linux/include/uapi/drm/v3d_drm.h
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   1/*
   2 * Copyright © 2014-2018 Broadcom
   3 *
   4 * Permission is hereby granted, free of charge, to any person obtaining a
   5 * copy of this software and associated documentation files (the "Software"),
   6 * to deal in the Software without restriction, including without limitation
   7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
   8 * and/or sell copies of the Software, and to permit persons to whom the
   9 * Software is furnished to do so, subject to the following conditions:
  10 *
  11 * The above copyright notice and this permission notice (including the next
  12 * paragraph) shall be included in all copies or substantial portions of the
  13 * Software.
  14 *
  15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  21 * IN THE SOFTWARE.
  22 */
  23
  24#ifndef _V3D_DRM_H_
  25#define _V3D_DRM_H_
  26
  27#include "drm.h"
  28
  29#if defined(__cplusplus)
  30extern "C" {
  31#endif
  32
  33#define DRM_V3D_SUBMIT_CL                         0x00
  34#define DRM_V3D_WAIT_BO                           0x01
  35#define DRM_V3D_CREATE_BO                         0x02
  36#define DRM_V3D_MMAP_BO                           0x03
  37#define DRM_V3D_GET_PARAM                         0x04
  38#define DRM_V3D_GET_BO_OFFSET                     0x05
  39#define DRM_V3D_SUBMIT_TFU                        0x06
  40#define DRM_V3D_SUBMIT_CSD                        0x07
  41
  42#define DRM_IOCTL_V3D_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
  43#define DRM_IOCTL_V3D_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
  44#define DRM_IOCTL_V3D_CREATE_BO           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo)
  45#define DRM_IOCTL_V3D_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo)
  46#define DRM_IOCTL_V3D_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
  47#define DRM_IOCTL_V3D_GET_BO_OFFSET       DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
  48#define DRM_IOCTL_V3D_SUBMIT_TFU          DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu)
  49#define DRM_IOCTL_V3D_SUBMIT_CSD          DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd)
  50
  51#define DRM_V3D_SUBMIT_CL_FLUSH_CACHE             0x01
  52
  53/**
  54 * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
  55 * engine.
  56 *
  57 * This asks the kernel to have the GPU execute an optional binner
  58 * command list, and a render command list.
  59 *
  60 * The L1T, slice, L2C, L2T, and GCA caches will be flushed before
  61 * each CL executes.  The VCD cache should be flushed (if necessary)
  62 * by the submitted CLs.  The TLB writes are guaranteed to have been
  63 * flushed by the time the render done IRQ happens, which is the
  64 * trigger for out_sync.  Any dirtying of cachelines by the job (only
  65 * possible using TMU writes) must be flushed by the caller using the
  66 * DRM_V3D_SUBMIT_CL_FLUSH_CACHE_FLAG flag.
  67 */
  68struct drm_v3d_submit_cl {
  69        /* Pointer to the binner command list.
  70         *
  71         * This is the first set of commands executed, which runs the
  72         * coordinate shader to determine where primitives land on the screen,
  73         * then writes out the state updates and draw calls necessary per tile
  74         * to the tile allocation BO.
  75         *
  76         * This BCL will block on any previous BCL submitted on the
  77         * same FD, but not on any RCL or BCLs submitted by other
  78         * clients -- that is left up to the submitter to control
  79         * using in_sync_bcl if necessary.
  80         */
  81        __u32 bcl_start;
  82
  83        /** End address of the BCL (first byte after the BCL) */
  84        __u32 bcl_end;
  85
  86        /* Offset of the render command list.
  87         *
  88         * This is the second set of commands executed, which will either
  89         * execute the tiles that have been set up by the BCL, or a fixed set
  90         * of tiles (in the case of RCL-only blits).
  91         *
  92         * This RCL will block on this submit's BCL, and any previous
  93         * RCL submitted on the same FD, but not on any RCL or BCLs
  94         * submitted by other clients -- that is left up to the
  95         * submitter to control using in_sync_rcl if necessary.
  96         */
  97        __u32 rcl_start;
  98
  99        /** End address of the RCL (first byte after the RCL) */
 100        __u32 rcl_end;
 101
 102        /** An optional sync object to wait on before starting the BCL. */
 103        __u32 in_sync_bcl;
 104        /** An optional sync object to wait on before starting the RCL. */
 105        __u32 in_sync_rcl;
 106        /** An optional sync object to place the completion fence in. */
 107        __u32 out_sync;
 108
 109        /* Offset of the tile alloc memory
 110         *
 111         * This is optional on V3D 3.3 (where the CL can set the value) but
 112         * required on V3D 4.1.
 113         */
 114        __u32 qma;
 115
 116        /** Size of the tile alloc memory. */
 117        __u32 qms;
 118
 119        /** Offset of the tile state data array. */
 120        __u32 qts;
 121
 122        /* Pointer to a u32 array of the BOs that are referenced by the job.
