2018-04-30 18:10:58 +00:00
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// SPDX-License-Identifier: GPL-2.0+
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/* Copyright (C) 2014-2018 Broadcom */
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/**
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* DOC: Interrupt management for the V3D engine
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*
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drm/v3d: Add support for submitting jobs to the TFU.
The TFU can copy from raster, UIF, and SAND input images to UIF output
images, with optional mipmap generation. This will certainly be
useful for media EGL image input, but is also useful immediately for
mipmap generation without bogging the V3D core down.
For now we only run the queue 1 job deep, and don't have any hang
recovery (though I don't think we should need it, with TFU). Queuing
multiple jobs in the HW will require synchronizing the YUV coefficient
regs updates since they don't get FIFOed with the job.
v2: Change the ioctl to IOW instead of IOWR, always set COEF0, explain
why TFU is AUTH, clarify the syncing docs, drop the unused TFU
interrupt regs (you're expected to use the hub's), don't take
&bo->base for NULL bos.
v3: Fix a little whitespace alignment (noticed by checkpatch), rebase
on drm_sched_job_cleanup() changes.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Emett <david.emett@broadcom.com> (v2)
Link: https://patchwork.freedesktop.org/patch/264607/
2018-11-28 23:09:25 +00:00
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* When we take a bin, render, or TFU done interrupt, we need to
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* signal the fence for that job so that the scheduler can queue up
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2018-04-30 18:10:58 +00:00
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* the next one and unblock any waiters.
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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 "v3d_drv.h"
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#include "v3d_regs.h"
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2018-12-01 00:57:58 +00:00
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#include "v3d_trace.h"
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2018-04-30 18:10:58 +00:00
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#define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM | \
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V3D_INT_FLDONE | \
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V3D_INT_FRDONE | \
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V3D_INT_GMPV))
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#define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV | \
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V3D_HUB_INT_MMU_PTI | \
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drm/v3d: Add support for submitting jobs to the TFU.
The TFU can copy from raster, UIF, and SAND input images to UIF output
images, with optional mipmap generation. This will certainly be
useful for media EGL image input, but is also useful immediately for
mipmap generation without bogging the V3D core down.
For now we only run the queue 1 job deep, and don't have any hang
recovery (though I don't think we should need it, with TFU). Queuing
multiple jobs in the HW will require synchronizing the YUV coefficient
regs updates since they don't get FIFOed with the job.
v2: Change the ioctl to IOW instead of IOWR, always set COEF0, explain
why TFU is AUTH, clarify the syncing docs, drop the unused TFU
interrupt regs (you're expected to use the hub's), don't take
&bo->base for NULL bos.
v3: Fix a little whitespace alignment (noticed by checkpatch), rebase
on drm_sched_job_cleanup() changes.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Emett <david.emett@broadcom.com> (v2)
Link: https://patchwork.freedesktop.org/patch/264607/
2018-11-28 23:09:25 +00:00
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V3D_HUB_INT_MMU_CAP | \
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V3D_HUB_INT_TFUC))
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2018-04-30 18:10:58 +00:00
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static void
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v3d_overflow_mem_work(struct work_struct *work)
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{
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struct v3d_dev *v3d =
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container_of(work, struct v3d_dev, overflow_mem_work);
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struct drm_device *dev = &v3d->drm;
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struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
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unsigned long irqflags;
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if (IS_ERR(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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/* We lost a race, and our work task came in after the bin job
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* completed and exited. This can happen because the HW
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* signals OOM before it's fully OOM, so the binner might just
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* barely complete.
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*
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* If we lose the race and our work task comes in after a new
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* bin job got scheduled, that's fine. We'll just give them
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* some binner pool anyway.
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*/
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spin_lock_irqsave(&v3d->job_lock, irqflags);
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if (!v3d->bin_job) {
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spin_unlock_irqrestore(&v3d->job_lock, irqflags);
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goto out;
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}
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drm_gem_object_get(&bo->base);
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list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
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spin_unlock_irqrestore(&v3d->job_lock, irqflags);
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V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
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V3D_CORE_WRITE(0, V3D_PTB_BPOS, bo->base.size);
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out:
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drm_gem_object_put_unlocked(&bo->base);
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}
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static irqreturn_t
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v3d_irq(int irq, void *arg)
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{
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struct v3d_dev *v3d = arg;
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u32 intsts;
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irqreturn_t status = IRQ_NONE;
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intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
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/* Acknowledge the interrupts we're handling here. */
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V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
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if (intsts & V3D_INT_OUTOMEM) {
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/* Note that the OOM status is edge signaled, so the
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* interrupt won't happen again until the we actually
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* add more memory.
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*/
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schedule_work(&v3d->overflow_mem_work);
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status = IRQ_HANDLED;
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}
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if (intsts & V3D_INT_FLDONE) {
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2018-12-01 00:57:58 +00:00
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struct v3d_fence *fence =
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to_v3d_fence(v3d->bin_job->bin.done_fence);
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trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
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dma_fence_signal(&fence->base);
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2018-04-30 18:10:58 +00:00
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status = IRQ_HANDLED;
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}
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if (intsts & V3D_INT_FRDONE) {
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2018-12-01 00:57:58 +00:00
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struct v3d_fence *fence =
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to_v3d_fence(v3d->render_job->render.done_fence);
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trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
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dma_fence_signal(&fence->base);
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2018-04-30 18:10:58 +00:00
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status = IRQ_HANDLED;
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}
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/* We shouldn't be triggering these if we have GMP in
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* always-allowed mode.
