root/drivers/gpu/drm/v3d/v3d_irq.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 <linux/platform_device.h>
#include <linux/sched/clock.h>

#include <drm/drm_print.h>

#include "v3d_drv.h"
#include "v3d_regs.h"
#include "v3d_trace.h"

#define V3D_CORE_IRQS(ver) ((u32)(V3D_INT_OUTOMEM |     \
                                  V3D_INT_FLDONE |      \
                                  V3D_INT_FRDONE |      \
                                  V3D_INT_CSDDONE(ver) |        \
                                  (ver < 71 ? V3D_INT_GMPV : 0)))

#define V3D_HUB_IRQS(ver) ((u32)(V3D_HUB_INT_MMU_WRV |  \
                                 V3D_HUB_INT_MMU_PTI |  \
                                 V3D_HUB_INT_MMU_CAP |  \
                                 V3D_HUB_INT_TFUC |             \
                                 (ver >= 71 ? V3D_V7_HUB_INT_GMPV : 0)))

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 v3d_queue_state *queue = &v3d->queue[V3D_BIN];
        struct v3d_bin_job *bin_job;
        struct drm_gem_object *obj;
        unsigned long irqflags;

        if (IS_ERR(bo)) {
                drm_err(dev, "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(&queue->queue_lock, irqflags);
        bin_job = (struct v3d_bin_job *)queue->active_job;

        if (!bin_job) {
                spin_unlock_irqrestore(&queue->queue_lock, irqflags);
                goto out;
        }

        drm_gem_object_get(obj);
        list_add_tail(&bo->unref_head, &bin_job->render->unref_list);
        spin_unlock_irqrestore(&queue->queue_lock, irqflags);

        v3d_mmu_flush_all(v3d);

        V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << V3D_MMU_PAGE_SHIFT);
        V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);

out:
        drm_gem_object_put(obj);
}

static void
v3d_irq_signal_fence(struct v3d_dev *v3d, enum v3d_queue q,
                     void (*trace_irq)(struct drm_device *, uint64_t))
{
        struct v3d_queue_state *queue = &v3d->queue[q];
        struct v3d_fence *fence = to_v3d_fence(queue->active_job->irq_fence);

        v3d_job_update_stats(queue->active_job, q);
        trace_irq(&v3d->drm, fence->seqno);

        queue->active_job = NULL;
        dma_fence_signal(&fence->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.  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) {
                v3d_irq_signal_fence(v3d, V3D_BIN, trace_v3d_bcl_irq);
                status = IRQ_HANDLED;
        }

        if (intsts & V3D_INT_FRDONE) {
                v3d_irq_signal_fence(v3d, V3D_RENDER, trace_v3d_rcl_irq);
                status = IRQ_HANDLED;
        }

        if (intsts & V3D_INT_CSDDONE(v3d->ver)) {
                v3d_irq_signal_fence(v3d, V3D_CSD, trace_v3d_csd_irq);
                status = IRQ_HANDLED;
        }

        /* We shouldn't be triggering these if we have GMP in
         * always-allowed mode.
         */
        if (v3d->ver < V3D_GEN_71 && (intsts & V3D_INT_GMPV))
                drm_err(&v3d->drm, "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) {
                v3d_irq_signal_fence(v3d, V3D_TFU, trace_v3d_tfu_irq);
                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) <<
                                (v3d->va_width - 32));
                static const struct {
                        u32 begin;
                        u32 end;
                        const char *client;
                } v3d41_axi_ids[] = {
                        {0x00, 0x20, "L2T"},
                        {0x20, 0x21, "PTB"},
                        {0x40, 0x41, "PSE"},
                        {0x60, 0x80, "TLB"},
                        {0x80, 0x88, "CLE"},
                        {0xA0, 0xA1, "TFU"},
                        {0xC0, 0xE0, "MMU"},
                        {0xE0, 0xE1, "GMP"},
                }, v3d71_axi_ids[] = {
                        {0x00, 0x30, "L2T"},
                        {0x30, 0x38, "CLE"},
                        {0x38, 0x39, "PTB"},
                        {0x39, 0x3A, "PSE"},
                        {0x3A, 0x3B, "CSD"},
                        {0x40, 0x60, "TLB"},
                        {0x60, 0x70, "MMU"},
                        {0x7C, 0x7E, "TFU"},
                        {0x7F, 0x80, "GMP"},
                };
                const char *client = "?";

