1// SPDX-License-Identifier: GPL-2.0+
2/* Copyright (C) 2014-2018 Broadcom */
3
4#include <linux/device.h>
5#include <linux/dma-mapping.h>
6#include <linux/io.h>
7#include <linux/module.h>
8#include <linux/platform_device.h>
9#include <linux/reset.h>
10#include <linux/sched/signal.h>
11#include <linux/uaccess.h>
12
13#include <drm/drm_managed.h>
14
15#include "v3d_drv.h"
16#include "v3d_regs.h"
17#include "v3d_trace.h"
18
19static void
20v3d_init_core(struct v3d_dev *v3d, int core)
21{
22	/* Set OVRTMUOUT, which means that the texture sampler uniform
23	 * configuration's tmu output type field is used, instead of
24	 * using the hardware default behavior based on the texture
25	 * type.  If you want the default behavior, you can still put
26	 * "2" in the indirect texture state's output_type field.
27	 */
28	if (v3d->ver < 40)
29		V3D_CORE_WRITE(core, V3D_CTL_MISCCFG, V3D_MISCCFG_OVRTMUOUT);
30
31	/* Whenever we flush the L2T cache, we always want to flush
32	 * the whole thing.
33	 */
34	V3D_CORE_WRITE(core, V3D_CTL_L2TFLSTA, 0);
35	V3D_CORE_WRITE(core, V3D_CTL_L2TFLEND, ~0);
36}
37
38/* Sets invariant state for the HW. */
39static void
40v3d_init_hw_state(struct v3d_dev *v3d)
41{
42	v3d_init_core(v3d, 0);
43}
44
45static void
46v3d_idle_axi(struct v3d_dev *v3d, int core)
47{
48	V3D_CORE_WRITE(core, V3D_GMP_CFG(v3d->ver), V3D_GMP_CFG_STOP_REQ);
49
50	if (wait_for((V3D_CORE_READ(core, V3D_GMP_STATUS(v3d->ver)) &
51		      (V3D_GMP_STATUS_RD_COUNT_MASK |
52		       V3D_GMP_STATUS_WR_COUNT_MASK |
53		       V3D_GMP_STATUS_CFG_BUSY)) == 0, 100)) {
54		DRM_ERROR("Failed to wait for safe GMP shutdown\n");
55	}
56}
57
58static void
59v3d_idle_gca(struct v3d_dev *v3d)
60{
61	if (v3d->ver >= 41)
62		return;
63
64	V3D_GCA_WRITE(V3D_GCA_SAFE_SHUTDOWN, V3D_GCA_SAFE_SHUTDOWN_EN);
65
66	if (wait_for((V3D_GCA_READ(V3D_GCA_SAFE_SHUTDOWN_ACK) &
67		      V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED) ==
68		     V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED, 100)) {
69		DRM_ERROR("Failed to wait for safe GCA shutdown\n");
70	}
71}
72
73static void
74v3d_reset_by_bridge(struct v3d_dev *v3d)
75{
76	int version = V3D_BRIDGE_READ(V3D_TOP_GR_BRIDGE_REVISION);
77
78	if (V3D_GET_FIELD(version, V3D_TOP_GR_BRIDGE_MAJOR) == 2) {
79		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0,
80				 V3D_TOP_GR_BRIDGE_SW_INIT_0_V3D_CLK_108_SW_INIT);
81		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0, 0);
82
83		/* GFXH-1383: The SW_INIT may cause a stray write to address 0
84		 * of the unit, so reset it to its power-on value here.
