
169 /* Disable OUTOMEM until the work is done. */
170 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
171 schedule_work(&vc4->overflow_mem_work);
172 status = IRQ_HANDLED;
173 }
174
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175 if (intctl & V3D_INT_FLDONE) {
176 spin_lock(&vc4->job_lock);
177 vc4_irq_finish_bin_job(dev);
178 spin_unlock(&vc4->job_lock);
179 status = IRQ_HANDLED;
180 }
181
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182 if (intctl & V3D_INT_FRDONE) {
183 spin_lock(&vc4->job_lock);
ca26d28b 184 vc4_irq_finish_render_job(dev);
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185 spin_unlock(&vc4->job_lock);
186 status = IRQ_HANDLED;
187 }
188
189 return status;
190}
191
192void
193vc4_irq_preinstall(struct drm_device *dev)
194{
195 struct vc4_dev *vc4 = to_vc4_dev(dev);
196
197 init_waitqueue_head(&vc4->job_wait_queue);
198 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
199
200 /* Clear any pending interrupts someone might have left around
201 * for us.
202 */
203 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
204}
205
206int
207vc4_irq_postinstall(struct drm_device *dev)
208{
209 struct vc4_dev *vc4 = to_vc4_dev(dev);
210
211 /* Enable both the render done and out of memory interrupts. */
212 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
213
214 return 0;
215}
216
217void
218vc4_irq_uninstall(struct drm_device *dev)
219{
220 struct vc4_dev *vc4 = to_vc4_dev(dev);
221
222 /* Disable sending interrupts for our driver's IRQs. */
223 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
224
225 /* Clear any pending interrupts we might have left. */
226 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
227
228 cancel_work_sync(&vc4->overflow_mem_work);
229}
230
231/** Reinitializes interrupt registers when a GPU reset is performed. */
232void vc4_irq_reset(struct drm_device *dev)
233{
234 struct vc4_dev *vc4 = to_vc4_dev(dev);
235 unsigned long irqflags;
236
237 /* Acknowledge any stale IRQs. */
238 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
239
240 /*
241 * Turn all our interrupts on. Binner out of memory is the
242 * only one we expect to trigger at this point, since we've
243 * just come from poweron and haven't supplied any overflow
244 * memory yet.
245 */
246 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
247
248 spin_lock_irqsave(&vc4->job_lock, irqflags);
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249 vc4_cancel_bin_job(dev);
250 vc4_irq_finish_render_job(dev);
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251 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
252}
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