cregit-Linux how code gets into the kernel

Release 4.17 drivers/gpu/drm/vc4/vc4_irq.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 vc4_bo *bo = vc4->bin_bo; int bin_bo_slot; struct vc4_exec_info *exec; unsigned long irqflags; bin_bo_slot = vc4_v3d_get_bin_slot(vc4); if (bin_bo_slot < 0) { DRM_ERROR("Couldn't allocate binner overflow mem\n"); return; } spin_lock_irqsave(&vc4->job_lock, irqflags); if (vc4->bin_alloc_overflow) { /* If we had overflow memory allocated previously, * then that chunk will free when the current bin job * is done. If we don't have a bin job running, then * the chunk will be done whenever the list of render * jobs has drained. */ exec = vc4_first_bin_job(vc4); if (!exec) exec = vc4_last_render_job(vc4); if (exec) { exec->bin_slots |= vc4->bin_alloc_overflow; } else { /* There's nothing queued in the hardware, so * the old slot is free immediately. */ vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow; } } vc4->bin_alloc_overflow = BIT(bin_bo_slot); V3D_WRITE(V3D_BPOA, bo->base.paddr + bin_bo_slot * vc4->bin_alloc_size); V3D_WRITE(V3D_BPOS, bo->base.base.size); V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM); V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM); spin_unlock_irqrestore(&vc4->job_lock, irqflags); }

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Eric Anholt19599.49%375.00%
Varad Gautam10.51%125.00%
Total196100.00%4100.00%


static void vc4_irq_finish_bin_job(struct drm_device *dev) { struct vc4_dev *vc4 = to_vc4_dev(dev); struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4); if (!exec) return; vc4_move_job_to_render(dev, exec); next = vc4_first_bin_job(vc4); /* Only submit the next job in the bin list if it matches the perfmon * attached to the one that just finished (or if both jobs don't have * perfmon attached to them). */ if (next && next->perfmon == exec->perfmon) vc4_submit_next_bin_job(dev); }

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PersonTokensPropCommitsCommitProp
Varad Gautam2534.72%133.33%
Eric Anholt2433.33%133.33%
Boris Brezillon2331.94%133.33%
Total72100.00%3100.00%


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; /* Stop the perfmon so that the next bin job can be started. */ if (exec->perfmon) vc4_perfmon_stop(vc4, exec->perfmon, false); list_move_tail(&exec->head, &vc4->bin_job_list); vc4_submit_next_bin_job(dev); }

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PersonTokensPropCommitsCommitProp
Varad Gautam5575.34%150.00%
Boris Brezillon1824.66%150.00%
Total73100.00%2100.00%


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); struct vc4_exec_info *nextbin, *nextrender; if (!exec) return; vc4->finished_seqno++; list_move_tail(&exec->head, &vc4->job_done_list); nextbin = vc4_first_bin_job(vc4); nextrender = vc4_first_render_job(vc4); /* Only stop the perfmon if following jobs in the queue don't expect it * to be enabled. */ if (exec->perfmon && !nextrender && (!nextbin || nextbin->perfmon != exec->perfmon)) vc4_perfmon_stop(vc4, exec->perfmon, true); /* If there's a render job waiting, start it. If this is not the case * we may have to unblock the binner if it's been stalled because of * perfmon (this can be checked by comparing the perfmon attached to * the finished renderjob to the one attached to the next bin job: if * they don't match, this means the binner is stalled and should be * restarted). */ if (nextrender) vc4_submit_next_render_job(dev); else if (nextbin && nextbin->perfmon != exec->perfmon) vc4_submit_next_bin_job(dev); if (exec->fence) { dma_fence_signal_locked(exec->fence); dma_fence_put(exec->fence); exec->fence = NULL; } wake_up_all(&vc4->job_wait_queue); schedule_work(&vc4->job_done_work); }

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PersonTokensPropCommitsCommitProp
Boris Brezillon8445.90%120.00%
Eric Anholt6636.07%240.00%
Varad Gautam2614.21%120.00%
Stefan Schake73.83%120.00%
Total183100.00%5100.00%


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; }

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PersonTokensPropCommitsCommitProp
Eric Anholt11776.97%150.00%
Varad Gautam3523.03%150.00%
Total152100.00%2100.00%


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); }

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PersonTokensPropCommitsCommitProp
Eric Anholt46100.00%1100.00%
Total46100.00%1100.00%


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; }

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Eric Anholt31100.00%1100.00%
Total31100.00%1100.00%


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); /* Finish any interrupt handler still in flight. */ disable_irq(dev->irq); cancel_work_sync(&vc4->overflow_mem_work); }

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PersonTokensPropCommitsCommitProp
Eric Anholt4484.62%150.00%
Stefan Schake815.38%150.00%
Total52100.00%2100.00%

/** 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); }

Contributors

PersonTokensPropCommitsCommitProp
Eric Anholt6491.43%150.00%
Varad Gautam68.57%150.00%
Total70100.00%2100.00%


Overall Contributors

PersonTokensPropCommitsCommitProp
Eric Anholt60467.64%555.56%
Varad Gautam14916.69%111.11%
Boris Brezillon12514.00%111.11%
Stefan Schake151.68%222.22%
Total893100.00%9100.00%
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