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- /*
- * Copyright © 2014-2018 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.
- */
- #ifndef _V3D_DRM_H_
- #define _V3D_DRM_H_
- #include "drm.h"
- #if defined(__cplusplus)
- extern "C" {
- #endif
- #define DRM_V3D_SUBMIT_CL 0x00
- #define DRM_V3D_WAIT_BO 0x01
- #define DRM_V3D_CREATE_BO 0x02
- #define DRM_V3D_MMAP_BO 0x03
- #define DRM_V3D_GET_PARAM 0x04
- #define DRM_V3D_GET_BO_OFFSET 0x05
- #define DRM_V3D_SUBMIT_TFU 0x06
- #define DRM_V3D_SUBMIT_CSD 0x07
- #define DRM_IOCTL_V3D_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
- #define DRM_IOCTL_V3D_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
- #define DRM_IOCTL_V3D_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo)
- #define DRM_IOCTL_V3D_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo)
- #define DRM_IOCTL_V3D_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
- #define DRM_IOCTL_V3D_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
- #define DRM_IOCTL_V3D_SUBMIT_TFU DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu)
- #define DRM_IOCTL_V3D_SUBMIT_CSD DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd)
- /**
- * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
- * engine.
- *
- * This asks the kernel to have the GPU execute an optional binner
- * command list, and a render command list.
- *
- * The L1T, slice, L2C, L2T, and GCA caches will be flushed before
- * each CL executes. The VCD cache should be flushed (if necessary)
- * by the submitted CLs. The TLB writes are guaranteed to have been
- * flushed by the time the render done IRQ happens, which is the
- * trigger for out_sync. Any dirtying of cachelines by the job (only
- * possible using TMU writes) must be flushed by the caller using the
- * CL's cache flush commands.
- */
- struct drm_v3d_submit_cl {
- /* Pointer to the binner command list.
- *
- * This is the first set of commands executed, which runs the
- * coordinate shader to determine where primitives land on the screen,
- * then writes out the state updates and draw calls necessary per tile
- * to the tile allocation BO.
- *
- * This BCL will block on any previous BCL submitted on the
- * same FD, but not on any RCL or BCLs submitted by other
- * clients -- that is left up to the submitter to control
- * using in_sync_bcl if necessary.
- */
- __u32 bcl_start;
- /** End address of the BCL (first byte after the BCL) */
- __u32 bcl_end;
- /* Offset of the render command list.
- *
- * This is the second set of commands executed, which will either
- * execute the tiles that have been set up by the BCL, or a fixed set
- * of tiles (in the case of RCL-only blits).
- *
- * This RCL will block on this submit's BCL, and any previous
- * RCL submitted on the same FD, but not on any RCL or BCLs
- * submitted by other clients -- that is left up to the
- * submitter to control using in_sync_rcl if necessary.
- */
- __u32 rcl_start;
- /** End address of the RCL (first byte after the RCL) */
- __u32 rcl_end;
- /** An optional sync object to wait on before starting the BCL. */
- __u32 in_sync_bcl;
- /** An optional sync object to wait on before starting the RCL. */
- __u32 in_sync_rcl;
- /** An optional sync object to place the completion fence in. */
- __u32 out_sync;
- /* Offset of the tile alloc memory
- *
- * This is optional on V3D 3.3 (where the CL can set the value) but
- * required on V3D 4.1.
- */
- __u32 qma;
- /** Size of the tile alloc memory. */
- __u32 qms;
- /** Offset of the tile state data array. */
- __u32 qts;
- /* Pointer to a u32 array of the BOs that are referenced by the job.
- */
- __u64 bo_handles;
- /* Number of BO handles passed in (size is that times 4). */
- __u32 bo_handle_count;
- /* Pad, must be zero-filled. */
- __u32 pad;
- };
- /**
- * struct drm_v3d_wait_bo - ioctl argument for waiting for
- * completion of the last DRM_V3D_SUBMIT_CL on a BO.