 123         */
 124        __u64 bo_handles;
 125
 126        /* Number of BO handles passed in (size is that times 4). */
 127        __u32 bo_handle_count;
 128
 129        __u32 flags;
 130};
 131
 132/**
 133 * struct drm_v3d_wait_bo - ioctl argument for waiting for
 134 * completion of the last DRM_V3D_SUBMIT_CL on a BO.
 135 *
 136 * This is useful for cases where multiple processes might be
 137 * rendering to a BO and you want to wait for all rendering to be
 138 * completed.
 139 */
 140struct drm_v3d_wait_bo {
 141        __u32 handle;
 142        __u32 pad;
 143        __u64 timeout_ns;
 144};
 145
 146/**
 147 * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
 148 *
 149 * There are currently no values for the flags argument, but it may be
 150 * used in a future extension.
 151 */
 152struct drm_v3d_create_bo {
 153        __u32 size;
 154        __u32 flags;
 155        /** Returned GEM handle for the BO. */
 156        __u32 handle;
 157        /**
 158         * Returned offset for the BO in the V3D address space.  This offset
 159         * is private to the DRM fd and is valid for the lifetime of the GEM
 160         * handle.
 161         *
 162         * This offset value will always be nonzero, since various HW
 163         * units treat 0 specially.
 164         */
 165        __u32 offset;
 166};
 167
 168/**
 169 * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
 170 *
 171 * This doesn't actually perform an mmap.  Instead, it returns the
 172 * offset you need to use in an mmap on the DRM device node.  This
 173 * means that tools like valgrind end up knowing about the mapped
 174 * memory.
 175 *
 176 * There are currently no values for the flags argument, but it may be
 177 * used in a future extension.
 178 */
 179struct drm_v3d_mmap_bo {
 180        /** Handle for the object being mapped. */
 181        __u32 handle;
 182        __u32 flags;
 183        /** offset into the drm node to use for subsequent mmap call. */
 184        __u64 offset;
 185};
 186
 187enum drm_v3d_param {
 188        DRM_V3D_PARAM_V3D_UIFCFG,
 189        DRM_V3D_PARAM_V3D_HUB_IDENT1,
 190        DRM_V3D_PARAM_V3D_HUB_IDENT2,
 191        DRM_V3D_PARAM_V3D_HUB_IDENT3,
 192        DRM_V3D_PARAM_V3D_CORE0_IDENT0,
 193        DRM_V3D_PARAM_V3D_CORE0_IDENT1,
 194        DRM_V3D_PARAM_V3D_CORE0_IDENT2,
 195        DRM_V3D_PARAM_SUPPORTS_TFU,
 196        DRM_V3D_PARAM_SUPPORTS_CSD,
 197        DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH,
 198};
 199
 200struct drm_v3d_get_param {
 201        __u32 param;
 202        __u32 pad;
 203        __u64 value;
 204};
 205
 206/**
 207 * Returns the offset for the BO in the V3D address space for this DRM fd.
 208 * This is the same value returned by drm_v3d_create_bo, if that was called
 209 * from this DRM fd.
 210 */
 211struct drm_v3d_get_bo_offset {
 212        __u32 handle;
 213        __u32 offset;
 214};
 215
 216struct drm_v3d_submit_tfu {
 217        __u32 icfg;
 218        __u32 iia;
 219        __u32 iis;
 220        __u32 ica;
 221        __u32 iua;
 222        __u32 ioa;
 223        __u32 ios;
 224        __u32 coef[4];
 225        /* First handle is the output BO, following are other inputs.
 226         * 0 for unused.
 227         */
 228        __u32 bo_handles[4];
 229        /* sync object to block on before running the TFU job.  Each TFU
 230         * job will execute in the order submitted to its FD.  Synchronization
 231         * against rendering jobs requires using sync objects.
 232         */
 233        __u32 in_sync;
 234        /* Sync object to signal when the TFU job is done. */
 235        __u32 out_sync;
 236};
 237
 238/* Submits a compute shader for dispatch.  This job will block on any
 239 * previous compute shaders submitted on this fd, and any other
 240 * synchronization must be performed with in_sync/out_sync.
 241 */
 242struct drm_v3d_submit_csd {
 243        __u32 cfg[7];
 244        __u32 coef[4];
 245
 246        /* Pointer to a u32 array of the BOs that are referenced by the job.
 247         */
 248        __u64 bo_handles;
 249
 250        /* Number of BO handles passed in (size is that times 4). */
 251        __u32 bo_handle_count;
 252
 253        /* sync object to block on before running the CSD job.  Each
 254         * CSD job will execute in the order submitted to its FD.
 255         * Synchronization against rendering/TFU jobs or CSD from
 256         * other fds requires using sync objects.
 257         */
 258        __u32 in_sync;
 259        /* Sync object to signal when the CSD job is done. */
 260        __u32 out_sync;
 261};
 262
 263#if defined(__cplusplus)
 264}
 265#endif
 266
 267#endif /* _V3D_DRM_H_ */
 268