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*/
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if (intsts & V3D_INT_GMPV)
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dev_err(v3d->dev, "GMP violation\n");
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return status;
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}
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static irqreturn_t
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v3d_hub_irq(int irq, void *arg)
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{
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struct v3d_dev *v3d = arg;
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u32 intsts;
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irqreturn_t status = IRQ_NONE;
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intsts = V3D_READ(V3D_HUB_INT_STS);
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/* Acknowledge the interrupts we're handling here. */
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V3D_WRITE(V3D_HUB_INT_CLR, intsts);
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drm/v3d: Add support for submitting jobs to the TFU.
The TFU can copy from raster, UIF, and SAND input images to UIF output
images, with optional mipmap generation. This will certainly be
useful for media EGL image input, but is also useful immediately for
mipmap generation without bogging the V3D core down.
For now we only run the queue 1 job deep, and don't have any hang
recovery (though I don't think we should need it, with TFU). Queuing
multiple jobs in the HW will require synchronizing the YUV coefficient
regs updates since they don't get FIFOed with the job.
v2: Change the ioctl to IOW instead of IOWR, always set COEF0, explain
why TFU is AUTH, clarify the syncing docs, drop the unused TFU
interrupt regs (you're expected to use the hub's), don't take
&bo->base for NULL bos.
v3: Fix a little whitespace alignment (noticed by checkpatch), rebase
on drm_sched_job_cleanup() changes.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Emett <david.emett@broadcom.com> (v2)
Link: https://patchwork.freedesktop.org/patch/264607/
2018-11-28 23:09:25 +00:00
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if (intsts & V3D_HUB_INT_TFUC) {
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2018-12-01 00:57:58 +00:00
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struct v3d_fence *fence =
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to_v3d_fence(v3d->tfu_job->done_fence);
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trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
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dma_fence_signal(&fence->base);
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drm/v3d: Add support for submitting jobs to the TFU.
The TFU can copy from raster, UIF, and SAND input images to UIF output
images, with optional mipmap generation. This will certainly be
useful for media EGL image input, but is also useful immediately for
mipmap generation without bogging the V3D core down.
For now we only run the queue 1 job deep, and don't have any hang
recovery (though I don't think we should need it, with TFU). Queuing
multiple jobs in the HW will require synchronizing the YUV coefficient
regs updates since they don't get FIFOed with the job.
v2: Change the ioctl to IOW instead of IOWR, always set COEF0, explain
why TFU is AUTH, clarify the syncing docs, drop the unused TFU
interrupt regs (you're expected to use the hub's), don't take
&bo->base for NULL bos.
v3: Fix a little whitespace alignment (noticed by checkpatch), rebase
on drm_sched_job_cleanup() changes.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Emett <david.emett@broadcom.com> (v2)
Link: https://patchwork.freedesktop.org/patch/264607/
2018-11-28 23:09:25 +00:00
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status = IRQ_HANDLED;
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}
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2018-04-30 18:10:58 +00:00
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if (intsts & (V3D_HUB_INT_MMU_WRV |
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V3D_HUB_INT_MMU_PTI |
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V3D_HUB_INT_MMU_CAP)) {
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u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
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u64 vio_addr = (u64)V3D_READ(V3D_MMU_VIO_ADDR) << 8;
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dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
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axi_id, (long long)vio_addr,
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((intsts & V3D_HUB_INT_MMU_WRV) ?
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", write violation" : ""),
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((intsts & V3D_HUB_INT_MMU_PTI) ?
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", pte invalid" : ""),
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((intsts & V3D_HUB_INT_MMU_CAP) ?
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", cap exceeded" : ""));
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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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v3d_irq_init(struct v3d_dev *v3d)
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{
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int ret, core;
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INIT_WORK(&v3d->overflow_mem_work, v3d_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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for (core = 0; core < v3d->cores; core++)
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V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
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V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
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ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
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v3d_hub_irq, IRQF_SHARED,
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"v3d_hub", v3d);
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ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 1),
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v3d_irq, IRQF_SHARED,
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"v3d_core0", v3d);
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if (ret)
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dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
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v3d_irq_enable(v3d);
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}
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void
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v3d_irq_enable(struct v3d_dev *v3d)
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{
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int core;
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/* Enable our set of interrupts, masking out any others. */
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for (core = 0; core < v3d->cores; core++) {
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V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
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V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
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}
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V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
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V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
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}
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void
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v3d_irq_disable(struct v3d_dev *v3d)
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{
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int core;
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/* Disable all interrupts. */
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for (core = 0; core < v3d->cores; core++)
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V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
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V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
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/* Clear any pending interrupts we might have left. */
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for (core = 0; core < v3d->cores; core++)
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V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
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V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
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cancel_work_sync(&v3d->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 v3d_irq_reset(struct v3d_dev *v3d)
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{
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v3d_irq_enable(v3d);
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}
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