- *
- * This is useful for cases where multiple processes might be
- * rendering to a BO and you want to wait for all rendering to be
- * completed.
- */
- struct drm_v3d_wait_bo {
- __u32 handle;
- __u32 pad;
- __u64 timeout_ns;
- };
- /**
- * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
- *
- * There are currently no values for the flags argument, but it may be
- * used in a future extension.
- */
- struct drm_v3d_create_bo {
- __u32 size;
- __u32 flags;
- /** Returned GEM handle for the BO. */
- __u32 handle;
- /**
- * Returned offset for the BO in the V3D address space. This offset
- * is private to the DRM fd and is valid for the lifetime of the GEM
- * handle.
- *
- * This offset value will always be nonzero, since various HW
- * units treat 0 specially.
- */
- __u32 offset;
- };
- /**
- * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
- *
- * This doesn't actually perform an mmap. Instead, it returns the
- * offset you need to use in an mmap on the DRM device node. This
- * means that tools like valgrind end up knowing about the mapped
- * memory.
- *
- * There are currently no values for the flags argument, but it may be
- * used in a future extension.
- */
- struct drm_v3d_mmap_bo {
- /** Handle for the object being mapped. */
- __u32 handle;
- __u32 flags;
- /** offset into the drm node to use for subsequent mmap call. */
- __u64 offset;
- };
- enum drm_v3d_param {
- DRM_V3D_PARAM_V3D_UIFCFG,
- DRM_V3D_PARAM_V3D_HUB_IDENT1,
- DRM_V3D_PARAM_V3D_HUB_IDENT2,
- DRM_V3D_PARAM_V3D_HUB_IDENT3,
- DRM_V3D_PARAM_V3D_CORE0_IDENT0,
- DRM_V3D_PARAM_V3D_CORE0_IDENT1,
- DRM_V3D_PARAM_V3D_CORE0_IDENT2,
- DRM_V3D_PARAM_SUPPORTS_TFU,
- DRM_V3D_PARAM_SUPPORTS_CSD,
- };
- struct drm_v3d_get_param {
- __u32 param;
- __u32 pad;
- __u64 value;
- };
- /**
- * Returns the offset for the BO in the V3D address space for this DRM fd.
- * This is the same value returned by drm_v3d_create_bo, if that was called
- * from this DRM fd.
- */
- struct drm_v3d_get_bo_offset {
- __u32 handle;
- __u32 offset;
- };
- struct drm_v3d_submit_tfu {
- __u32 icfg;
- __u32 iia;
- __u32 iis;
- __u32 ica;
- __u32 iua;
- __u32 ioa;
- __u32 ios;
- __u32 coef[4];
- /* First handle is the output BO, following are other inputs.
- * 0 for unused.
- */
- __u32 bo_handles[4];
- /* sync object to block on before running the TFU job. Each TFU
- * job will execute in the order submitted to its FD. Synchronization
- * against rendering jobs requires using sync objects.
- */
- __u32 in_sync;
- /* Sync object to signal when the TFU job is done. */
- __u32 out_sync;
- };
- /* Submits a compute shader for dispatch. This job will block on any
- * previous compute shaders submitted on this fd, and any other
- * synchronization must be performed with in_sync/out_sync.
- */
- struct drm_v3d_submit_csd {
- __u32 cfg[7];
- __u32 coef[4];
- /* Pointer to a u32 array of the BOs that are referenced by the job.
- */
- __u64 bo_handles;
- /* Number of BO handles passed in (size is that times 4). */
- __u32 bo_handle_count;
- /* sync object to block on before running the CSD job. Each
- * CSD job will execute in the order submitted to its FD.
- * Synchronization against rendering/TFU jobs or CSD from
- * other fds requires using sync objects.
- */
- __u32 in_sync;
- /* Sync object to signal when the CSD job is done. */
- __u32 out_sync;
- };
- #if defined(__cplusplus)
- }
- #endif
- #endif /* _V3D_DRM_H_ */
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