85		 */
86		V3D_WRITE(V3D_HUB_AXICFG, V3D_HUB_AXICFG_MAX_LEN_MASK);
87	} else {
88		WARN_ON_ONCE(V3D_GET_FIELD(version,
89					   V3D_TOP_GR_BRIDGE_MAJOR) != 7);
90		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1,
91				 V3D_TOP_GR_BRIDGE_SW_INIT_1_V3D_CLK_108_SW_INIT);
92		V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1, 0);
93	}
94}
95
96static void
97v3d_reset_v3d(struct v3d_dev *v3d)
98{
99	if (v3d->reset)
100		reset_control_reset(v3d->reset);
101	else
102		v3d_reset_by_bridge(v3d);
103
104	v3d_init_hw_state(v3d);
105}
106
107void
108v3d_reset(struct v3d_dev *v3d)
109{
110	struct drm_device *dev = &v3d->drm;
111
112	DRM_DEV_ERROR(dev->dev, "Resetting GPU for hang.\n");
113	DRM_DEV_ERROR(dev->dev, "V3D_ERR_STAT: 0x%08x\n",
114		      V3D_CORE_READ(0, V3D_ERR_STAT));
115	trace_v3d_reset_begin(dev);
116
117	/* XXX: only needed for safe powerdown, not reset. */
118	if (false)
119		v3d_idle_axi(v3d, 0);
120
121	v3d_idle_gca(v3d);
122	v3d_reset_v3d(v3d);
123
124	v3d_mmu_set_page_table(v3d);
125	v3d_irq_reset(v3d);
126
127	v3d_perfmon_stop(v3d, v3d->active_perfmon, false);
128
129	trace_v3d_reset_end(dev);
130}
131
132static void
133v3d_flush_l3(struct v3d_dev *v3d)
134{
135	if (v3d->ver < 41) {
136		u32 gca_ctrl = V3D_GCA_READ(V3D_GCA_CACHE_CTRL);
137
138		V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
139			      gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH);
140
141		if (v3d->ver < 33) {
142			V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
143				      gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH);
144		}
145	}
146}
147
148/* Invalidates the (read-only) L2C cache.  This was the L2 cache for
149 * uniforms and instructions on V3D 3.2.
150 */
151static void
152v3d_invalidate_l2c(struct v3d_dev *v3d, int core)
153{
154	if (v3d->ver > 32)
155		return;
156
157	V3D_CORE_WRITE(core, V3D_CTL_L2CACTL,
158		       V3D_L2CACTL_L2CCLR |
159		       V3D_L2CACTL_L2CENA);
160}
161
162/* Invalidates texture L2 cachelines */
163static void
164v3d_flush_l2t(struct v3d_dev *v3d, int core)
165{
166	/* While there is a busy bit (V3D_L2TCACTL_L2TFLS), we don't
167	 * need to wait for completion before dispatching the job --
168	 * L2T accesses will be stalled until the flush has completed.
169	 * However, we do need to make sure we don't try to trigger a
170	 * new flush while the L2_CLEAN queue is trying to
171	 * synchronously clean after a job.
172	 */
173	mutex_lock(&v3d->cache_clean_lock);
174	V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
175		       V3D_L2TCACTL_L2TFLS |
176		       V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM));
177	mutex_unlock(&v3d->cache_clean_lock);
178}
179
180/* Cleans texture L1 and L2 cachelines (writing back dirty data).
181 *
182 * For cleaning, which happens from the CACHE_CLEAN queue after CSD has
183 * executed, we need to make sure that the clean is done before
184 * signaling job completion.  So, we synchronously wait before
185 * returning, and we make sure that L2 invalidates don't happen in the
186 * meantime to confuse our are-we-done checks.
187 */
188void
189v3d_clean_caches(struct v3d_dev *v3d)
190{
191	struct drm_device *dev = &v3d->drm;
192	int core = 0;
193
194	trace_v3d_cache_clean_begin(dev);
195
196	V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL, V3D_L2TCACTL_TMUWCF);
197	if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
198		       V3D_L2TCACTL_TMUWCF), 100)) {
199		DRM_ERROR("Timeout waiting for TMU write combiner flush\n");
200	}
201
202	mutex_lock(&v3d->cache_clean_lock);
203	V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
204		       V3D_L2TCACTL_L2TFLS |
205		       V3D_SET_FIELD(V3D_L2TCACTL_FLM_CLEAN, V3D_L2TCACTL_FLM));
206
207	if (wait_for(!(V3D_CORE_READ(core, V3D_CTL_L2TCACTL) &
208		       V3D_L2TCACTL_L2TFLS), 100)) {
209		DRM_ERROR("Timeout waiting for L2T clean\n");
210	}
211
212	mutex_unlock(&v3d->cache_clean_lock);
213
214	trace_v3d_cache_clean_end(dev);
215}
216
217/* Invalidates the slice caches.  These are read-only caches. */
218static void
219v3d_invalidate_slices(struct v3d_dev *v3d, int core)
220{
221	V3D_CORE_WRITE(core, V3D_CTL_SLCACTL,
222		       V3D_SET_FIELD(0xf, V3D_SLCACTL_TVCCS) |
223		       V3D_SET_FIELD(0xf, V3D_SLCACTL_TDCCS) |
224		       V3D_SET_FIELD(0xf, V3D_SLCACTL_UCC) |
225		       V3D_SET_FIELD(0xf, V3D_SLCACTL_ICC));
226}
227
228void
229v3d_invalidate_caches(struct v3d_dev *v3d)
230{
231	/* Invalidate the caches from the outside in.  That way if
232	 * another CL's concurrent use of nearby memory were to pull
233	 * an invalidated cacheline back in, we wouldn't leave stale
234	 * data in the inner cache.
