Merge tag 'zynq-soc-for-v5.15' of https://github.com/Xilinx/linux-xlnx into arm/defconfig
[linux-2.6-microblaze.git] / drivers / gpu / drm / v3d / v3d_irq.c
1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2014-2018 Broadcom */
3
4 /**
5  * DOC: Interrupt management for the V3D engine
6  *
7  * When we take a bin, render, TFU done, or CSD done interrupt, we
8  * need to signal the fence for that job so that the scheduler can
9  * queue up the next one and unblock any waiters.
10  *
11  * When we take the binner out of memory interrupt, we need to
12  * allocate some new memory and pass it to the binner so that the
13  * current job can make progress.
14  */
15
16 #include <linux/platform_device.h>
17
18 #include "v3d_drv.h"
19 #include "v3d_regs.h"
20 #include "v3d_trace.h"
21
22 #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM |  \
23                              V3D_INT_FLDONE |   \
24                              V3D_INT_FRDONE |   \
25                              V3D_INT_CSDDONE |  \
26                              V3D_INT_GMPV))
27
28 #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV |       \
29                             V3D_HUB_INT_MMU_PTI |       \
30                             V3D_HUB_INT_MMU_CAP |       \
31                             V3D_HUB_INT_TFUC))
32
33 static irqreturn_t
34 v3d_hub_irq(int irq, void *arg);
35
36 static void
37 v3d_overflow_mem_work(struct work_struct *work)
38 {
39         struct v3d_dev *v3d =
40                 container_of(work, struct v3d_dev, overflow_mem_work);
41         struct drm_device *dev = &v3d->drm;
42         struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
43         struct drm_gem_object *obj;
44         unsigned long irqflags;
45
46         if (IS_ERR(bo)) {
47                 DRM_ERROR("Couldn't allocate binner overflow mem\n");
48                 return;
49         }
50         obj = &bo->base.base;
51
52         /* We lost a race, and our work task came in after the bin job
53          * completed and exited.  This can happen because the HW
54          * signals OOM before it's fully OOM, so the binner might just
55          * barely complete.
56          *
57          * If we lose the race and our work task comes in after a new
58          * bin job got scheduled, that's fine.  We'll just give them
59          * some binner pool anyway.
60          */
61         spin_lock_irqsave(&v3d->job_lock, irqflags);
62         if (!v3d->bin_job) {
63                 spin_unlock_irqrestore(&v3d->job_lock, irqflags);
64                 goto out;
65         }
66
67         drm_gem_object_get(obj);
68         list_add_tail(&bo->unref_head, &v3d->bin_job->render->unref_list);
69         spin_unlock_irqrestore(&v3d->job_lock, irqflags);
70
71         V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
72         V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
73
74 out:
75         drm_gem_object_put(obj);
76 }
77
78 static irqreturn_t
79 v3d_irq(int irq, void *arg)
80 {
81         struct v3d_dev *v3d = arg;
82         u32 intsts;
83         irqreturn_t status = IRQ_NONE;
84
85         intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
86
87         /* Acknowledge the interrupts we're handling here. */
88         V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
89
90         if (intsts & V3D_INT_OUTOMEM) {
91                 /* Note that the OOM status is edge signaled, so the
92                  * interrupt won't happen again until the we actually
93                  * add more memory.  Also, as of V3D 4.1, FLDONE won't
94                  * be reported until any OOM state has been cleared.
95                  */
96                 schedule_work(&v3d->overflow_mem_work);
97                 status = IRQ_HANDLED;
98         }
99
100         if (intsts & V3D_INT_FLDONE) {
101                 struct v3d_fence *fence =
102                         to_v3d_fence(v3d->bin_job->base.irq_fence);
103
104                 trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
105                 dma_fence_signal(&fence->base);
106                 status = IRQ_HANDLED;
107         }
108
109         if (intsts & V3D_INT_FRDONE) {
110                 struct v3d_fence *fence =
111                         to_v3d_fence(v3d->render_job->base.irq_fence);
112
113                 trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
114                 dma_fence_signal(&fence->base);
115                 status = IRQ_HANDLED;
116         }
117
118         if (intsts & V3D_INT_CSDDONE) {
119                 struct v3d_fence *fence =
120                         to_v3d_fence(v3d->csd_job->base.irq_fence);
121
122                 trace_v3d_csd_irq(&v3d->drm, fence->seqno);
123                 dma_fence_signal(&fence->base);
124                 status = IRQ_HANDLED;
125         }
126
127         /* We shouldn't be triggering these if we have GMP in
128          * always-allowed mode.
129          */
130         if (intsts & V3D_INT_GMPV)
131                 dev_err(v3d->drm.dev, "GMP violation\n");
132
133         /* V3D 4.2 wires the hub and core IRQs together, so if we &
134          * didn't see the common one then check hub for MMU IRQs.
