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	The core scheduler tells us when the job is pushed to the scheduler's queue, and I had the job_run functions saying when they actually queue the job to the hardware. By adding tracepoints for the very top of the ioctls and the IRQs signaling job completion, "perf record -a -e v3d:.\* -e gpu_scheduler:.\* <job>; perf script" gets you a pretty decent timeline. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20181201005759.28093-5-eric@anholt.net Reviewed-by: Dave Emett <david.emett@broadcom.com>
		
			
				
	
	
		
			222 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			222 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
// SPDX-License-Identifier: GPL-2.0+
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/* Copyright (C) 2014-2018 Broadcom */
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/**
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 * DOC: Interrupt management for the V3D engine
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 *
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 * When we take a bin, render, or TFU done interrupt, we need to
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 * signal the fence for that job so that the scheduler can queue up
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 * the next one and unblock any waiters.
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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 "v3d_drv.h"
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#include "v3d_regs.h"
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#include "v3d_trace.h"
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#define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM |	\
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			     V3D_INT_FLDONE |	\
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			     V3D_INT_FRDONE |	\
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			     V3D_INT_GMPV))
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#define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV |	\
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			    V3D_HUB_INT_MMU_PTI |	\
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			    V3D_HUB_INT_MMU_CAP |	\
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			    V3D_HUB_INT_TFUC))
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static void
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v3d_overflow_mem_work(struct work_struct *work)
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{
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	struct v3d_dev *v3d =
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		container_of(work, struct v3d_dev, overflow_mem_work);
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	struct drm_device *dev = &v3d->drm;
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	struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
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	unsigned long irqflags;
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	if (IS_ERR(bo)) {
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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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	/* We lost a race, and our work task came in after the bin job
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	 * completed and exited.  This can happen because the HW
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	 * signals OOM before it's fully OOM, so the binner might just
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	 * barely complete.
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	 *
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	 * If we lose the race and our work task comes in after a new
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	 * bin job got scheduled, that's fine.  We'll just give them
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	 * some binner pool anyway.
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	 */
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	spin_lock_irqsave(&v3d->job_lock, irqflags);
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	if (!v3d->bin_job) {
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		spin_unlock_irqrestore(&v3d->job_lock, irqflags);
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		goto out;
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	}
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	drm_gem_object_get(&bo->base);
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	list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
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	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
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	V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
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	V3D_CORE_WRITE(0, V3D_PTB_BPOS, bo->base.size);
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out:
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	drm_gem_object_put_unlocked(&bo->base);
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}
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static irqreturn_t
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v3d_irq(int irq, void *arg)
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{
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	struct v3d_dev *v3d = arg;
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	u32 intsts;
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	irqreturn_t status = IRQ_NONE;
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	intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
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	/* Acknowledge the interrupts we're handling here. */
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	V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
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	if (intsts & V3D_INT_OUTOMEM) {
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		/* Note that the OOM status is edge signaled, so the
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		 * interrupt won't happen again until the we actually
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		 * add more memory.
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		 */
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		schedule_work(&v3d->overflow_mem_work);
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		status = IRQ_HANDLED;
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	}
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	if (intsts & V3D_INT_FLDONE) {
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		struct v3d_fence *fence =
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			to_v3d_fence(v3d->bin_job->bin.done_fence);
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		trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
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		dma_fence_signal(&fence->base);
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		status = IRQ_HANDLED;
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	}
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	if (intsts & V3D_INT_FRDONE) {
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		struct v3d_fence *fence =
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			to_v3d_fence(v3d->render_job->render.done_fence);
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		trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
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		dma_fence_signal(&fence->base);
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		status = IRQ_HANDLED;
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	}
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	/* We shouldn't be triggering these if we have GMP in
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	 * always-allowed mode.
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	 */
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	if (intsts & V3D_INT_GMPV)
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		dev_err(v3d->dev, "GMP violation\n");
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	return status;
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}
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static irqreturn_t
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v3d_hub_irq(int irq, void *arg)
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{
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	struct v3d_dev *v3d = arg;
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	u32 intsts;
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	irqreturn_t status = IRQ_NONE;
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	intsts = V3D_READ(V3D_HUB_INT_STS);
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	/* Acknowledge the interrupts we're handling here. */
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	V3D_WRITE(V3D_HUB_INT_CLR, intsts);
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	if (intsts & V3D_HUB_INT_TFUC) {
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		struct v3d_fence *fence =
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			to_v3d_fence(v3d->tfu_job->done_fence);
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		trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
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		dma_fence_signal(&fence->base);
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		status = IRQ_HANDLED;
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	}
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	if (intsts & (V3D_HUB_INT_MMU_WRV |
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		      V3D_HUB_INT_MMU_PTI |
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		      V3D_HUB_INT_MMU_CAP)) {
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		u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
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		u64 vio_addr = (u64)V3D_READ(V3D_MMU_VIO_ADDR) << 8;
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		dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
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			axi_id, (long long)vio_addr,
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			((intsts & V3D_HUB_INT_MMU_WRV) ?
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			 ", write violation" : ""),
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			((intsts & V3D_HUB_INT_MMU_PTI) ?
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			 ", pte invalid" : ""),
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			((intsts & V3D_HUB_INT_MMU_CAP) ?
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			 ", cap exceeded" : ""));
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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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v3d_irq_init(struct v3d_dev *v3d)
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{
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	int ret, core;
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	INIT_WORK(&v3d->overflow_mem_work, v3d_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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	for (core = 0; core < v3d->cores; core++)
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		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
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	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
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	ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
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			       v3d_hub_irq, IRQF_SHARED,
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			       "v3d_hub", v3d);
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	ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 1),
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			       v3d_irq, IRQF_SHARED,
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			       "v3d_core0", v3d);
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	if (ret)
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		dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
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	v3d_irq_enable(v3d);
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}
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void
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v3d_irq_enable(struct v3d_dev *v3d)
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{
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	int core;
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	/* Enable our set of interrupts, masking out any others. */
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	for (core = 0; core < v3d->cores; core++) {
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		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
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		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
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	}
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	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
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	V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
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}
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void
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v3d_irq_disable(struct v3d_dev *v3d)
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{
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	int core;
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	/* Disable all interrupts. */
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	for (core = 0; core < v3d->cores; core++)
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		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
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	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
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	/* Clear any pending interrupts we might have left. */
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	for (core = 0; core < v3d->cores; core++)
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		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
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	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
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	cancel_work_sync(&v3d->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 v3d_irq_reset(struct v3d_dev *v3d)
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{
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	v3d_irq_enable(v3d);
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}
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