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/**
25 * DOC: Interrupt management for the V3D engine
26 *
27 * We have an interrupt status register (V3D_INTCTL) which reports
28 * interrupts, and where writing 1 bits clears those interrupts.
29 * There are also a pair of interrupt registers
30 * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
31 * disables that specific interrupt, and 0s written are ignored
32 * (reading either one returns the set of enabled interrupts).
33 *
34 * When we take a binning flush done interrupt, we need to submit the
35 * next frame for binning and move the finished frame to the render
36 * thread.
37 *
38 * When we take a render frame interrupt, we need to wake the
39 * processes waiting for some frame to be done, and get the next frame
40 * submitted ASAP (so the hardware doesn't sit idle when there's work
41 * to do).
42 *
43 * When we take the binner out of memory interrupt, we need to
44 * allocate some new memory and pass it to the binner so that the
45 * current job can make progress.
46 */
47
48#include "vc4_drv.h"
49#include "vc4_regs.h"
50
51#define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
52			 V3D_INT_FLDONE | \
53			 V3D_INT_FRDONE)
54
55DECLARE_WAIT_QUEUE_HEAD(render_wait);
56
57static void
58vc4_overflow_mem_work(struct work_struct *work)
59{
60	struct vc4_dev *vc4 =
61		container_of(work, struct vc4_dev, overflow_mem_work);
62	struct vc4_bo *bo;
63	int bin_bo_slot;
64	struct vc4_exec_info *exec;
65	unsigned long irqflags;
66
67	mutex_lock(&vc4->bin_bo_lock);
68
69	if (!vc4->bin_bo)
70		goto complete;
71
72	bo = vc4->bin_bo;
73
74	bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
75	if (bin_bo_slot < 0) {
76		DRM_ERROR("Couldn't allocate binner overflow mem\n");
77		goto complete;
78	}
79
80	spin_lock_irqsave(&vc4->job_lock, irqflags);
81
82	if (vc4->bin_alloc_overflow) {
83		/* If we had overflow memory allocated previously,
84		 * then that chunk will free when the current bin job
85		 * is done.  If we don't have a bin job running, then
86		 * the chunk will be done whenever the list of render
87		 * jobs has drained.
88		 */
89		exec = vc4_first_bin_job(vc4);
90		if (!exec)
91			exec = vc4_last_render_job(vc4);
92		if (exec) {
93			exec->bin_slots |= vc4->bin_alloc_overflow;
94		} else {
95			/* There's nothing queued in the hardware, so
96			 * the old slot is free immediately.
97			 */
98			vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
99		}
100	}
101	vc4->bin_alloc_overflow = BIT(bin_bo_slot);
102
103	V3D_WRITE(V3D_BPOA, bo->base.paddr + bin_bo_slot * vc4->bin_alloc_size);
104	V3D_WRITE(V3D_BPOS, bo->base.base.size);
105	V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
106	V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
107	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
108
109complete:
110	mutex_unlock(&vc4->bin_bo_lock);
111}
112
113static void
114vc4_irq_finish_bin_job(struct drm_device *dev)
115{
116	struct vc4_dev *vc4 = to_vc4_dev(dev);
117	struct vc4_exec_info *next, *exec = vc4_first_bin_job(vc4);
118
119	if (!exec)
120		return;
121
122	vc4_move_job_to_render(dev, exec);
123	next = vc4_first_bin_job(vc4);
124
125	/* Only submit the next job in the bin list if it matches the perfmon
126	 * attached to the one that just finished (or if both jobs don't have
127	 * perfmon attached to them).
128	 */
129	if (next && next->perfmon == exec->perfmon)
130		vc4_submit_next_bin_job(dev);
131}
132
133static void
134vc4_cancel_bin_job(struct drm_device *dev)
135{
136	struct vc4_dev *vc4 = to_vc4_dev(dev);
137	struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
138
139	if (!exec)
140		return;
141
142	/* Stop the perfmon so that the next bin job can be started. */
143	if (exec->perfmon)
144		vc4_perfmon_stop(vc4, exec->perfmon, false);
145
146	list_move_tail(&exec->head, &vc4->bin_job_list);
147	vc4_submit_next_bin_job(dev);
148}
149
150static void
151vc4_irq_finish_render_job(struct drm_device *dev)
152{
153	struct vc4_dev *vc4 = to_vc4_dev(dev);
154	struct vc4_exec_info *exec = vc4_first_render_job(vc4);
155	struct vc4_exec_info *nextbin, *nextrender;
156
157	if (!exec)
158		return;
159
160	vc4->finished_seqno++;
161	list_move_tail(&exec->head, &vc4->job_done_list);
162
163	nextbin = vc4_first_bin_job(vc4);
164	nextrender = vc4_first_render_job(vc4);
165
166	/* Only stop the perfmon if following jobs in the queue don't expect it
167	 * to be enabled.
