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d5b1a78a77
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>
211 lines
6.1 KiB
C
211 lines
6.1 KiB
C
/*
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* Copyright © 2014 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/** DOC: Interrupt management for the V3D engine.
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*
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* We have an interrupt status register (V3D_INTCTL) which reports
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* interrupts, and where writing 1 bits clears those interrupts.
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* There are also a pair of interrupt registers
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* (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
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* disables that specific interrupt, and 0s written are ignored
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* (reading either one returns the set of enabled interrupts).
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*
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* When we take a render frame interrupt, we need to wake the
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* processes waiting for some frame to be done, and get the next frame
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* submitted ASAP (so the hardware doesn't sit idle when there's work
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* to do).
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*
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* When we take the binner out of memory interrupt, we need to
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* allocate some new memory and pass it to the binner so that the
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* current job can make progress.
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*/
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#include "vc4_drv.h"
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#include "vc4_regs.h"
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#define V3D_DRIVER_IRQS (V3D_INT_OUTOMEM | \
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V3D_INT_FRDONE)
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DECLARE_WAIT_QUEUE_HEAD(render_wait);
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static void
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vc4_overflow_mem_work(struct work_struct *work)
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{
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struct vc4_dev *vc4 =
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container_of(work, struct vc4_dev, overflow_mem_work);
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struct drm_device *dev = vc4->dev;
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struct vc4_bo *bo;
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bo = vc4_bo_create(dev, 256 * 1024, true);
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if (!bo) {
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DRM_ERROR("Couldn't allocate binner overflow mem\n");
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return;
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}
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/* If there's a job executing currently, then our previous
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* overflow allocation is getting used in that job and we need
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* to queue it to be released when the job is done. But if no
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* job is executing at all, then we can free the old overflow
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* object direcctly.
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*
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* No lock necessary for this pointer since we're the only
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* ones that update the pointer, and our workqueue won't
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* reenter.
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*/
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if (vc4->overflow_mem) {
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struct vc4_exec_info *current_exec;
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unsigned long irqflags;
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spin_lock_irqsave(&vc4->job_lock, irqflags);
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current_exec = vc4_first_job(vc4);
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if (current_exec) {
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vc4->overflow_mem->seqno = vc4->finished_seqno + 1;
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list_add_tail(&vc4->overflow_mem->unref_head,
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¤t_exec->unref_list);
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vc4->overflow_mem = NULL;
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}
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spin_unlock_irqrestore(&vc4->job_lock, irqflags);
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}
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if (vc4->overflow_mem)
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drm_gem_object_unreference_unlocked(&vc4->overflow_mem->base.base);
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vc4->overflow_mem = bo;
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V3D_WRITE(V3D_BPOA, bo->base.paddr);
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V3D_WRITE(V3D_BPOS, bo->base.base.size);
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V3D_WRITE(V3D_INTCTL, V3D_INT_OUTOMEM);
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V3D_WRITE(V3D_INTENA, V3D_INT_OUTOMEM);
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}
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static void
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vc4_irq_finish_job(struct drm_device *dev)
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{
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struct vc4_dev *vc4 = to_vc4_dev(dev);
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struct vc4_exec_info *exec = vc4_first_job(vc4);
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if (!exec)
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return;
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vc4->finished_seqno++;
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list_move_tail(&exec->head, &vc4->job_done_list);
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vc4_submit_next_job(dev);
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wake_up_all(&vc4->job_wait_queue);
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schedule_work(&vc4->job_done_work);
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}
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irqreturn_t
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vc4_irq(int irq, void *arg)
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{
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struct drm_device *dev = arg;
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struct vc4_dev *vc4 = to_vc4_dev(dev);
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uint32_t intctl;
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irqreturn_t status = IRQ_NONE;
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barrier();
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intctl = V3D_READ(V3D_INTCTL);
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/* Acknowledge the interrupts we're handling here. The render
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* frame done interrupt will be cleared, while OUTOMEM will
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* stay high until the underlying cause is cleared.
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*/
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V3D_WRITE(V3D_INTCTL, intctl);
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if (intctl & V3D_INT_OUTOMEM) {
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/* Disable OUTOMEM until the work is done. */
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V3D_WRITE(V3D_INTDIS, V3D_INT_OUTOMEM);
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schedule_work(&vc4->overflow_mem_work);
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status = IRQ_HANDLED;
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}
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if (intctl & V3D_INT_FRDONE) {
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spin_lock(&vc4->job_lock);
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vc4_irq_finish_job(dev);
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spin_unlock(&vc4->job_lock);
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status = IRQ_HANDLED;
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}
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return status;
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}
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void
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vc4_irq_preinstall(struct drm_device *dev)
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{
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struct vc4_dev *vc4 = to_vc4_dev(dev);
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init_waitqueue_head(&vc4->job_wait_queue);
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INIT_WORK(&vc4->overflow_mem_work, vc4_overflow_mem_work);
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/* Clear any pending interrupts someone might have left around
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* for us.
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*/
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V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
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}
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int
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vc4_irq_postinstall(struct drm_device *dev)
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{
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struct vc4_dev *vc4 = to_vc4_dev(dev);
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/* Enable both the render done and out of memory interrupts. */
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V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
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return 0;
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}
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void
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vc4_irq_uninstall(struct drm_device *dev)
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{
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struct vc4_dev *vc4 = to_vc4_dev(dev);
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/* Disable sending interrupts for our driver's IRQs. */
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V3D_WRITE(V3D_INTDIS, V3D_DRIVER_IRQS);
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/* Clear any pending interrupts we might have left. */
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V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
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cancel_work_sync(&vc4->overflow_mem_work);
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}
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/** Reinitializes interrupt registers when a GPU reset is performed. */
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void vc4_irq_reset(struct drm_device *dev)
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{
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struct vc4_dev *vc4 = to_vc4_dev(dev);
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unsigned long irqflags;
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/* Acknowledge any stale IRQs. */
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V3D_WRITE(V3D_INTCTL, V3D_DRIVER_IRQS);
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/*
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* Turn all our interrupts on. Binner out of memory is the
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* only one we expect to trigger at this point, since we've
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* just come from poweron and haven't supplied any overflow
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* memory yet.
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*/
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V3D_WRITE(V3D_INTENA, V3D_DRIVER_IRQS);
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spin_lock_irqsave(&vc4->job_lock, irqflags);
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vc4_irq_finish_job(dev);
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spin_unlock_irqrestore(&vc4->job_lock, irqflags);
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}
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