linux_dsm_epyc7002/drivers/gpu/drm/v3d/v3d_irq.c
Eric Anholt 14d1d19086 drm/v3d: Remove the bad signaled() implementation.
Since our seqno value comes from a counter associated with the GPU
ring, not the entity (aka client), they'll be completed out of order.
There's actually no need for this code at all, since we don't have
enable_signaling() and thus DMA_FENCE_SIGNALED_BIT will be set before
we could be called.

Signed-off-by: Eric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20180605190302.18279-2-eric@anholt.net
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
2018-06-21 14:46:05 -07:00

204 lines
5.2 KiB
C

// SPDX-License-Identifier: GPL-2.0+
/* Copyright (C) 2014-2018 Broadcom */
/**
* DOC: Interrupt management for the V3D engine
*
* When we take a binning or rendering flush 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"
#define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
V3D_INT_FLDONE | \
V3D_INT_FRDONE | \
V3D_INT_GMPV))
#define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
V3D_HUB_INT_MMU_PTI | \
V3D_HUB_INT_MMU_CAP))
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);
unsigned long irqflags;
if (IS_ERR(bo)) {
DRM_ERROR("Couldn't allocate binner overflow mem\n");
return;
}
/* 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(&bo->base);
list_add_tail(&bo->unref_head, &v3d->bin_job->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, bo->base.size);
out:
drm_gem_object_put_unlocked(&bo->base);
}
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.
*/
schedule_work(&v3d->overflow_mem_work);
status = IRQ_HANDLED;
}
if (intsts & V3D_INT_FLDONE) {
dma_fence_signal(v3d->bin_job->bin.done_fence);
status = IRQ_HANDLED;
}
if (intsts & V3D_INT_FRDONE) {
dma_fence_signal(v3d->render_job->render.done_fence);
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");
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_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;
}
void
v3d_irq_init(struct v3d_dev *v3d)
{
int 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);
ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
v3d_hub_irq, IRQF_SHARED,
"v3d_hub", v3d);
ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 1),
v3d_irq, IRQF_SHARED,
"v3d_core0", v3d);
if (ret)
dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
v3d_irq_enable(v3d);
}
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);
}