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author | Eric Anholt <eric@anholt.net> | 2015-11-30 23:13:37 +0300 |
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committer | Eric Anholt <eric@anholt.net> | 2015-12-08 07:05:10 +0300 |
commit | d5b1a78a772f1e31a94f8babfa964152ec5e9aa5 (patch) | |
tree | fc74c0df66b4e6fd7d610a96fe8cb2a428db8399 /drivers/gpu/drm/vc4/vc4_irq.c | |
parent | d3f5168a0810005920e7a3d5ba83e249bd9a750c (diff) | |
download | linux-d5b1a78a772f1e31a94f8babfa964152ec5e9aa5.tar.xz |
drm/vc4: Add support for drawing 3D frames.
The user submission is basically a pointer to a command list and a
pointer to uniforms. We copy those in to the kernel, validate and
relocate them, and store the result in a GPU BO which we queue for
execution.
v2: Drop support for NV shader recs (not necessary for GL), simplify
vc4_use_bo(), improve bin flush/semaphore checks, use __u32 style
types.
Signed-off-by: Eric Anholt <eric@anholt.net>
Diffstat (limited to 'drivers/gpu/drm/vc4/vc4_irq.c')
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_irq.c | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_irq.c b/drivers/gpu/drm/vc4/vc4_irq.c new file mode 100644 index 000000000000..b68060e758db --- /dev/null +++ b/drivers/gpu/drm/vc4/vc4_irq.c @@ -0,0 +1,210 @@ +/* + * Copyright © 2014 Broadcom + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS + * IN THE SOFTWARE. + */ + +/** DOC: Interrupt management for the V3D engine. + * + * We have an interrupt status register (V3D_INTCTL) which reports + * interrupts, and where writing 1 bits clears those interrupts. + * There are also a pair of interrupt registers + * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or + * disables that specific interrupt, and 0s written are ignored + * (reading either one returns the set of enabled interrupts). + * + * When we take a render frame interrupt, we need to wake the + * processes waiting for some frame to be done, and get the next frame + * submitted ASAP (so the hardware doesn't sit idle when there's work + * to do). + * + * 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 "vc4_drv.h" +#include "vc4_regs.h" + +#define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \ + V3D_INT_FRDONE) + +DECLARE_WAIT_QUEUE_HEAD(render_wait); + +static void +vc4_overflow_mem_work(struct work_struct *work) +{ + struct vc4_dev *vc4 = + container_of(work, struct vc4_dev, overflow_mem_work); + struct drm_device *dev = vc4->dev; + struct vc4_bo *bo; + + bo = vc4_bo_create(dev, 256 * 1024, true); + if (!bo) { + DRM_ERROR("Couldn't allocate binner overflow mem\n"); + return; + } + + /* If there's a job executing currently, then our previous + * overflow allocation is getting used in that job and we need + * to queue it to be released when the job is done. But if no + * job is executing at all, then we can free the old overflow + * object direcctly. + * + * No lock necessary for this pointer since we're the only + * ones that update the pointer, and our workqueue won't + * reenter. + */ + if (vc4->overflow_mem) { + struct vc4_exec_info *current_exec; + unsigned long irqflags; + + spin_lock_irqsave(&vc4->job_lock, irqflags); + current_exec = vc4_first_job(vc4); + if (current_exec) { + vc4->overflow_mem->seqno = vc4->finished_seqno + 1; + list_add_tail(&vc4->overflow_mem->unref_head, + ¤t_exec->unref_list); + vc4->overflow_mem = NULL; + } + spin_unlock_irqrestore(&vc4->job_lock, irqflags); + } + + if (vc4->overflow_mem) + drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base); + vc4->overflow_mem = bo; + + V3D_WRITE(V3D_BPOA, bo->base.paddr); + V3D_WRITE(V3D_BPOS, bo->base.base.size); + V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM); + V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM); +} + +static void +vc4_irq_finish_job(struct drm_device *dev) +{ + struct vc4_dev *vc4 = to_vc4_dev(dev); + struct vc4_exec_info *exec = vc4_first_job(vc4); + + if (!exec) + return; + + vc4->finished_seqno++; + list_move_tail(&exec->head, &vc4->job_done_list); + vc4_submit_next_job(dev); + + wake_up_all(&vc4->job_wait_queue); + schedule_work(&vc4->job_done_work); +} + +irqreturn_t +vc4_irq(int irq, void *arg) +{ + struct drm_device *dev = arg; + struct vc4_dev *vc4 = to_vc4_dev(dev); + uint32_t intctl; + irqreturn_t status = IRQ_NONE; + + barrier(); + intctl = V3D_READ(V3D_INTCTL); + + /* Acknowledge the interrupts we're handling here. The render + * frame done interrupt will be cleared, while OUTOMEM will + * stay high until the underlying cause is cleared. + */ + V3D_WRITE(V3D_INTCTL, intctl); + + if (intctl & V3D_INT_OUTOMEM) { + /* Disable OUTOMEM until the work is done. */ + V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM); + schedule_work(&vc4->overflow_mem_work); + status = IRQ_HANDLED; + } + + if (intctl & V3D_INT_FRDONE) { + spin_lock(&vc4->job_lock); + vc4_irq_finish_job(dev); + spin_unlock(&vc4->job_lock); + status = IRQ_HANDLED; + } + + return status; +} + +void +vc4_irq_preinstall(struct drm_device *dev) +{ + struct vc4_dev *vc4 = to_vc4_dev(dev); + + init_waitqueue_head(&vc4->job_wait_queue); + INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work); + + /* Clear any pending interrupts someone might have left around + * for us. + */ + V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); +} + +int +vc4_irq_postinstall(struct drm_device *dev) +{ + struct vc4_dev *vc4 = to_vc4_dev(dev); + + /* Enable both the render done and out of memory interrupts. */ + V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS); + + return 0; +} + +void +vc4_irq_uninstall(struct drm_device *dev) +{ + struct vc4_dev *vc4 = to_vc4_dev(dev); + + /* Disable sending interrupts for our driver's IRQs. */ + V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS); + + /* Clear any pending interrupts we might have left. */ + V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); + + cancel_work_sync(&vc4->overflow_mem_work); +} + +/** Reinitializes interrupt registers when a GPU reset is performed. */ +void vc4_irq_reset(struct drm_device *dev) +{ + struct vc4_dev *vc4 = to_vc4_dev(dev); + unsigned long irqflags; + + /* Acknowledge any stale IRQs. */ + V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS); + + /* + * Turn all our interrupts on. Binner out of memory is the + * only one we expect to trigger at this point, since we've + * just come from poweron and haven't supplied any overflow + * memory yet. + */ + V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS); + + spin_lock_irqsave(&vc4->job_lock, irqflags); + vc4_irq_finish_job(dev); + spin_unlock_irqrestore(&vc4->job_lock, irqflags); +} |