Author | Tokens | Token Proportion | Commits | Commit Proportion |
---|---|---|---|---|
Eric Anholt | 1117 | 97.73% | 11 | 68.75% |
Daniel Vetter | 21 | 1.84% | 2 | 12.50% |
Sam Ravnborg | 3 | 0.26% | 1 | 6.25% |
Emil Velikov | 1 | 0.09% | 1 | 6.25% |
Nicolas Saenz Julienne | 1 | 0.09% | 1 | 6.25% |
Total | 1143 | 16 |
// SPDX-License-Identifier: GPL-2.0+ /* Copyright (C) 2014-2018 Broadcom */ /** * DOC: Interrupt management for the V3D engine * * When we take a bin, render, TFU done, or CSD done interrupt, we * need to signal the fence for that job so that the scheduler can * queue up the next one and unblock any waiters. * * 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 <linux/platform_device.h> #include "v3d_drv.h" #include "v3d_regs.h" #include "v3d_trace.h" #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \ V3D_INT_FLDONE | \ V3D_INT_FRDONE | \ V3D_INT_CSDDONE | \ V3D_INT_GMPV)) #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \ V3D_HUB_INT_MMU_PTI | \ V3D_HUB_INT_MMU_CAP | \ V3D_HUB_INT_TFUC)) static irqreturn_t v3d_hub_irq(int irq, void *arg); static void v3d_overflow_mem_work(struct work_struct *work) { struct v3d_dev *v3d = container_of(work, struct v3d_dev, overflow_mem_work); struct drm_device *dev = &v3d->drm; struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024); struct drm_gem_object *obj; unsigned long irqflags; if (IS_ERR(bo)) { DRM_ERROR("Couldn't allocate binner overflow mem\n"); return; } obj = &bo->base.base; /* We lost a race, and our work task came in after the bin job * completed and exited. This can happen because the HW * signals OOM before it's fully OOM, so the binner might just * barely complete. * * If we lose the race and our work task comes in after a new * bin job got scheduled, that's fine. We'll just give them * some binner pool anyway. */ spin_lock_irqsave(&v3d->job_lock, irqflags); if (!v3d->bin_job) { spin_unlock_irqrestore(&v3d->job_lock, irqflags); goto out; } drm_gem_object_get(obj); list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list); spin_unlock_irqrestore(&v3d->job_lock, irqflags); V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT); V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size); out: drm_gem_object_put(obj); } static irqreturn_t v3d_irq(int irq, void *arg) { struct v3d_dev *v3d = arg; u32 intsts; irqreturn_t status = IRQ_NONE; intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS); /* Acknowledge the interrupts we're handling here. */ V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts); if (intsts & V3D_INT_OUTOMEM) { /* Note that the OOM status is edge signaled, so the * interrupt won't happen again until the we actually * add more memory. Also, as of V3D 4.1, FLDONE won't * be reported until any OOM state has been cleared. */ schedule_work(&v3d->overflow_mem_work); status = IRQ_HANDLED; } if (intsts & V3D_INT_FLDONE) { struct v3d_fence *fence = to_v3d_fence(v3d->bin_job->base.irq_fence); trace_v3d_bcl_irq(&v3d->drm, fence->seqno); dma_fence_signal(&fence->base); status = IRQ_HANDLED; } if (intsts & V3D_INT_FRDONE) { struct v3d_fence *fence = to_v3d_fence(v3d->render_job->base.irq_fence); trace_v3d_rcl_irq(&v3d->drm, fence->seqno); dma_fence_signal(&fence->base); status = IRQ_HANDLED; } if (intsts & V3D_INT_CSDDONE) { struct v3d_fence *fence = to_v3d_fence(v3d->csd_job->base.irq_fence); trace_v3d_csd_irq(&v3d->drm, fence->seqno); dma_fence_signal(&fence->base); status = IRQ_HANDLED; } /* We shouldn't be triggering these if we have GMP in * always-allowed mode. */ if (intsts & V3D_INT_GMPV) dev_err(v3d->drm.dev, "GMP