mirror of
https://github.com/torvalds/linux.git
synced 2026-04-21 08:13:56 -04:00
Each V3D queue works independently and all the dependencies between the jobs are handled through the DRM scheduler. Therefore, there is no need to use one single lock for all queues. Using it, creates unnecessary contention between different queues that can operate independently. Replace the global spinlock with per-queue locks to improve parallelism and reduce contention between different V3D queues (BIN, RENDER, TFU, CSD). This allows independent queues to operate concurrently while maintaining proper synchronization within each queue. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Reviewed-by: Melissa Wen <mwen@igalia.com> Link: https://lore.kernel.org/r/20250826-v3d-queue-lock-v3-3-979efc43e490@igalia.com Signed-off-by: Maíra Canal <mcanal@igalia.com>
350 lines
8.8 KiB
C
350 lines
8.8 KiB
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 "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_ERROR("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))
|
|
dev_err(v3d->drm.dev, "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;
|
|
}
|
|
}
|
|
}
|
|
|
|
dev_err(v3d->drm.dev, "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)) {
|
|
dev_err(v3d->drm.dev, "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);
|
|
}
|