                V3D_WRITE(V3D_MMU_CTL, V3D_READ(V3D_MMU_CTL));

                if (v3d->ver >= V3D_GEN_71) {
                        size_t i;

                        axi_id = axi_id & 0x7F;
                        for (i = 0; i < ARRAY_SIZE(v3d71_axi_ids); i++) {
                                if (axi_id >= v3d71_axi_ids[i].begin &&
                                    axi_id < v3d71_axi_ids[i].end) {
                                        client = v3d71_axi_ids[i].client;
                                        break;
                                }
                        }
                } else if (v3d->ver >= V3D_GEN_41) {
                        size_t i;

                        axi_id = axi_id & 0xFF;
                        for (i = 0; i < ARRAY_SIZE(v3d41_axi_ids); i++) {
                                if (axi_id >= v3d41_axi_ids[i].begin &&
                                    axi_id < v3d41_axi_ids[i].end) {
                                        client = v3d41_axi_ids[i].client;
                                        break;
                                }
                        }
                }

                drm_dbg(&v3d->drm, "MMU error from client %s (0x%x) at 0x%llx%s%s%s\n",
                        client, 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;
        }

        if (v3d->ver >= V3D_GEN_71 && (intsts & V3D_V7_HUB_INT_GMPV)) {
                drm_err(&v3d->drm, "GMP Violation\n");
                status = IRQ_HANDLED;
        }

        return status;
}

int
v3d_irq_init(struct v3d_dev *v3d)
{
        int irq, 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->ver));
        V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));

        irq = platform_get_irq_optional(v3d_to_pdev(v3d), 1);
        if (irq == -EPROBE_DEFER)
                return irq;
        if (irq > 0) {
                v3d->irq[V3D_CORE_IRQ] = irq;

                ret = devm_request_irq(v3d->drm.dev, v3d->irq[V3D_CORE_IRQ],
                                       v3d_irq, IRQF_SHARED,
                                       "v3d_core0", v3d);
                if (ret)
                        goto fail;

                irq = platform_get_irq(v3d_to_pdev(v3d), 0);
                if (irq < 0)
                        return irq;
                v3d->irq[V3D_HUB_IRQ] = irq;

                ret = devm_request_irq(v3d->drm.dev, v3d->irq[V3D_HUB_IRQ],
                                       v3d_hub_irq, IRQF_SHARED,
                                       "v3d_hub", v3d);
                if (ret)
                        goto fail;
        } else {
                v3d->single_irq_line = true;

                irq = platform_get_irq(v3d_to_pdev(v3d), 0);
                if (irq < 0)
                        return irq;
                v3d->irq[V3D_CORE_IRQ] = irq;

                ret = devm_request_irq(v3d->drm.dev, v3d->irq[V3D_CORE_IRQ],
                                       v3d_irq, IRQF_SHARED,
                                       "v3d", v3d);
                if (ret)
                        goto fail;
        }

        v3d_irq_enable(v3d);
        return 0;

fail:
        if (ret != -EPROBE_DEFER)
                dev_err(v3d->drm.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->ver));
                V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS(v3d->ver));
        }

        V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS(v3d->ver));
        V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS(v3d->ver));
}

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);

        /* Finish any interrupt handler still in flight. */
        for (int i = 0; i < V3D_MAX_IRQS; i++) {
                if (v3d->irq[i])
                        synchronize_irq(v3d->irq[i]);
        }

        /* 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->ver));
        V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS(v3d->ver));

        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);
}