135          */
136         if (v3d->single_irq_line && status == IRQ_NONE)
137                 return v3d_hub_irq(irq, arg);
138
139         return status;
140 }
141
142 static irqreturn_t
143 v3d_hub_irq(int irq, void *arg)
144 {
145         struct v3d_dev *v3d = arg;
146         u32 intsts;
147         irqreturn_t status = IRQ_NONE;
148
149         intsts = V3D_READ(V3D_HUB_INT_STS);
150
151         /* Acknowledge the interrupts we're handling here. */
152         V3D_WRITE(V3D_HUB_INT_CLR, intsts);
153
154         if (intsts & V3D_HUB_INT_TFUC) {
155                 struct v3d_fence *fence =
156                         to_v3d_fence(v3d->tfu_job->base.irq_fence);
157
158                 trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
159                 dma_fence_signal(&fence->base);
160                 status = IRQ_HANDLED;
161         }
162
163         if (intsts & (V3D_HUB_INT_MMU_WRV |
164                       V3D_HUB_INT_MMU_PTI |
165                       V3D_HUB_INT_MMU_CAP)) {
166                 u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
167                 u64 vio_addr = ((u64)V3D_READ(V3D_MMU_VIO_ADDR) <<
168                                 (v3d->va_width - 32));
169                 static const char *const v3d41_axi_ids[] = {
170                         "L2T",
171                         "PTB",
172                         "PSE",
173                         "TLB",
174                         "CLE",
175                         "TFU",
176                         "MMU",
177                         "GMP",
178                 };
179                 const char *client = "?";
180
181                 V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));
182
183                 if (v3d->ver >= 41) {
184                         axi_id = axi_id >> 5;
185                         if (axi_id < ARRAY_SIZE(v3d41_axi_ids))
186                                 client = v3d41_axi_ids[axi_id];
187                 }
188
189                 dev_err(v3d->drm.dev, "MMU error from client %s (%d) at 0x%llx%s%s%s\n",
190                         client, axi_id, (long long)vio_addr,
191                         ((intsts & V3D_HUB_INT_MMU_WRV) ?
192                          ", write violation" : ""),
193                         ((intsts & V3D_HUB_INT_MMU_PTI) ?
194                          ", pte invalid" : ""),
195                         ((intsts & V3D_HUB_INT_MMU_CAP) ?
196                          ", cap exceeded" : ""));
197                 status = IRQ_HANDLED;
198         }
199
200         return status;
201 }
202
203 int
204 v3d_irq_init(struct v3d_dev *v3d)
205 {
206         int irq1, ret, core;
207
208         INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
209
210         /* Clear any pending interrupts someone might have left around
211          * for us.
212          */
213         for (core = 0; core < v3d->cores; core++)
214                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
215         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
216
217         irq1 = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
218         if (irq1 == -EPROBE_DEFER)
219                 return irq1;
220         if (irq1 > 0) {
221                 ret = devm_request_irq(v3d->drm.dev, irq1,
222                                        v3d_irq, IRQF_SHARED,
223                                        "v3d_core0", v3d);
224                 if (ret)
225                         goto fail;
226                 ret = devm_request_irq(v3d->drm.dev,
227                                        platform_get_irq(v3d_to_pdev(v3d), 0),
228                                        v3d_hub_irq, IRQF_SHARED,
229                                        "v3d_hub", v3d);
230                 if (ret)
231                         goto fail;
232         } else {
233                 v3d->single_irq_line = true;
234
235                 ret = devm_request_irq(v3d->drm.dev,
236                                        platform_get_irq(v3d_to_pdev(v3d), 0),
237                                        v3d_irq, IRQF_SHARED,
238                                        "v3d", v3d);
239                 if (ret)
240                         goto fail;
241         }
242
243         v3d_irq_enable(v3d);
244         return 0;
245
246 fail:
247         if (ret != -EPROBE_DEFER)
248                 dev_err(v3d->drm.dev, "IRQ setup failed: %d\n", ret);
249         return ret;
250 }
251
252 void
253 v3d_irq_enable(struct v3d_dev *v3d)
254 {
255         int core;
256
257         /* Enable our set of interrupts, masking out any others. */
258         for (core = 0; core < v3d->cores; core++) {
259                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
260                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
261         }
262
263         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
264         V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
265 }
266
267 void
268 v3d_irq_disable(struct v3d_dev *v3d)
269 {
270         int core;
271
272         /* Disable all interrupts. */
273         for (core = 0; core < v3d->cores; core++)
274                 V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
275         V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
276
277         /* Clear any pending interrupts we might have left. */
278         for (core = 0; core < v3d->cores; core++)
279                 V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
280         V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
281
282         cancel_work_sync(&v3d->overflow_mem_work);
283 }
284
285 /** Reinitializes interrupt registers when a GPU reset is performed. */
286 void v3d_irq_reset(struct v3d_dev *v3d)
287 {
288         v3d_irq_enable(v3d);
289 }