235	 */
236	v3d_flush_l3(v3d);
237	v3d_invalidate_l2c(v3d, 0);
238	v3d_flush_l2t(v3d, 0);
239	v3d_invalidate_slices(v3d, 0);
240}
241
242int
243v3d_gem_init(struct drm_device *dev)
244{
245	struct v3d_dev *v3d = to_v3d_dev(dev);
246	u32 pt_size = 4096 * 1024;
247	int ret, i;
248
249	for (i = 0; i < V3D_MAX_QUEUES; i++) {
250		v3d->queue[i].fence_context = dma_fence_context_alloc(1);
251		v3d->queue[i].start_ns = 0;
252		v3d->queue[i].enabled_ns = 0;
253		v3d->queue[i].jobs_sent = 0;
254	}
255
256	spin_lock_init(&v3d->mm_lock);
257	spin_lock_init(&v3d->job_lock);
258	ret = drmm_mutex_init(dev, &v3d->bo_lock);
259	if (ret)
260		return ret;
261	ret = drmm_mutex_init(dev, &v3d->reset_lock);
262	if (ret)
263		return ret;
264	ret = drmm_mutex_init(dev, &v3d->sched_lock);
265	if (ret)
266		return ret;
267	ret = drmm_mutex_init(dev, &v3d->cache_clean_lock);
268	if (ret)
269		return ret;
270
271	/* Note: We don't allocate address 0.  Various bits of HW
272	 * treat 0 as special, such as the occlusion query counters
273	 * where 0 means "disabled".
274	 */
275	drm_mm_init(&v3d->mm, 1, pt_size / sizeof(u32) - 1);
276
277	v3d->pt = dma_alloc_wc(v3d->drm.dev, pt_size,
278			       &v3d->pt_paddr,
279			       GFP_KERNEL | __GFP_NOWARN | __GFP_ZERO);
280	if (!v3d->pt) {
281		drm_mm_takedown(&v3d->mm);
282		dev_err(v3d->drm.dev,
283			"Failed to allocate page tables. Please ensure you have DMA enabled.\n");
284		return -ENOMEM;
285	}
286
287	v3d_init_hw_state(v3d);
288	v3d_mmu_set_page_table(v3d);
289
290	ret = v3d_sched_init(v3d);
291	if (ret) {
292		drm_mm_takedown(&v3d->mm);
293		dma_free_coherent(v3d->drm.dev, 4096 * 1024, (void *)v3d->pt,
294				  v3d->pt_paddr);
295	}
296
297	return 0;
298}
299
300void
301v3d_gem_destroy(struct drm_device *dev)
302{
303	struct v3d_dev *v3d = to_v3d_dev(dev);
304
305	v3d_sched_fini(v3d);
306
307	/* Waiting for jobs to finish would need to be done before
308	 * unregistering V3D.
309	 */
310	WARN_ON(v3d->bin_job);
311	WARN_ON(v3d->render_job);
312	WARN_ON(v3d->tfu_job);
313	WARN_ON(v3d->csd_job);
314
315	drm_mm_takedown(&v3d->mm);
316
317	dma_free_coherent(v3d->drm.dev, 4096 * 1024, (void *)v3d->pt,
318			  v3d->pt_paddr);
319}
320