}
}
+ v3d->clk = devm_clk_get(dev, NULL);
+ if (IS_ERR(v3d->clk)) {
+ if (ret != -EPROBE_DEFER)
+ dev_err(dev, "Failed to get clock\n");
+ goto dev_free;
+ }
+ v3d->clk_up_rate = clk_get_rate(v3d->clk);
+ /* For downclocking, drop it to the minimum frequency we can get from
+ * the CPRMAN clock generator dividing off our parent. The divider is
+ * 4 bits, but ask for just higher than that so that rounding doesn't
+ * make cprman reject our rate.
+ */
+ v3d->clk_down_rate =
+ (clk_get_rate(clk_get_parent(v3d->clk)) / (1 << 4)) + 10000;
+
if (v3d->ver < 41) {
ret = map_regs(v3d, &v3d->gca_regs, "gca");
if (ret)
if (ret)
goto irq_disable;
+ ret = clk_set_rate(v3d->clk, v3d->clk_down_rate);
+ WARN_ON_ONCE(ret != 0);
+
return 0;
irq_disable:
#include <linux/device.h>
#include <linux/dma-mapping.h>
#include <linux/io.h>
+#include <linux/clk.h>
#include <linux/module.h>
#include <linux/platform_device.h>
#include <linux/pm_runtime.h>
#include "v3d_trace.h"
static void
+v3d_clock_down_work(struct work_struct *work)
+{
+ struct v3d_dev *v3d =
+ container_of(work, struct v3d_dev, clk_down_work.work);
+ int ret;
+
+ ret = clk_set_rate(v3d->clk, v3d->clk_down_rate);
+ v3d->clk_up = false;
+ WARN_ON_ONCE(ret != 0);
+}
+
+static void
+v3d_clock_up_get(struct v3d_dev *v3d)
+{
+ mutex_lock(&v3d->clk_lock);
+ if (v3d->clk_refcount++ == 0) {
+ cancel_delayed_work_sync(&v3d->clk_down_work);
+ if (!v3d->clk_up) {
+ int ret;
+
+ ret = clk_set_rate(v3d->clk, v3d->clk_up_rate);
+ WARN_ON_ONCE(ret != 0);
+ v3d->clk_up = true;
+ }
+ }
+ mutex_unlock(&v3d->clk_lock);
+}
+
+static void
+v3d_clock_up_put(struct v3d_dev *v3d)
+{
+ mutex_lock(&v3d->clk_lock);
+ if (--v3d->clk_refcount == 0) {
+ schedule_delayed_work(&v3d->clk_down_work,
+ msecs_to_jiffies(100));
+ }
+ mutex_unlock(&v3d->clk_lock);
+}
+
+
+static void
v3d_init_core(struct v3d_dev *v3d, int core)
{
/* Set OVRTMUOUT, which means that the texture sampler uniform
struct v3d_job *job = container_of(ref, struct v3d_job, refcount);
unsigned long index;
struct dma_fence *fence;
+ struct v3d_dev *v3d = job->v3d;
int i;
for (i = 0; i < job->bo_count; i++) {
}
xa_destroy(&job->deps);
- dma_fence_put(job->irq_fence);
- dma_fence_put(job->done_fence);
-
- pm_runtime_mark_last_busy(job->v3d->drm.dev);
- pm_runtime_put_autosuspend(job->v3d->drm.dev);
+ v3d_clock_up_put(v3d);
if (job->perfmon)
v3d_perfmon_put(job->perfmon);
if (ret)
goto fail;
+ v3d_clock_up_get(v3d);
kref_init(&job->refcount);
return 0;
mutex_init(&v3d->sched_lock);
mutex_init(&v3d->cache_clean_lock);
+ mutex_init(&v3d->clk_lock);
+ INIT_DELAYED_WORK(&v3d->clk_down_work, v3d_clock_down_work);
+
/* Note: We don't allocate address 0. Various bits of HW
* treat 0 as special, such as the occlusion query counters
* where 0 means "disabled".