violation\n"); /* V3D 4.2 wires the hub and core IRQs together, so if we & * didn't see the common one then check hub for MMU IRQs. */ if (v3d->single_irq_line && status == IRQ_NONE) return v3d_hub_irq(irq, arg); return status; } static irqreturn_t v3d_hub_irq(int irq, void *arg) { struct v3d_dev *v3d = arg; u32 intsts; irqreturn_t status = IRQ_NONE; intsts = V3D_READ(V3D_HUB_INT_STS); /* Acknowledge the interrupts we're handling here. */ V3D_WRITE(V3D_HUB_INT_CLR, intsts); if (intsts & V3D_HUB_INT_TFUC) { struct v3d_fence *fence = to_v3d_fence(v3d->tfu_job->base.irq_fence); trace_v3d_tfu_irq(&v3d->drm, fence->seqno); dma_fence_signal(&fence->base); status = IRQ_HANDLED; } if (intsts & (V3D_HUB_INT_MMU_WRV | V3D_HUB_INT_MMU_PTI | V3D_HUB_INT_MMU_CAP)) { u32 axi_id = V3D_READ(V3D_MMU_VIO_ID); u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) << (v3d->va_width - 32)); static const char *const v3d41_axi_ids[] = { "L2T", "PTB", "PSE", "TLB", "CLE", "TFU", "MMU", "GMP", }; const char *client = "?"; V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL)); if (v3d->ver >= 41) { axi_id = axi_id >> 5; if (axi_id < ARRAY_SIZE(v3d41_axi_ids)) client = v3d41_axi_ids[axi_id]; } dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n", client, axi_id, (long long)vio_addr, ((intsts & V3D_HUB_INT_MMU_WRV) ? ", write violation" : ""), ((intsts & V3D_HUB_INT_MMU_PTI) ? ", pte invalid" : ""), ((intsts & V3D_HUB_INT_MMU_CAP) ? ", cap exceeded" : "")); status = IRQ_HANDLED; } return status; } int v3d_irq_init(struct v3d_dev *v3d) { int irq1, ret, core; INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work); /* Clear any pending interrupts someone might have left around * for us. */ for (core = 0; core < v3d->cores; core++) V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS); V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS); irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1); if (irq1 == -EPROBE_DEFER) return irq1; if (irq1 > 0) { ret = devm_request_irq(v3d->drm.dev, irq1, v3d_irq, IRQF_SHARED, "v3d_core0", v3d); if (ret) goto fail; ret = devm_request_irq(v3d->drm.dev, platform_get_irq(v3d_to_pdev(v3d), 0), v3d_hub_irq, IRQF_SHARED, "v3d_hub", v3d); if (ret) goto fail; } else { v3d->single_irq_line = true; ret = devm_request_irq(v3d->drm.dev, platform_get_irq(v3d_to_pdev(v3d), 0), v3d_irq, IRQF_SHARED, "v3d", v3d); if (ret) goto fail; } v3d_irq_enable(v3d); return 0; fail: if (ret != -EPROBE_DEFER) dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret); return ret; } void v3d_irq_enable(struct v3d_dev *v3d) { int core; /* Enable our set of interrupts, masking out any others. */ for (core = 0; core < v3d->cores; core++) { V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS); V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS); } V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS); V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS); } void v3d_irq_disable(struct v3d_dev *v3d) { int core; /* Disable all interrupts. */ for (core = 0; core < v3d->cores; core++) V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0); V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0); /* Clear any pending interrupts we might have left. */ for (core = 0; core < v3d->cores; core++) V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS); V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS); cancel_work_sync(&v3d->overflow_mem_work); } /** Reinitializes interrupt registers when a GPU reset is performed. */ void v3d_irq_reset(struct v3d_dev *v3d) { v3d_irq_enable(v3d); }
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