// SPDX-License-Identifier: GPL-2.0+
/* Copyright (C) 2014-2018 Broadcom */
#include <linux/device.h>
#include <linux/dma-mapping.h>
#include <linux/io.h>
#include <linux/module.h>
#include <linux/platform_device.h>
#include <linux/reset.h>
#include <linux/sched/signal.h>
#include <linux/uaccess.h>
#include <drm/drm_managed.h>
#include <drm/drm_syncobj.h>
#include <uapi/drm/v3d_drm.h>
#include "v3d_drv.h"
#include "v3d_regs.h"
#include "v3d_trace.h"
static void
v3d_init_core(struct v3d_dev *v3d, int core)
{
/* Set OVRTMUOUT, which means that the texture sampler uniform
* configuration's tmu output type field is used, instead of
* using the hardware default behavior based on the texture
* type. If you want the default behavior, you can still put
* "2" in the indirect texture state's output_type field.
*/
if (v3d->ver < 40)
V3D_CORE_WRITE(core, V3D_CTL_MISCCFG, V3D_MISCCFG_OVRTMUOUT);
/* Whenever we flush the L2T cache, we always want to flush
* the whole thing.
*/
V3D_CORE_WRITE(core, V3D_CTL_L2TFLSTA, 0);
V3D_CORE_WRITE(core, V3D_CTL_L2TFLEND, ~0);
}
/* Sets invariant state for the HW. */
static void
v3d_init_hw_state(struct v3d_dev *v3d)
{
v3d_init_core(v3d, 0);
}
static void
v3d_idle_axi(struct v3d_dev *v3d, int core)
{
V3D_CORE_WRITE(core, V3D_GMP_CFG(v3d->ver), V3D_GMP_CFG_STOP_REQ);
if (wait_for((V3D_CORE_READ(core, V3D_GMP_STATUS(v3d->ver)) &
(V3D_GMP_STATUS_RD_COUNT_MASK |
V3D_GMP_STATUS_WR_COUNT_MASK |
V3D_GMP_STATUS_CFG_BUSY)) == 0, 100)) {
DRM_ERROR("Failed to wait for safe GMP shutdown\n");
}
}
static void
v3d_idle_gca(struct v3d_dev *v3d)
{
if (v3d->ver >= 41)
return;
V3D_GCA_WRITE(V3D_GCA_SAFE_SHUTDOWN, V3D_GCA_SAFE_SHUTDOWN_EN);
if (wait_for((V3D_GCA_READ(V3D_GCA_SAFE_SHUTDOWN_ACK) &
V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED) ==
V3D_GCA_SAFE_SHUTDOWN_ACK_ACKED, 100)) {
DRM_ERROR("Failed to wait for safe GCA shutdown\n");
}
}
static void
v3d_reset_by_bridge(struct v3d_dev *v3d)
{
int version = V3D_BRIDGE_READ(V3D_TOP_GR_BRIDGE_REVISION);
if (V3D_GET_FIELD(version, V3D_TOP_GR_BRIDGE_MAJOR) == 2) {
V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0,
V3D_TOP_GR_BRIDGE_SW_INIT_0_V3D_CLK_108_SW_INIT);
V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_0, 0);
/* GFXH-1383: The SW_INIT may cause a stray write to address 0
* of the unit, so reset it to its power-on value here.
*/
V3D_WRITE(V3D_HUB_AXICFG, V3D_HUB_AXICFG_MAX_LEN_MASK);
} else {
WARN_ON_ONCE(V3D_GET_FIELD(version,
V3D_TOP_GR_BRIDGE_MAJOR) != 7);
V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1,
V3D_TOP_GR_BRIDGE_SW_INIT_1_V3D_CLK_108_SW_INIT);
V3D_BRIDGE_WRITE(V3D_TOP_GR_BRIDGE_SW_INIT_1, 0);
}
}
static void
v3d_reset_v3d(struct v3d_dev *v3d)
{
if (v3d->reset)
reset_control_reset(v3d->reset);
else
v3d_reset_by_bridge(v3d);
v3d_init_hw_state(v3d);
}
void
v3d_reset(struct v3d_dev *v3d)
{
struct drm_device *dev = &v3d->drm;
DRM_DEV_ERROR(dev->dev, "Resetting GPU for hang.\n");
DRM_DEV_ERROR(dev->dev, "V3D_ERR_STAT: 0x%08x\n",
V3D_CORE_READ(0, V3D_ERR_STAT));
trace_v3d_reset_begin(dev);
/* XXX: only needed for safe powerdown, not reset. */
if (false)
v3d_idle_axi(v3d, 0);
v3d_idle_gca(v3d);
v3d_reset_v3d(v3d);
v3d_mmu_set_page_table(v3d);
v3d_irq_reset(v3d);
v3d_perfmon_stop(v3d, v3d->active_perfmon, false);
trace_v3d_reset_end(dev);
}
static void
v3d_flush_l3(struct v3d_dev *v3d)
{
if (v3d->ver < 41) {
u32 gca_ctrl = V3D_GCA_READ(V3D_GCA_CACHE_CTRL);
V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH);
if (v3d->ver < 33) {
V3D_GCA_WRITE(V3D_GCA_CACHE_CTRL,
gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH);
}
}
}
/* Invalidates the (read-only) L2C cache. This was the L2 cache for
* uniforms and instructions on V3D 3.2.
*/
static void
v3d_invalidate_l2c(struct v3d_dev *v3d, int core)
{
if (v3d->ver > 32)
return;
V3D_CORE_WRITE(core, V3D_CTL_L2CACTL,
V3D_L2CACTL_L2CCLR |
V3D_L2CACTL_L2CENA);
}
/* Invalidates texture L2 cachelines */
static void
v3d_flush_l2t(struct v3d_dev *v3d, int core)
{
/* While there is a busy bit (V3D_L2TCACTL_L2TFLS), we don't
* need to wait for completion before dispatching the job --
* L2T accesses will be stalled until the flush has completed.
* However, we do need to make sure we don't try to trigger a
* new flush while the L2_CLEAN queue is trying to
* synchronously clean after a job.
*/
mutex_lock(&v3d->cache_clean_lock);
V3D_CORE_WRITE(core, V3D_CTL_L2TCACTL,
V3D_L2TCACTL_L2TFLS |
V3D_SET_FIELD(V3D_L2TCACTL_FLM_FLUSH, V3D_L2TCACTL_FLM));
mutex_unlock(&v3d->cache_clean_lock);
}
/* Cleans texture L1 and L2 cachelines (writing back dirty data).
*
* For cleaning, which happens from the CACHE_CLEAN queue after CSD has
* executed, we need to make sure that the clean is done before
* signaling job completion. So, we synchronously wait before
* returning, and we make sure that L2 invalidates don't happen in the
* meantime to confuse our are-we-done checks.
*/
void
v3d_clean_caches(struct v3d_dev *v3d)
{
struct drm_device *dev = &v3d->drm;
int core = 0;