forked from Minki/linux
553c942f8b
Until now, we've had to limit Raspberry Pi to 256MB of CMA memory to keep from triggering the hardware addressing bug between the tile binner and the tile alloc memory (where the top 4 bits come from the tile state data array's address). To work around that and allow more memory to be reserved for graphics, allocate a single BO to store tile state data arrays and tile alloc/overflow memory while the GPU is active, and make sure that that one BO doesn't happen to cross a 256MB boundary. With that in place, we can allocate textures and shaders anywhere in system memory (still contiguous, of course). Signed-off-by: Eric Anholt <eric@anholt.net> Link: http://patchwork.freedesktop.org/patch/msgid/20170327231025.19391-1-eric@anholt.net Reviewed-by: Boris Brezillon <boris.brezillon@free-electrons.com>
253 lines
6.9 KiB
C
253 lines
6.9 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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/**
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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 binning flush done interrupt, we need to submit the
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* next frame for binning and move the finished frame to the render
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* thread.
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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_FLDONE | \
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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 vc4_bo *bo = vc4->bin_bo;
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int bin_bo_slot;
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struct vc4_exec_info *exec;
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unsigned long irqflags;
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bin_bo_slot = vc4_v3d_get_bin_slot(vc4);
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if (bin_bo_slot < 0) {
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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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spin_lock_irqsave(&vc4->job_lock, irqflags);
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if (vc4->bin_alloc_overflow) {
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/* If we had overflow memory allocated previously,
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* then that chunk will free when the current bin job
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* is done. If we don't have a bin job running, then
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* the chunk will be done whenever the list of render
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* jobs has drained.
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*/
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exec = vc4_first_bin_job(vc4);
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if (!exec)
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exec = vc4_last_render_job(vc4);
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if (exec) {
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exec->bin_slots |= vc4->bin_alloc_overflow;
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} else {
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/* There's nothing queued in the hardware, so
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* the old slot is free immediately.
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*/
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vc4->bin_alloc_used &= ~vc4->bin_alloc_overflow;
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}
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}
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vc4->bin_alloc_overflow = BIT(bin_bo_slot);
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V3D_WRITE(V3D_BPOA, bo->base.paddr + bin_bo_slot * vc4->bin_alloc_size);
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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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spin_unlock_irqrestore(&vc4->job_lock, irqflags);
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}
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static void
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vc4_irq_finish_bin_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_bin_job(vc4);
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if (!exec)
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return;
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vc4_move_job_to_render(dev, exec);
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vc4_submit_next_bin_job(dev);
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}
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static void
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vc4_cancel_bin_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_bin_job(vc4);
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if (!exec)
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return;
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list_move_tail(&exec->head, &vc4->bin_job_list);
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vc4_submit_next_bin_job(dev);
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}
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static void
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vc4_irq_finish_render_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_render_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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if (exec->fence) {
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dma_fence_signal_locked(exec->fence);
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exec->fence = NULL;
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}
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vc4_submit_next_render_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 binner
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* last flush / render frame done interrupt will be cleared,
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* while OUTOMEM will stay high until the underlying cause is
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* 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_FLDONE) {
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spin_lock(&vc4->job_lock);
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vc4_irq_finish_bin_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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if (intctl & V3D_INT_FRDONE) {
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spin_lock(&vc4->job_lock);
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vc4_irq_finish_render_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_cancel_bin_job(dev);
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vc4_irq_finish_render_job(dev);
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spin_unlock_irqrestore(&vc4->job_lock, irqflags);
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}
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