Merge git://git.kernel.org/pub/scm/linux/kernel/git/davem/net
[linux-2.6-block.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 *
33 * When we take a render frame interrupt, we need to wake the
34 * processes waiting for some frame to be done, and get the next frame
35 * submitted ASAP (so the hardware doesn't sit idle when there's work
36 * to do).
37 *
38 * When we take the binner out of memory interrupt, we need to
39 * allocate some new memory and pass it to the binner so that the
40 * current job can make progress.
41 */
42
43#include "vc4_drv.h"
44#include "vc4_regs.h"
45
46#define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
47 V3D_INT_FRDONE)
48
49DECLARE_WAIT_QUEUE_HEAD(render_wait);
50
51static void
52vc4_overflow_mem_work(struct work_struct *work)
53{
54 struct vc4_dev *vc4 =
55 container_of(work, struct vc4_dev, overflow_mem_work);
56 struct drm_device *dev = vc4->dev;
57 struct vc4_bo *bo;
58
59 bo = vc4_bo_create(dev, 256 * 1024, true);
2c68f1fc 60 if (IS_ERR(bo)) {
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61 DRM_ERROR("Couldn't allocate binner overflow mem\n");
62 return;
63 }
64
65 /* If there's a job executing currently, then our previous
66 * overflow allocation is getting used in that job and we need
67 * to queue it to be released when the job is done. But if no
68 * job is executing at all, then we can free the old overflow
69 * object direcctly.
70 *
71 * No lock necessary for this pointer since we're the only
72 * ones that update the pointer, and our workqueue won't
73 * reenter.
74 */
75 if (vc4->overflow_mem) {
76 struct vc4_exec_info *current_exec;
77 unsigned long irqflags;
78
79 spin_lock_irqsave(&vc4->job_lock, irqflags);
80 current_exec = vc4_first_job(vc4);
81 if (current_exec) {
82 vc4->overflow_mem->seqno = vc4->finished_seqno + 1;
83 list_add_tail(&vc4->overflow_mem->unref_head,
84 &current_exec->unref_list);
85 vc4->overflow_mem = NULL;
86 }
87 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
88 }
89
90 if (vc4->overflow_mem)
91 drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
92 vc4->overflow_mem = bo;
93
94 V3D_WRITE(V3D_BPOA, bo->base.paddr);
95 V3D_WRITE(V3D_BPOS, bo->base.base.size);
96 V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
97 V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
98}
99
100static void
101vc4_irq_finish_job(struct drm_device *dev)
102{
103 struct vc4_dev *vc4 = to_vc4_dev(dev);
104 struct vc4_exec_info *exec = vc4_first_job(vc4);
105
106 if (!exec)
107 return;
108
109 vc4->finished_seqno++;
110 list_move_tail(&exec->head, &vc4->job_done_list);
111 vc4_submit_next_job(dev);
112
113 wake_up_all(&vc4->job_wait_queue);
114 schedule_work(&vc4->job_done_work);
115}
116
117irqreturn_t
118vc4_irq(int irq, void *arg)
119{
120 struct drm_device *dev = arg;
121 struct vc4_dev *vc4 = to_vc4_dev(dev);
122 uint32_t intctl;
123 irqreturn_t status = IRQ_NONE;
124
125 barrier();
126 intctl = V3D_READ(V3D_INTCTL);
127
128 /* Acknowledge the interrupts we're handling here. The render
129 * frame done interrupt will be cleared, while OUTOMEM will
130 * stay high until the underlying cause is cleared.
131 */
132 V3D_WRITE(V3D_INTCTL, intctl);
133
134 if (intctl & V3D_INT_OUTOMEM) {
135 /* Disable OUTOMEM until the work is done. */
136 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
137 schedule_work(&vc4->overflow_mem_work);
138 status = IRQ_HANDLED;
139 }
140
141 if (intctl & V3D_INT_FRDONE) {
142 spin_lock(&vc4->job_lock);
143 vc4_irq_finish_job(dev);
144 spin_unlock(&vc4->job_lock);
145 status = IRQ_HANDLED;
146 }
147
148 return status;
149}
150
151void
152vc4_irq_preinstall(struct drm_device *dev)
153{
154 struct vc4_dev *vc4 = to_vc4_dev(dev);
155
156 init_waitqueue_head(&vc4->job_wait_queue);
157 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
158
159 /* Clear any pending interrupts someone might have left around
160 * for us.
161 */
162 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
163}
164
165int
166vc4_irq_postinstall(struct drm_device *dev)
167{
168 struct vc4_dev *vc4 = to_vc4_dev(dev);
169
170 /* Enable both the render done and out of memory interrupts. */
171 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
172
173 return 0;
174}
175
176void
177vc4_irq_uninstall(struct drm_device *dev)
178{
179 struct vc4_dev *vc4 = to_vc4_dev(dev);
180
181 /* Disable sending interrupts for our driver's IRQs. */
182 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
183
184 /* Clear any pending interrupts we might have left. */
185 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
186
187 cancel_work_sync(&vc4->overflow_mem_work);
188}
189
190/** Reinitializes interrupt registers when a GPU reset is performed. */
191void vc4_irq_reset(struct drm_device *dev)
192{
193 struct vc4_dev *vc4 = to_vc4_dev(dev);
194 unsigned long irqflags;
195
196 /* Acknowledge any stale IRQs. */
197 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
198
199 /*
200 * Turn all our interrupts on. Binner out of memory is the
201 * only one we expect to trigger at this point, since we've
202 * just come from poweron and haven't supplied any overflow
203 * memory yet.
204 */
205 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
206
207 spin_lock_irqsave(&vc4->job_lock, irqflags);
208 vc4_irq_finish_job(dev);
209 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
210}