linux/drivers/gpu/drm/v3d/v3d_irq.c
Eric Anholt d223f98f02 drm/v3d: Add support for compute shader dispatch.
The compute shader dispatch interface is pretty simple -- just pass in
the regs that userspace has passed us, with no CLs to run.  However,
with no CL to run it means that we need to do manual cache flushing of
the L2 after the HW execution completes (for SSBO, atomic, and
image_load_store writes that are the output of compute shaders).

This doesn't yet expose the L2 cache's ability to have a region of the
address space not write back to memory (which could be used for
shared_var storage).

So far, the Mesa side has been tested on V3D v4.2 simpenrose (passing
the ES31 tests), and on the kernel side on 7278 (failing atomic
compswap tests in a way that doesn't reproduce on simpenrose).

v2: Fix excessive allocation for the clean_job (reported by Dan
    Carpenter).  Keep refs on jobs until clean_job is finished, to
    avoid spurious MMU errors if the output BOs are freed by userspace
    before L2 cleaning is finished.

Signed-off-by: Eric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20190416225856.20264-4-eric@anholt.net
Acked-by: Rob Clark <robdclark@gmail.com>
2019-04-18 09:54:10 -07:00

266 lines
6.7 KiB
C

// 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 "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_unlocked(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->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) << 8;
dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
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(v3d->pdev, 1);
if (irq1 == -EPROBE_DEFER)
return irq1;
if (irq1 > 0) {
ret = devm_request_irq(v3d->dev, irq1,
v3d_irq, IRQF_SHARED,
"v3d_core0", v3d);
if (ret)
goto fail;
ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
v3d_hub_irq, IRQF_SHARED,
"v3d_hub", v3d);
if (ret)
goto fail;
} else {
v3d->single_irq_line = true;
ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 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->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);
}