Merge tag 'mfd-fixes-4.7.1' of git://git.kernel.org/pub/scm/linux/kernel/git/lee/mfd
[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 vc4->overflow_mem->seqno = vc4->finished_seqno + 1;
88 list_add_tail(&vc4->overflow_mem->unref_head,
89 &current_exec->unref_list);
90 vc4->overflow_mem = NULL;
91 }
92 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
93 }
94
95 if (vc4->overflow_mem)
96 drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
97 vc4->overflow_mem = bo;
98
99 V3D_WRITE(V3D_BPOA, bo->base.paddr);
100 V3D_WRITE(V3D_BPOS, bo->base.base.size);
101 V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
102 V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
103}
104
105static void
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106vc4_irq_finish_bin_job(struct drm_device *dev)
107{
108 struct vc4_dev *vc4 = to_vc4_dev(dev);
109 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
110
111 if (!exec)
112 return;
113
114 vc4_move_job_to_render(dev, exec);
115 vc4_submit_next_bin_job(dev);
116}
117
118static void
119vc4_cancel_bin_job(struct drm_device *dev)
120{
121 struct vc4_dev *vc4 = to_vc4_dev(dev);
122 struct vc4_exec_info *exec = vc4_first_bin_job(vc4);
123
124 if (!exec)
125 return;
126
127 list_move_tail(&exec->head, &vc4->bin_job_list);
128 vc4_submit_next_bin_job(dev);
129}
130
131static void
132vc4_irq_finish_render_job(struct drm_device *dev)
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133{
134 struct vc4_dev *vc4 = to_vc4_dev(dev);
ca26d28b 135 struct vc4_exec_info *exec = vc4_first_render_job(vc4);
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136
137 if (!exec)
138 return;
139
140 vc4->finished_seqno++;
141 list_move_tail(&exec->head, &vc4->job_done_list);
ca26d28b 142 vc4_submit_next_render_job(dev);
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143
144 wake_up_all(&vc4->job_wait_queue);
145 schedule_work(&vc4->job_done_work);
146}
147
148irqreturn_t
149vc4_irq(int irq, void *arg)
150{
151 struct drm_device *dev = arg;
152 struct vc4_dev *vc4 = to_vc4_dev(dev);
153 uint32_t intctl;
154 irqreturn_t status = IRQ_NONE;
155
156 barrier();
157 intctl = V3D_READ(V3D_INTCTL);
158
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159 /* Acknowledge the interrupts we're handling here. The binner
160 * last flush / render frame done interrupt will be cleared,
161 * while OUTOMEM will stay high until the underlying cause is
162 * cleared.
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163 */
164 V3D_WRITE(V3D_INTCTL, intctl);
165
166 if (intctl & V3D_INT_OUTOMEM) {
167 /* Disable OUTOMEM until the work is done. */
168 V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
169 schedule_work(&vc4->overflow_mem_work);
170 status = IRQ_HANDLED;
171 }
172
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173 if (intctl & V3D_INT_FLDONE) {
174 spin_lock(&vc4->job_lock);
175 vc4_irq_finish_bin_job(dev);
176 spin_unlock(&vc4->job_lock);
177 status = IRQ_HANDLED;
178 }
179
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180 if (intctl & V3D_INT_FRDONE) {
181 spin_lock(&vc4->job_lock);
ca26d28b 182 vc4_irq_finish_render_job(dev);
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183 spin_unlock(&vc4->job_lock);
184 status = IRQ_HANDLED;
185 }
186
187 return status;
188}
189
190void
191vc4_irq_preinstall(struct drm_device *dev)
192{
193 struct vc4_dev *vc4 = to_vc4_dev(dev);
194
195 init_waitqueue_head(&vc4->job_wait_queue);
196 INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
197
198 /* Clear any pending interrupts someone might have left around
199 * for us.
200 */
201 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
202}
203
204int
205vc4_irq_postinstall(struct drm_device *dev)
206{
207 struct vc4_dev *vc4 = to_vc4_dev(dev);
208
209 /* Enable both the render done and out of memory interrupts. */
210 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
211
212 return 0;
213}
214
215void
216vc4_irq_uninstall(struct drm_device *dev)
217{
218 struct vc4_dev *vc4 = to_vc4_dev(dev);
219
220 /* Disable sending interrupts for our driver's IRQs. */
221 V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
222
223 /* Clear any pending interrupts we might have left. */
224 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
225
226 cancel_work_sync(&vc4->overflow_mem_work);
227}
228
229/** Reinitializes interrupt registers when a GPU reset is performed. */
230void vc4_irq_reset(struct drm_device *dev)
231{
232 struct vc4_dev *vc4 = to_vc4_dev(dev);
233 unsigned long irqflags;
234
235 /* Acknowledge any stale IRQs. */
236 V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
237
238 /*
239 * Turn all our interrupts on. Binner out of memory is the
240 * only one we expect to trigger at this point, since we've
241 * just come from poweron and haven't supplied any overflow
242 * memory yet.
243 */
244 V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
245
246 spin_lock_irqsave(&vc4->job_lock, irqflags);
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247 vc4_cancel_bin_job(dev);
248 vc4_irq_finish_render_job(dev);
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249 spin_unlock_irqrestore(&vc4->job_lock, irqflags);
250}
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