linux/drivers/gpu/drm/vc4/vc4_irq.c

/*
 * Copyright © 2014 Broadcom
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 * IN THE SOFTWARE.
 */

/**
 * DOC: Interrupt management for the V3D engine
 *
 * We have an interrupt status register (V3D_INTCTL) which reports
 * interrupts, and where writing 1 bits clears those interrupts.
 * There are also a pair of interrupt registers
 * (V3D_INTENA/V3D_INTDIS) where writing a 1 to their bits enables or
 * disables that specific interrupt, and 0s written are ignored
 * (reading either one returns the set of enabled interrupts).
 *
 * When we take a binning flush done interrupt, we need to submit the
 * next frame for binning and move the finished frame to the render
 * thread.
 *
 * When we take a render frame interrupt, we need to wake the
 * processes waiting for some frame to be done, and get the next frame
 * submitted ASAP (so the hardware doesn't sit idle when there's work
 * to do).
 *
 * 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 <drm/drm_drv.h>

#include "vc4_drv.h"
#include "vc4_regs.h"
#include "vc4_trace.h"

#define V3D_DRIVER_IRQS

static void
vc4_overflow_mem_work(struct work_struct *work)
{}

static void
vc4_irq_finish_bin_job(struct drm_device *dev)
{}

static void
vc4_cancel_bin_job(struct drm_device *dev)
{}

static void
vc4_irq_finish_render_job(struct drm_device *dev)
{}

static irqreturn_t
vc4_irq(int irq, void *arg)
{}

static void
vc4_irq_prepare(struct drm_device *dev)
{}

void
vc4_irq_enable(struct drm_device *dev)
{}

void
vc4_irq_disable(struct drm_device *dev)
{}

int vc4_irq_install(struct drm_device *dev, int irq)
{}

void vc4_irq_uninstall(struct drm_device *dev)
{}

/** Reinitializes interrupt registers when a GPU reset is performed. */
void vc4_irq_reset(struct drm_device *dev)
{}