168	 */
169	if (exec->perfmon && !nextrender &&
170	    (!nextbin || nextbin->perfmon != exec->perfmon))
171		vc4_perfmon_stop(vc4, exec->perfmon, true);
172
173	/* If there's a render job waiting, start it. If this is not the case
174	 * we may have to unblock the binner if it's been stalled because of
175	 * perfmon (this can be checked by comparing the perfmon attached to
176	 * the finished renderjob to the one attached to the next bin job: if
177	 * they don't match, this means the binner is stalled and should be
178	 * restarted).
179	 */
180	if (nextrender)
181		vc4_submit_next_render_job(dev);
182	else if (nextbin && nextbin->perfmon != exec->perfmon)
183		vc4_submit_next_bin_job(dev);
184
185	if (exec->fence) {
186		dma_fence_signal_locked(exec->fence);
187		dma_fence_put(exec->fence);
188		exec->fence = NULL;
189	}
190
191	wake_up_all(&vc4->job_wait_queue);
192	schedule_work(&vc4->job_done_work);
193}
194
195irqreturn_t
196vc4_irq(int irq, void *arg)
197{
198	struct drm_device *dev = arg;
199	struct vc4_dev *vc4 = to_vc4_dev(dev);
200	uint32_t intctl;
201	irqreturn_t status = IRQ_NONE;
202
203	barrier();
204	intctl = V3D_READ(V3D_INTCTL);
205
206	/* Acknowledge the interrupts we're handling here. The binner
207	 * last flush / render frame done interrupt will be cleared,
208	 * while OUTOMEM will stay high until the underlying cause is
209	 * cleared.
210	 */
211	V3D_WRITE(V3D_INTCTL, intctl);
212
213	if (intctl & V3D_INT_OUTOMEM) {
214		/* Disable OUTOMEM until the work is done. */
215		V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
216		schedule_work(&vc4->overflow_mem_work);
217		status = IRQ_HANDLED;
218	}
219
220	if (intctl & V3D_INT_FLDONE) {
221		spin_lock(&vc4->job_lock);
222		vc4_irq_finish_bin_job(dev);
223		spin_unlock(&vc4->job_lock);
224		status = IRQ_HANDLED;
225	}
226
227	if (intctl & V3D_INT_FRDONE) {
228		spin_lock(&vc4->job_lock);
229		vc4_irq_finish_render_job(dev);
230		spin_unlock(&vc4->job_lock);
231		status = IRQ_HANDLED;
232	}
233
234	return status;
235}
236
237void
238vc4_irq_preinstall(struct drm_device *dev)
239{
240	struct vc4_dev *vc4 = to_vc4_dev(dev);
241
242	if (!vc4->v3d)
243		return;
244
245	init_waitqueue_head(&vc4->job_wait_queue);
246	INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
247
248	/* Clear any pending interrupts someone might have left around
249	 * for us.
250	 */
251	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
252}
253
254int
255vc4_irq_postinstall(struct drm_device *dev)
256{
257	struct vc4_dev *vc4 = to_vc4_dev(dev);
258
259	if (!vc4->v3d)
260		return 0;
261
262	/* Enable the render done interrupts. The out-of-memory interrupt is
263	 * enabled as soon as we have a binner BO allocated.
264	 */
265	V3D_WRITE(V3D_INTENA, V3D_INT_FLDONE | V3D_INT_FRDONE);
266
267	return 0;
268}
269
270void
271vc4_irq_uninstall(struct drm_device *dev)
272{
273	struct vc4_dev *vc4 = to_vc4_dev(dev);
274
275	if (!vc4->v3d)
276		return;
277
278	/* Disable sending interrupts for our driver's IRQs. */
279	V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
280
281	/* Clear any pending interrupts we might have left. */
282	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
283
284	/* Finish any interrupt handler still in flight. */
285	disable_irq(dev->irq);
286
287	cancel_work_sync(&vc4->overflow_mem_work);
288}
289
290/** Reinitializes interrupt registers when a GPU reset is performed. */
291void vc4_irq_reset(struct drm_device *dev)
292{
293	struct vc4_dev *vc4 = to_vc4_dev(dev);
294	unsigned long irqflags;
295
296	/* Acknowledge any stale IRQs. */
297	V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
298
299	/*
300	 * Turn all our interrupts on.  Binner out of memory is the
301	 * only one we expect to trigger at this point, since we've
302	 * just come from poweron and haven't supplied any overflow
303	 * memory yet.
304	 */
305	V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
306
307	spin_lock_irqsave(&vc4->job_lock, irqflags);
308	vc4_cancel_bin_job(dev);
309	vc4_irq_finish_render_job(dev);
310	spin_unlock_irqrestore(&vc4->job_lock, irqflags);
311}
312